While I wait to get the part I need to get my data back, and get a new computer, I wanted to talk about what i've been up to lately with Annex.
I drew up new build and unit trees on my mac:
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_structure_tree_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_unit_tree_AD.jpg[/img]
The tech tree is radically different. Instead of relying on tech level upgrades to obtain higher tier units, it now is based on having special structures, a silo and tech lab. The reason I chose to have two instead of just the tech lab (like old C&C games) is that it forces the player to pick a path either anti unit/defensive (tech lab) or anti base/offensive(silo). Its not just as simple as defense vs offense, but its difficult to put into words so you will have to see for yourself. Btw it is possible to have both a tech lab and silo (its actually necessary for your hero/superweapon) but its difficult to obtain till late game. Also the destruction of these facilities means you loose access to the units dependent on them, so sabotage is defiantly a strategy to use here (lab and silo both have relative low hp for there cost for this reason). Also another important change is the addition of a new unit the "Mortar Grunt", cheap and available relatively early in game (just need advanced weapons upgrade) they are your first siege units and are capable of shooting outside the vision range of most units (if another unit scouts for them, much like the MRLS unit). There slow moving "bomb" is ineffective against moving targets so best to force enemies to stay put with a wall of tanks, assuming the your tanks don't kill them first.
I also changed some units roles around:
Aside from being female now, Grunts are no longer just cheap fodder as they were before, now they specialize in reconnaissance and combat support. They can repair ground vehicles, carry C-4 explosives (Giving them a devastating anti structure attack), have a high vision, and walk speed. Their downfall is their weak primary attack.
Rebalanced IFV to be more useful late game as harvester ambushers, and flankers to attack the vulnerable long range units in the back ranks, specialize in hit and run ground attacks.
Made Gunship rockets more effective vs ground vehicles and bomber bombs more effective vs structures.
Minigunners now Spray an area with bullets (they now have splash damage) making a squad of them devastating to infantry hoards.
Workers and harvesters are much more expensive, and take longer to produce, forces players to protect them better.
Hero unit (Falcon) can attack land+air units with her powerful grenade launcher. She will also have c-4 explosives, and ability to create scouts. A tech lab is required to create one (and you can have only 1 at a time), but her nuke attack requires a silo to use. Although she has a little more hp than a guardian she has an extremely high hp Regen rate enough to stand up against even destroyers, however she will succumb easily to overwhelming numbers. She is also the only unit with an elite status.
Strikers (anti air units) now shoot all 8 (technically 4 due to two rockets in g3d) rockets in a single barrage, with a successful hit will destroy any air unit in a single barrage, but a really skilled player can now effectively time and doge their fire.
Also note all infantry has high hp regeneration rate with low hp while vehicles have no hp regeneration, with much higher hp and armor.
Here some infantry re designs:
[img]http://media.moddb.com/images/mods/1/18/17106/infantry_remakes_v2_AD.jpg[/img]
Wish i could have shown you the mortar grunt but i don't have renders.