Tech-Comm Alpha v0.26 released
http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zipList of changes:
* Adjusted buy/sell prices to craft and craft weapons
* Changed quantity and mix of starting base craft, favoring more fighter craft and less transports/supports (can be changed back later)
* Adjusted starting base layout for better base defense
* Several advanced craft/items cannot be purchased anymore, only sold
* Humans and Skynet plasma weapons now require research to use
* Removed advanced items from Resistance NPCs
* Changes to base facility map buildings:
** Command Center now uses its intended map (previous version was moved to Housing facility), which should be more defensible, with a more protected escape tunnel.
** Housing and Storage are the two other alternative starting positions, Housing retains the sewer escape tunnel.
** Added Housing Station and Storage Station, both underground, cost twice to build and at twice the time. Upgraded starting base's facilities to stations for further testing. Also added Tech Lab facility map and removed several sewer fences for better pathing
** Terminator starting positions should be more evenly distributed around the base
** Terminators can now destroy base facilities by attacking radars, missiles, beds, etc.
Command Station in top corner, Housing on Center.
Housing Station (left) and Storage Station (right)
Two wee issues on base defence. I forgot to get a screenie of the first one but one of my guys spawned in the dirt in between levels.
Also these two unfortunate individuals went down into this structure, which was an empty base square. They are doomed, never to return, because there's no way back up.
First issue, redoing several of the base facility maps and it's likely to have been fixed.
Second issue, yup, those guys were definitely not meant there and the map has been fixed
Edit - uploaded 0.26 with a critical fix for 0.25 plus changes to the early terminators appearance and weapons