Z axis Mod

Well I have begun working on the Z axis mod (or 'y' for those of you who are picky). I will be uploading a video of the proof in concept. So far in the DEV thigs are looking good. Still have alot of work though. Any suggestions would be gladly taken.

3,546 views 10 replies
Reply #3 Top

Certainly looks interesting. Good job.

Reply #4 Top

So why exactly are the ships going up there in the first place. Because of dynamic combat?

Reply #5 Top

Tell us how it plays--it's very interesting.  How does the AI handle it?

I solo a lot and am happy to beta it for you for feedback if you need. Is it stackable with other mods?

Reply #6 Top

I am one that will love this. Always wanted to know why we went back to the 1500s when the world was flat ;)

Reply #7 Top

Quoting Destraex, reply 6
I am one that will love this. Always wanted to know why we went back to the 1500s when the world was flat
End of Destraex's quote

Game mechanics to keep it simple...and to simplify movement for the AI I think.  Watch the AI try to navigate a crowded area when it has to move down or up to escape--its very slow.  Takes less units to defend a 2d area so it reduces cpu too overall.  A little more eye-brain contemplation for players to deal with as well.

Still would like to try it out and see what happens.  It amazes me how people find all these things they can change. placement in galaxy forge.

Reply #8 Top

Quoting Destraex, reply 6
I am one that will love this. Always wanted to know why we went back to the 1500s when the world was flat
End of Destraex's quote

The devs originally had Sins setup for 3D movement. The Z axis key is still viable just has no key command assigned. But as SINS-Imperium pointed out, it caused too many issues.

Reply #9 Top

Hmmm..me still so curious to try it.  It would twist current game strategy and mechanics some--essentially, systems would be less defended by the need for more coverage.

Reply #10 Top

well been busy and getting back to it now. finally went to entrenchment so i have been trying that out a bit. also trying to mess with placement of resources (extractors) which atleast causes ai to build there and place ships to guard it. as for getting ai to put other structures... frustrating indeed.

and yes since i use dynamic combat i wanted this to enhance it. so i am trying to not make changes that would not allow other mods. i might have to make a bit of give and take though unless u combine the mods