Rusted Warfare - RTS

Rusted Warfare - RTS

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Battletech: Clan Star Adder Units -- Sulla Fighter Update!
   
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Units: Units
Tags: robot, mech
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25 Jul, 2018 @ 10:07pm
21 Sep, 2020 @ 8:37am
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Battletech: Clan Star Adder Units -- Sulla Fighter Update!

Description
Includes units often found within the forces of Clan Star Adder, a faction from the Battletech universe.
This mod contains 10 units in total (seven mechs and three planes). All units are T2, and are produced by the T2 Mech and Air factories.

Feedback regarding the sprites and balance is highly appreciated.


=== Current Units ===

-- Adder --

- Prime Configuration: This is a moderately fast mech with mid-to-low health. It mounts a pair of ERPPCs, giving it a high maximum range. As with all Adder configurations, the mech mounts a flamethrower for self-defense. The mech is not capable of firing upon air units, and therefor requires AA support. The lightning aspects of the ERPPCs make this mech strong against shielded targets, but weak against buildings.

- A Configuration: The Adder A is a missile oriented configuration which mounts a long range missile 20 (LRM 20) launcher on each arm. For backup armament, the mech carries two small pulse lasers, and the fixed flamer. The mech shares the same range profile as the Adder Prime, but the spread of the missiles makes the Adder A more suited for fending off swarms of weak units, or for attacking buildings. The Adder A is largely an artillery unit, and is unable to fire upon flying units.

- D Configuration: The D configuration of the Adder is the "jack of all trades" version of the Adder. It carries an ER Large Laser for sniping, an ultra autocannon 5 for firing upon both land and air targets at mid-range, and two short-range missile 2s with the fixed flame thrower for close-in fighting. The D configuration is also cheaper to produce than the Prime or A configuration.

- H Configuration: This configuration of the Adder replaced the two ERPPCs with a pair of heavy large lasers. This loadout gives the H better damage over time, but at the cost of range. Thanks to the reduced production costs of the heavy large lasers, the Adder H is also slightly less expensive than the Prime.



-- Blood Asp --

- Prime Configuration: This iconic configuration of the Blood Asp sports two shoulder-mounted gauss rifles for extreme-range combat. For medium and short-ranged fighting, the mech carries a total of six lasers (four heavy medium lasers, and two medium pulse lasers) and an SSRM 6. The mech can not fire upon air units, so supporting this mech with AA units is recommended.

- A Configuration: The Blood Asp A configuration deviates from the other configurations of the mech in that it does not mount any weapons on its shoulders, and instead mounts pairs of ERPPCs and heavy large lasers in its arms, with no backup weapons to speak of. The configuration also mounts jump jets, which allow the mech to fly for three seconds at a time (this is enabled through an active ability). While flying, the mech can fire upon both air and ground targets, but otherwise can only fire upon ground targets.

- D Configuration: This configuration trades short-ranged weaponry for even more extreme-ranged firepower. This mech is a capable long-ranged AA unit, thanks to its three ultra autocannon/2s. The configuration also mounts to extended-range large lasers and a single gauss rifle. The rifle is slightly out-ranged by auto cannons and lasers, meaning the mech will have to close in somewhat to make full use of it's long-range firepower. For short-ranged fighting, the configuration includes two heavy medium lasers.



-- Sulla Aerospace Fighter --

--> NOTE: All Sulla configurations have "flank" and "cruise" speeds (toggled through active abilities) While set to flank speed, they have increased speed, lower turn rates, and will never land. Furthermore, Sullas are unable to hover in place, and will continue to fly forwards if they are trying to land but are not over open ground.

- Prime Configuration: The primary version of the Sulla is equipped with two ER large lasers and an ERPPC, allowing this configuration to perform strafing runs at a safe distance, and even to snipe other planes out of the sky. For defense against pursuing aircraft, the prime mounts a rear-facing ER small laser.

- B Configuration: Another long-ranged configuration, the Sulla B mounts two LRM20s as its primary weapons, with a rear-facing ER small laser for defense. While in flank mode, the LRM20s gain increased range. Due to the spread of the missile weapons, the Sulla A is best used against swarms of weak units, or large targets such as buildings.

- D Configuration: This is the dog fighting config of the Sulla, and carries three medium pulse lasers and two SSRM6 missile launchers as its primary armament. While lethal against other air units, this configuration is also a capable strafing unit, though its short-ranged weapons force it to come closer to the enemy, leaving it open to AA defenses.




=== Possible Future Units and Features ===

- Adder (more variants) (light omnimech)

- Glass Spider (heavy battlemech)
- Hellfire (heavy battlemech)
- Burrock (heavy battlemech)

- Marauder IIC (assault battlemech)
- Blood Asp (more variants) (assault omnimech)

- Turk (medium aerospace fighter)

=== Credits ===

- The creators and owners of Battletech: the original designs and concepts, and for the Clan Star Adder logo in the thumbnail.
- ArmyUnit: Sprites and code

And special thanks to Zorbakaq. I used the laser color from their mod, for the sake of consistancy. I highly recommend checking out Zorbakaq's Battletech mod! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1445638118


The map featured in the thumbnail is "Frozen Valley (6p)" ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1443551461&searchtext= ), made by Uber.

The map featured in the previous version's thumbnail was "Geothermal Lake" ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1510495028 ), made by MP97.
16 Comments
Glaive  [author] 14 Apr, 2021 @ 7:51am 
@Dash71101
Sorry to get back to you so late! I might have to look into making a custom carrier yea, but I haven't worked on this mod in a long time (technically) because I have been working on several other much larger total-conversion mods, one of which is centered around battletech. I'm not sure when I'll be releasing it as I've run into a few really bad snags, but maybe I will be able to get it working the way I want once Luke updates RW a few more times.

As for you mech suggestions, I definitely am/was planning on adding the Burrock and Hellfire. I'd need to research the others a bit before considering the others though. My aim with this mod was to make units that Clan Star Adder makes/produces (in the Battletech lore), but I do know that Star Adder does use most of those mechs, so I might still add a few of them.
Mephi 18 Oct, 2020 @ 5:58am 
@ArmyUnit
Suggestion,
Since the vanilla carrier doesn't seem to work with modded fighters, just make a new version so you can have modded carrier based aircraft.

Mechs
Burrock
Arms: 1 UltraCannon/20
6 medium heavy lasers

Hellfire
1x Heavy Large Laser
3x LRM-10s
2x ER Medium Lasers
2x Heavy Medium Lasers
2x Heavy Small Lasers

Night Gyr
2x ER PPCs
1x Ultra Autocannon/10
3x Medium Pulse Lasers

Predator
2x LB 10-X Autocannons
2x ER Medium Lasers
2x ER Small Lasers

Savage Coyote
2x ATM 12s
1x LB 10-X AC
1x ER PPC
3x ER Medium Lasers
2x ER Small Lasers


Glaive  [author] 21 Sep, 2020 @ 8:48am 
@Dash71101:

Good suggestion! I went ahead and added the Sulla fighters to the carrier's spawn list. Unfortunately there doesn't seem to be a way for me to make the Sulla appear at the bottom of the carrier's spawn menu (like the other T2 air units). This is because of how the carrier is coded as far as I can tell. Just a minor issue though.
Mephi 21 Sep, 2020 @ 8:07am 
Can you make the Sulla fighter a carrier aircraft?
OwenVSH 30 Mar, 2020 @ 7:55pm 
more mechs is what i was looking for. i will give it a spin. Old battle tech head here.
Damion Wolf 17 Nov, 2018 @ 7:34pm 
Keep up the good work.
Hiro 19 Aug, 2018 @ 9:16am 
Thanks ^-^
Glaive  [author] 19 Aug, 2018 @ 8:45am 
You use these lines in your projectile code block:

life: 23
instant: true
instantReuseLast: true

laserEffect: true

'instant: true' and 'laserEffect: true' should be pretty self-explanitory. I'm pretty sure you do want both in this case.
'instantReuseLast: true' is the most important line there, since that's what tells the game to keep the lasers around for more than one frame.
'life: [number]' determines how long the laser effect will stay. The value in the example is from the Blood Asp's current (update 4) heavy laser duration value, for reference.
Hiro 19 Aug, 2018 @ 2:00am 
I have a programming question, how did you do these lasers? Because for me it's black magic.
Glaive  [author] 8 Aug, 2018 @ 2:32pm 
Released a small update containing some polish and a minor bug fix. See the change notes for detail.
Also, sorry about the slow progress on this mod! I've been experimenting with a new unit and have run into some issues.
The next few updates will probably contain some new variants for the Adder and a few ballance passes.