Starship Troopers - Terran Command is a thrilling real-time strategy game set in the Starship Troopers movies universe. Take command of the Mobile Infantry and do your part in the war against the Arachnid threat. Build, develop and control your armies to strike an effective balance between tactical superiority and strength in numbers. Ensure that human civilization, not insect, dominates the galaxy now and always!Story CampaignThe population of the harsh desert planet Kwalasha needs our help. Their daily lives of hard work in the mining industries has been disturbed by a new danger that they cannot face alone: the Arachnid.
Didn't it seem to you that the beetles were somehow not enough? Or the fact that soldiers cannot tie their grenades into one? And the fact that some abilities and types of troops are useless. This mod will partly correct this oversight. Added a few new abilities and some useless ones. Now many more beetles will sit in the beetle hive. Also now, when gaining a level, units will increase the firing range, accuracy, attack speed, damage. Slightly changed the balance and cost of units. The supply depot now gives 6 supplies and 1 support Now, when the bunker is destroyed, it explodes and its remains are also a destructible structure and explode after destruction. And yes, engineers can build it. Also now you can repair the gate, but only open! And other changes! Would you like to know more? Then sign up for the mobile infantry, we need heroes we need you!
Wish there would be some kind of "Target Prioritising" system (like one for banelings in Starcraft 2: prioritise closest target/prioritise buildings) for some units like sniper team or rocket squad... Like in mission, where you defend Fort Meru - Scorpion bugs are ANIHILATING your defences, but rocket squads are attacking the closest warrior bugs... instead of prioritising Scorpions...
I mean - thats just STUPID!!! It's like nowadays you'd use expencive rockets on simple coscript squad, ignoring the TANK regiment 10 meters behind them
in later updates that functions actually going to be added
Got one suggestion - add more rate of fire to Powered Suit Sniper team... I mean - come on! There 7!!! of em but even experienced (LV 3) PS Snipers are firing slower than 3 men standart Sniper Team!!!
Docs.google.com
Here - i've made some adjustments for Weapons
Now it should be more phisically-accurate:
1) Long-barelled rifles (Morita Mk I rifle, Morita Mk I Sniper) now has better piersing: as they shold!!!
2) Medium-barelled rifles (Morita Mk I Carbine) has lower piersing, but better Rate of Fire
3) Morita Mk III rifles are using better rounds than standart Mk I: they cause better damage while providing quite the same piersing (slightly better)
4) Fixed Morita 3X Sniper rifles: fixed it's Rate of Fire (1.8 instead of 3) and fixed it's piersing (70 instead of 0!!!!... 0! - REALLY?!)
The problem will be that the squad will become super powerful and break the balance.
i love this but theres seriously way to many bugs spawning in attack waves, i was on the 3rd mission and the attack wave (not hive wave) was never ending i couldnt do anything cuz i had to hold the wall, other than that i love the upgrades you get and just how units work, another issue issue and this is with every mod ive noticed is that modded units cant clear hives which is a big sad, over all though i enjoy the mod.
Try to maximise using of Snipers and engineers in offencive operations (2-6 Sniper squads to supress Bug Hive units and 1 Engineer squad to lure out bugs out of the hives (DO NOT UPGRADE THEM, when they become LV3!!! - upgraded engineers are Loosing the ability to clean up the Hives!)): HMG's and Rifle squads will hold the central bace (add My "Weapons" file to make the gameplay more accurate on Hardened)
As such - place HMG turrets IN FRONT of your squads: so the bugs target the turrets instead of men - so your men could gather Experience and become More efficient...
To be precise - allways keep 2-3 rifle squads on the main Wall!!! Fortify em with HMG's and dont forget to reiforce em!!! + Keep ALL of sniper teams you can spare on the wall just up north of em...
Hello, thanks for the feedback. In my mod I corrected this
Hello.
Even with my "Weapons" correction (yeah: not an Upgrade, but Correction) on "Challenging" (not tot mention - "BRUTAL") difficulty it takes a LOT of micro-control to win... All I did with my correction - I've made it more physically accurate. (Never liked the Morita PS Rifle's design's (Morita MK I Rifle: Starshiptroopers.fandom.com ) cause of it's magazine: it is said to house 30 .338 Lapua rounds... BUT (By it's looks): standart mag should house 3-4 .339 Lapua rounds TOPS!!!)
Made some changes to my version:
1) Radio squad now have "Calll Marines" Ability
2) Heavy rifle squad now wields Morita MK I wihth grenade launchers (do not mistake wth Morita 1 - wielded by rifle squads)
3) Fleet Liason now have anability (on level 3 - unlockable) to deploy Powered-Armor Trooper squad
4) Increased Steel Bunker's HP and Armor
This did not changed gameplay in "Challenging" or "Brutal", but it made it more accurate