[Squad] Disposal Mechs v1.1.3

Distribute and discuss mods that are functional.
Lemonymous
Posts: 55
Joined: Fri Mar 09, 2018 3:29 am

[Squad] Disposal Mechs v1.1.3

Postby Lemonymous » Thu Sep 06, 2018 2:43 pm

Originally made by Detritus as waste disposal mechs. Now repurposed to fight the Vek.

Image Image Image

Disposal Mechs 1.1.3 - requires mod loader version 2.3.0 or higher.
Mod Loader (originally made by Cyberboy2000 and continued by kartoFlane)
Special thanks to kartoFlane for modApiExt and assistance when creating the mod.

Old versions
1.0.4, 1.0.2, 1.0.0

Code: Select all

1.1.3 - fixed a bug sometimes causing CTD when Stacker threw a unit in the water (thanks to neo for making me aware).
1.1.2 - updated all my mods with correct modApiExt versioning. If you encounter bugs, update all your mods.
1.1.1 - modApiExt compatibility with other mods not using it's latest commits.
1.1.0
Fixed a CTD bug with Fork Lift.
Changed Dozer's attack.
Removed amphibious.
Renaming some weapons.
Option to add weapons to the store.

1.0.4 - Added some optional Dozer attacks/upgrades for testing purposes.
1.0.2 - Fixed bug where projectile velocity could be permanently set to Dozer's charge speed.
1.0.1 - Fixed bug where crushing unit could be incorrectly coated in acid. (thanks ijocks)
1.0.0 - Initial release.
Last edited by Lemonymous on Mon Mar 18, 2019 3:41 pm, edited 6 times in total.
neozoid
Posts: 14
Joined: Sat Mar 10, 2018 10:51 pm

Re: [Squad] Disposal Mechs

Postby neozoid » Sun Sep 30, 2018 8:16 pm

Hot damn, the art for this squad is fantastic!
Lemonymous
Posts: 55
Joined: Fri Mar 09, 2018 3:29 am

Re: [Squad] Disposal Mechs

Postby Lemonymous » Mon Oct 01, 2018 12:17 pm

Thank you Neo! That means a lot to me :D
Robert Scythe
Posts: 36
Joined: Mon Feb 18, 2019 7:00 pm

Re: [Squad] Disposal Mechs v1.1.3

Postby Robert Scythe » Thu Apr 04, 2019 2:10 am

Hey, another fun crew here, though a very slow opening considering that 2 of the mechs deal no initial damage. Kaz is ideal for the Dozer (or 2 of the modded pilots, Binah or Harry Southwood) until it acquires an alternate weapon, though I chose not to use him for a clean evaluation. I managed to get a perfect island on the first but that is probably partly due to going to Detritus first which helped soaking veks in A.C.I.D. for the Dissolver to get a jump on its damage potential. I even found Southwood to put in the Dozer! Not sure if the +2 range upgrade is that useful for the Dozer Blades, I only utilized the 1 core +1 range and never felt that I needed to invest another into it. I know that you were using the Swap's formula for range increase but just did not feel that +2 or 3 was necessary, though I am not sure what other upgrade would be (or if it needs another) but the price seems proper. The other mech's weapon's upgrades were all spot on and useful, I got them all. I only did a 3 island hard run (again, for lack of time/sleep) with only the 3rd isle not being perfect and almost got screwed in the final stand when I ended up losing 6 Power Grid but pulled out the victory anyway! I agree on the spritework being excellent and, yet again, enjoyed your time and effort Lemonymous!

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