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[Squad] Collateral

Posted: Wed Apr 18, 2018 4:43 pm
by Schippi
Image

Collateral Download: here

requires the Modloader: thread


The Squad pretty much revolves around smart positioning, because the Mortar Mech has restricted targeting.

v1.3:
  • Double upgrades on Enhancing Mech fixed
  • Mortar Mech has better Tipimages
v1.2: fixed an upgrade issue
v1.1: fixed bug that dmg of enhancing mech wouldnt reset in the next mission after testing it
v1.0: release

Re: [Squad] Collateral

Posted: Thu Apr 19, 2018 11:38 am
by Captain Trek
There's a rather odd bug with this squad where if you take the Enhancing Mech into the test room, you can increase its damage as much as you want and it won't reset when you go into the next mission (whereas completing a mission does reset it).

Re: [Squad] Collateral

Posted: Thu Apr 19, 2018 5:11 pm
by Schippi
thanks for pointing that out! i've uploaded a fixed version

Re: [Squad] Collateral

Posted: Fri Apr 20, 2018 11:06 am
by Captain Trek
Another issue - the +1 damage upgrade on the Charging Shot doesn't do anything.

Re: [Squad] Collateral

Posted: Fri Apr 20, 2018 4:49 pm
by Schippi
i'm sorry >< should be fixed now

Re: [Squad] Collateral

Posted: Sat Apr 21, 2018 12:37 am
by stylesrj
Ok so I did a run with this squad and I have to say, the only Mech I found worthy of putting every single core in at the start was the Enhancing Mech. Everyone else could wait their turn for weapons upgrades.

I think the Mortar Mech could use a 2-core upgrade for Buildings Immune though because so many strategies were ruined by those buildings and a lot of artillery weapons eventually pick up a Buildings Immune power of some sort. Abe is definately a must for that Mech to be effective as well.
The Nanobot Mech is also useful but it's more like a Pulse Mech without two directions and it can shield buildings in front of it.
Now you could say that I could shield buildings, then drop the Mortar on the area but the Nanobot Mech is being used elsewhere to push things away. So maybe instead of a range increase or a close-range damage boost, Buildings Immune might be a better power.

The Enhancing Mech is insane though; however the Precharger doesn't seem to do anything on the first shot if you have +1 damage. I was expecting at least +2 damage right out of the gate; because it charges up a shot for +1 damage. So for two turns, you'd think it'd do 2 damage, then 3, then 4. So that probably needs looking into.

Re: [Squad] Collateral

Posted: Sat Feb 23, 2019 2:21 am
by Charcola
Hey, I keep getting the error "mods/Collateral/scripts/init.lua:55: attempt to index global 'Schippi_Powering_Shot' (a nil value)" and I was wondering if that had an easy fix, as I was looking forward to using this squad.

Re: [Squad] Collateral

Posted: Thu May 02, 2019 5:36 pm
by Schippi
i just did a fresh install and it loads fine for me, try deleting all other mods and make sure you have the most recent modloader installed