Oil Power Plant MAD TA Core, lvl1

Dino Power


produces 425 E





Note: Previous version here.


Buildpic: Absolutely no problems. Gorgeous.

Buildpic: 10


Model: The model on the other hand...it hasn't been changed at all, and now actually looks totally out of place. I'm wondering if the creator forgot to import the new model. Kudos to the expert face cutting though it could of been done even better in one case. This model has a fairly decent amount of faces, but the design of it looks like a World War II powerplant, almost like something that the Axis & Allies mod would love to have. It's very original, and quite interesting...But OTAish? Uhh...Nope. It also sort of bugs me how the smokestack is not sticking straight out of the building, but instead to the side. As well, for it's power output, it should have more than one smokestack [2]! Texturing however...some I love to bits, and how it looks like a WWII power plant. But it's not OTAish!!! As well, the texturing on the main stack needs something different, and the Core logo on that circular thingy that seems to have no purpose but to take up faces, totally doesn't fit with the rest of the texturing around it, and on my second look on it, makes me want to claw my eyes out from the disturbing inconsistency with the color around the face. It should at least have a darker Core logo, or just something plain... One last peeve is the lack of logo textures. It's a major mistake which I actually have to revise the older score over, and I can't believe I missed it [1]. The corpse is pretty decent, but the texturing looks a tad odd. I'll give a half point, but only because it looks pretty well wrecked model wise, and texturing can be fixed easily. [0.5].

Model: 3.5


Script: Ha! Scripting for power plants? Actually, there is. The power plant has smoke vent from the smokestacks. It also smokes when heavily damaged, but when it's heavily damaged, how can you tell the difference? o_O

Script: Not counted


BalanceApparently, to change the balancing the creator just simply reduced the output from 525E per tick, to 425E per tick. It doesn't seem much, but it actually does a big difference. To make a tick of energy, it takes 6.5 units of metal and 45.9 units of energy, and compared to the solar's 7M and 40E, and the Fusion's 5M and 38E per energy unit, the oil plant is actually quite well balanced. However, since the energy costs are so high compared to even our friendly solar, I recommend dropping the energy costs to roughly 18000 units to get your ten.

Balance: 9


My score: I like this unit, and I like the fact that it makes the AI work twice as efficiently with these plants, because they like to mass produce them like a weed. One thing that bugs me is that this unit (and it's partner, the Arm Coal plant, included in this ufo, but to be reviewed seperately) is that they use Coal and Oil. Wouldn't they be used up eons ago? Heck, you've seen fuel prices in the world, so why would there be those kind of power plants? Very unrealistic... Lastly, this shows that a revision can be as simple as changing a single digit in a text file, to totally revising it (check the Blade review to see what I mean).

My score: 8


Total score: 7.9


Review by The Legacy | Others by same