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Soviet Dawn: Incursion
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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Feb 04, 2010 12:32 pm    Post subject:  Soviet Dawn: Incursion
Subject description: The return of the project!
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After quite a bit of work, and a LOT of redoing stuff, I'm presenting Soviet Dawn: Incursion to PPM again. In my opinion, words are not quite right for this, so I'm going to let the pics do the talking.


The banner that will be used on the site, the ModDB page, etc. until I change my mind about it. :v (credits: Joshy for the amazing logo)


The new cameo style for the infantry. An idea that Bolt developed led to the creation of these. The difficulty on determining the infantry from the background has already been fixed.





The new AI will slash and burn you and your pathetic base. A lot of work has gone into the AI of Incursion, with multiple rewrites in order to get it to the level of satisfaction that should be seen in at least a beta-level product. There is no more easy difficulty either, instead the difficulty nob has been turned up a bit so more experienced players can still enjoy this mod offline. A few of the screenshots may show off a funky looking vehicle. It has been removed until further notice.



Just the standard Allied crew. New tools of war for the Third War.


Some of the new buildings put into the mod. The barracks has no remap color issues, they are fixed.



For all you fortification fans, walls have extended range and Gates are in Incursion. Yes, those walls are stronger. No, it won't save you from the AI.



One of the problems in the last RC was the lack of funding for war. Ore growth has been increased phenomenally to help out maps with less ore. Added to the Allied armory is the Ore Plant. This building spawns ore for players in desperate need of money. Only one may be built, but it's still a massive help.

Last edited by m7 on Fri May 28, 2010 3:56 pm; edited 3 times in total

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Feb 05, 2010 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

now all you need is: buildings, new miners, mcvs, choppers, more air, and navy.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Fri Feb 05, 2010 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Feb 05, 2010 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, Tony, you're welcome to make me new miners. I'm not adding any more air in though. And navy is currently unconsidered for now.

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Fri Feb 05, 2010 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's looking nice. Especially like the remakes of the original units. Hope your mod turns out well m7.

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Feb 06, 2010 9:46 am    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Well, Tony, you're welcome to make me new miners. I'm not adding any more air in though. And navy is currently unconsidered for now.

I'll pass on any voxel work, but maybe I can help with buildings later on.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Apr 22, 2010 5:39 am    Post subject: Reply with quote  Mark this post and the followings unread

EDIT: Mod promotion cancelled for overhaul.

Last edited by m7 on Wed Apr 28, 2010 4:36 am; edited 2 times in total

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Thu Apr 22, 2010 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Is it me,or does the halftrack have tesla coils?...

Also,the Yugoslavia flag has a bug.

Last edited by Deformat on Thu Apr 22, 2010 6:06 am; edited 1 time in total

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Apr 22, 2010 6:05 am    Post subject: Reply with quote  Mark this post and the followings unread


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Apr 22, 2010 6:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks nice, especially the enhanced sidebar, but most of the Soviet voxels look pixely. Look at the apoc and flak-track and you'll see what I mean.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Thu Apr 22, 2010 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
The Flak Track is the one that Erastus made in this thread: http://ppmsite.com/forum/viewtopic.php?t=27123 Are they tesla coils? :p


The turret simply reminds me of one of the Tesla Tanks' one,yet I simply can't remember which one.That's it.Yet using tesla on Halftracks isn't such a bad idea IMO.

also,agree with Crimsonum.Bolt did a good job.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Apr 22, 2010 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Looking bloody nice. It's very rare I actually feel like I want to play another mod other than my own projects but I do in this case. Razz
Keep it up, if you've made me want to play it then you're doing something right.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Apr 22, 2010 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Is that the Nova Platform? If yes, then KILL IT WITH FIRE.

Seriously. It's overused and doesn't look half good.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Apr 22, 2010 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Well it was overused, now maybe it's not because everyone was so quick to get rid of it. I don't know exactly what projects are using it anymore... the only one I can really remember is RS and that isn't in 2.0. IMO its a nice voxel as well.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Apr 22, 2010 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder, got a decent V3 you'd like to share with me? I'll gladly replace it if I can find something that fits in better.

Aro, thanks man. I'm trying to bring everything to the table that I can. Each soviet side presented should be an interesting change to the strategies available.

Deformat/Crimsonium, I'll look at those two voxels in detail. See if I can't get rid of some of the pixel effects.

OmegaBolt, I can safely say I never remember any mod using the Nova Platform other than Supernova and RS (only RS because you brought it up) so I don't see how it was overused.

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Petras_Kolnas
Vehicle Driver


Joined: 22 Nov 2009
Location: The Kremlin

PostPosted: Thu Apr 22, 2010 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well this looks very nice!

I'm very excited about the new soviet factions, but why get rid of the awesome RA2 Lybian flag? (Sure, not as accurate as the solid green rectangle, but definitely better looking.)

...so, can we expect a semi-final version from Freedom Studios soon?

It's always great to see collaborative mods. I am cursed with being the sole developer of my little 'RA2: Ubermod' project. It's been fun and interesting work, but very slow...

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Speeder
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Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri Apr 23, 2010 12:42 am    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Speeder, got a decent V3 you'd like to share with me? I'll gladly replace it if I can find something that fits in better.

Aro, thanks man. I'm trying to bring everything to the table that I can. Each soviet side presented should be an interesting change to the strategies available.

Deformat/Crimsonium, I'll look at those two voxels in detail. See if I can't get rid of some of the pixel effects.

OmegaBolt, I can safely say I never remember any mod using the Nova Platform other than Supernova and RS (only RS because you brought it up) so I don't see how it was overused.


It was used in several unit-mashup mods as well. You're using Longwall's voxels and I'm pretty sure there have been releases of rocket launcher units in that style. If not here then on chinese modding forums. Example. Few edits and it fits perfectly.

If not, then at least do something about that horrible missile and remap front.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Fri Apr 23, 2010 3:47 am    Post subject: Reply with quote  Mark this post and the followings unread

My only question is...

Where can I find that tank destroyer voxel? Very Happy

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Eldrei
Missile Trooper


Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Fri Apr 23, 2010 5:54 am    Post subject: Reply with quote  Mark this post and the followings unread

DaRTzO wrote:
My only question is...

Where can I find that tank destroyer voxel? Very Happy

In a ripper's pocket.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Apr 23, 2010 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Or if you look in Conman's XAW released assets pack, you'd find it. Since it's a public asset and all.

Smooth Eldrei, you should look where to find assets before making such a claim.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Sat Apr 24, 2010 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

What's Yugoslavia's specialty? And what about Libya, do they have Khadaffi and his mobile tents? (J/K)

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sat Apr 24, 2010 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Specials will be revealed as screenshots of their armies appear. I'll edit Russia's screenshot description so that you all know what it is.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Apr 25, 2010 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Those voxels look awsome.

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Mon Apr 26, 2010 2:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Voxel is damn awesome! where u got the kirov and v3 launcher vxl?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Apr 26, 2010 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

the kirov looks like Longwalls, and I'm not sure about the V3. Check the Voxel forum to see if it's available for download.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Apr 26, 2010 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

The V3 Launcher, as it was discussed in the thread, is made by Napalm and available for download at YR: Argentina.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Apr 26, 2010 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh and btw, excellent job M7, looking pretty damn good. I like what youve done so far.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Apr 28, 2010 4:38 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm overhauling the mod. Some development issues lead me to this.

When I have everything under control I'll repost everything.

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Wed Apr 28, 2010 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh no :/

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Wed Apr 28, 2010 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

inzane krazy wrote:
Oh no :/


Actually,I'm quite glad,since seeing the idea of "light tank and medium tank" as some sort of new unit is a bit boring,since gameplay becomes boring.

I mean,why buy a light tank when I can buy a medium one?...

Light tank becomes useless.Therefore,I appreciate the fact that you decided to do modifications,since I guess that stuff that will come will be better.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Apr 28, 2010 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Or, Deformat, you build both because Light Tanks deal more damage to light vehicles and Medium Tanks to deal damage against medium armors. Then, before, you supplemented the two with Mirage Tanks and used Chrono Prisons to deal with heavy armor.

But something there didn't work. So I've gotta go back and look at everything.

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Wed Apr 28, 2010 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Light Tanks always had a place. Look at Red Alert; they had a useful function and they mixed really well with Medium Tanks.

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Wed Apr 28, 2010 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Deformat: Because only idiots judge a tank by it's size Rolling Eyes

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Thu Apr 29, 2010 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Or, Deformat, you build both because Light Tanks deal more damage to light vehicles and Medium Tanks to deal damage against medium armors. Then, before, you supplemented the two with Mirage Tanks and used Chrono Prisons to deal with heavy armor.

But something there didn't work. So I've gotta go back and look at everything.


So,you're into armor types(since I guess you're doing this mod mostly for online games).Well,in that case,only argument would be design-wise,but that's it.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri May 28, 2010 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm glad to start re-announcing Soviet Dawn: Incursion to PPM! The original post was edited with screenshots and some bits of info, but I'm holding out some info for now.

What I'm interested in is potential testers. Unlike before, testers are going to need to be able to be active. More info can be found here in this thread about joining in as a beta tester.

How does PPM feel about the new Incursion? I'd love some feedback.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat May 29, 2010 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread

This looks very interesting, and I usually don't look at that many RA2 projects. I'd like to see how the improved cameos look if you have them handy? Would like to see what that AI's like.

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Gen.Kenobi
Disk Thrower


Joined: 08 Dec 2009
Location: Brazil

PostPosted: Sat May 29, 2010 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like the realistic scale.

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Sat May 29, 2010 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

AI WILL RAEP J00

Atleast, if Modder gets it all done >.>

Also, are the unit cameos final?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Jun 24, 2010 1:48 am    Post subject: Reply with quote  Mark this post and the followings unread

An update from the frontlines, a lot of development has happened since I last posted in my own thread. The development of the Soviet army, as well as official designation of PsiExoda and PsiExoda's goals/control behind the Soviet armies.

Soviet Juggernauts escorting some newly-balanced Siege Choppers.


Rhinos and Flak Tracks keep the Motherland's economy running smooth.


Soviet Twinblades and Siege Choppers supporting Juggernaut masses.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Jun 24, 2010 2:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I really like those rhinos, but I think the twinblade needs a more defined propulsion system (are those jets like Orcas, or just no propellers yet?)

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sat Jun 26, 2010 2:16 am    Post subject: Reply with quote  Mark this post and the followings unread

oh noes not another overkill AI again!

graphics are sweet dude , but the gameplay gona be a bit fast IMO

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Jun 26, 2010 5:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Dubzac wrote:
the gameplay gona be a bit fast IMO

I don't see any problem there #Tongue

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sat Jun 26, 2010 6:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, the gameplay isn't going to be fast. It's well-paced, a hair faster than stock gameplay. I've done a good job avoiding a fast-paced mod due to the lesser interest in it.

And, it's not really that bad of an AI at all. Especially considering about half of the mod isn't compatible with the stock AI limitations. (Ares 0.3 will relieve most of this if it's still the AI enhancements)

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Ghost of Christmas Past
Grenadier


Joined: 02 Jun 2010

PostPosted: Sat Jun 26, 2010 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, twinblade needs rotors, ATM it looks like a flying brick.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Jul 28, 2010 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm gonna bump my thread here at PPM with a few updates, all has grown silent and I had an interesting PM I just remembered.


Experimentation with alternative colors for an industrial, non-pink Soviets.




Soviet Dawn: Incursion is now moving away from Mooman's terrain. Even if it's one theater at a time, at seemingly random times, I'll be obtaining / creating new theaters to replace the old ones. This new Temperate theater was the original Future Crisis terrain, with completion work done heavily by OmegaBolt and some additional help by myself. (yes, I know the Soviet structures aren't in Brick scheme. There are organizational issues on my first approach, and I'm going to go back and fix them)

The new Freedom Studios intro screen, made by Geno, is included into the mod. Now you can watch (or skip by) a brief video advertising Freedom Studios. Very Happy
http://www.moddb.com/mods/soviet-dawn-incursion/videos/freedom-studios-intro (don't forget to follow me on ModDB :p)

And an update on the Soviets, showing off their new color system as well as their new power system. Soviets in SD:I utilize Nod-esque powerplants. The Reactor is the light power generator, giving 150 power. The Telsa Reactor has seen breakthroughs in output capabilities, giving off 500 power. The Tesla Reactor can be built after obtaining a Radar, and the original Nuclear Reactor must be intact and on the battlefield.


That's all the updates I have for now, hope you enjoyed! Very Happy

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Wed Jul 28, 2010 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd consider giving the beta battle lab a recolor then, or just dump it. It seems out of place and futuristic compared to those gray/olive structures. It never fit in to begin with, in my opinion, but.. Really.

Perhaps grays?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Jul 28, 2010 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

The beta battle lab is gone as we speak. It has use later on in the tech structures.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Aug 20, 2010 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Accidents happen, and I had a fatal accident which erased months of work on the mod. Fortunately, it takes more than that to kill my drive. With a fresh restart comes a few new ideas implemented in.


Below are two of the new theaters, Gamemate's FC terrain in an almost-kinda-complete state. Bolt and I have taken up finishing the beautiful temperate theater.


While this is a test map (that's why the shores are just straight lines dammit) it demonstrates the new TS terrain replacing the lunar theater completely.


When you unlock access to the Airforce Command Center, you'll be granted one of three Researches. You can research Aeronautics, Robotics, or Superweapons, each a tech branch capable of changing your tactics. Looking for a strong air and infantry regime? Play as America and research Aeronautics. Playing against PsiExoda? Research Robotics to have a suitable role against the devious mind control forces. Each research locks and unlocks new forces in your tech tree, as well as a unique bonus to support your tactics. You can only have one research, and all three researches do disable your country-specific vehicles and infantry unit, so it may be wise to plan your strategies before you research. Researches do not appear on the battlefield, are unsellable/undestroyable, and do not occupy radar/base space. Researches take advantage of 0x0 foundation buildings.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sat Aug 21, 2010 5:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow. That looks interesting, just like in AG:SA. But I thought that upgrade thing only supports two options, not three or more. Enlighten me, please.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sat Aug 21, 2010 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why are you using the TS terrain? I think its a good set and all, but porting it over to RA2 is just going to make it look bad if you ask me. If you insist I suggest replacing the RA2 Snow with TS's then. That stuff actually could fit in the RA2Iverse.

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