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[YR] C&C Mashup - which is based on C&C Rewire
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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Dawe
Vehicle Drone


Joined: 02 Feb 2010
Location: Hungary

PostPosted: Fri Feb 01, 2013 9:13 pm    Post subject:  [YR] C&C Mashup - which is based on C&C Rewire
Subject description: RA2-YR & TS-FS total conversion with 40 skirmish/multiplayer game modes
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Hi,
'Command & Conquer: Mashup' version 2.0 is released today.

This is a total conversion for Yuri's Revenge. Converted the Global Defense Initiative and Brotherhood of Nod sides and some multiplayer maps from Tiberian Sun & Firestorm. Upgraded the Allied, Soviet and Yuri sides. 2 new countries available: Soviet Ukraine & Yuri Toxin Force.

This mod doesn't have story, it's an only-multiplayer mod with 40 game modes.

Special thanks to the 'Command and Conquer: Rewire' Mod.

Information about Installation, Mod Features and Credits available in the readme file.

http://www.moddb.com/mods/cc-mashup

A random pic from the mod:



More pictures on ModDB's profile!

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Feb 02, 2013 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Say, did you have permission to take out the shipyards from C&C Reloaded?

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Dawe
Vehicle Drone


Joined: 02 Feb 2010
Location: Hungary

PostPosted: Sat Feb 02, 2013 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Say, did you have permission to take out the shipyards from C&C Reloaded?

All assets are credited in the readme file. But I made those shipyards.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Feb 02, 2013 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hm, indeed. Sorry, but the older pics resembled them.

Otherwise:
Soviet AI clutters up Allied MCVs
wrong tankparachute (what, NPatch used that tag, lool)

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Dawe
Vehicle Drone


Joined: 02 Feb 2010
Location: Hungary

PostPosted: Sat Feb 02, 2013 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Hm, indeed. Sorry, but the older pics resembled them.

Otherwise:
Soviet AI clutters up Allied MCVs
wrong tankparachute (what, NPatch used that tag, lool)

I reinstalled RA2 & YR but the mod works fine. Soviet AI doesn't build Allied MCVs.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Feb 02, 2013 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmm... NPSE or NPExt?

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Dawe
Vehicle Drone


Joined: 02 Feb 2010
Location: Hungary

PostPosted: Sat Feb 02, 2013 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
hmmm... NPSE or NPExt?

NPatch SE #0022

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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Sat Feb 02, 2013 7:40 pm    Post subject: FS Gen Reply with quote  Mark this post and the followings unread

How about Firestorm Generator an FS Wall Question

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Dawe
Vehicle Drone


Joined: 02 Feb 2010
Location: Hungary

PostPosted: Sat Feb 02, 2013 11:29 pm    Post subject: Re: FS Gen Reply with quote  Mark this post and the followings unread

luxycomplex wrote:
How about Firestorm Generator an FS Wall Question

No, not yet. In v.2.0 the FS Gen use Force Shield SW because NPatch hasn't Firestorm SW tag.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sun Feb 03, 2013 9:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Where did you get the TS sidebar?

I'm not personally a fan of mash-up mods, but this one looks pretty well made.

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Dawe
Vehicle Drone


Joined: 02 Feb 2010
Location: Hungary

PostPosted: Sun Feb 03, 2013 6:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Deformat wrote:
Where did you get the TS sidebar?

I'm not personally a fan of mash-up mods, but this one looks pretty well made.

I made that and I already have GDI sidebar and Nod sidebar. But this is NPatch mod yet so I couldn't use these separately.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Feb 03, 2013 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I love this mod. It's certainly had a lot of changes from the version I used to have (1.5). I'm gonna try this one out again. Fortunately I've always used the same version of NPatch as you (NPSE #0020)

For the Doomsday mode, is NPatch required to make a mode like that?

EDIT: Ok nobody go and say NPatch sucks, but I just installed it, and I just wanna see if I can still uninstall it if I want but it'll say "The current gamemd.exe cannot be deleted."

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Dawe
Vehicle Drone


Joined: 02 Feb 2010
Location: Hungary

PostPosted: Mon Feb 04, 2013 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

PePsiCola wrote:
I love this mod. It's certainly had a lot of changes from the version I used to have (1.5). I'm gonna try this one out again. Fortunately I've always used the same version of NPatch as you (NPSE #0020)

For the Doomsday mode, is NPatch required to make a mode like that?

EDIT: Ok nobody go and say NPatch sucks, but I just installed it, and I just wanna see if I can still uninstall it if I want but it'll say "The current gamemd.exe cannot be deleted."

Yes, Doomsday was complicated to make because only Soviet AI use Nuclear Missile and Iron Curtain, only Allied AI use Chronosphere. So AI make 2 'original' SW + 2 other SW.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Feb 05, 2013 6:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I like your concept of Doomsday mode, but I think it might have been implemented better.

Your Doomsday Mode suffers from some issues in my opinion though:

Ai have to actually build all the SW's.
This makes Certain smaller maps not function as well do to  ai base space, further it makes the ai spread out "over time" the SW's making it less scary.

Further the ai can only build 1 at a time, further that many timers on screen could easily be regulated to a single timer.

Unless you modified the SW's themselves I think Doomsday is just a bit overkill for a name as well. The chance of the AI getting to use them all and effectively is questionable.

Then again my own mod has a very similar mode, "Judgement Day" so I might just be a little bit biased, everyone likes a unique game feel so your mode is perfectly fine as it is.

Anyways I personally think a lot of your modes could be enhanced rather then just be straight ini edits. If your curious on that check out what MLEP can do for improving your modes.

Anyways I thought I'd post my thoughts, and the amount of modes you made is incredible, "my mod only adds about 10 new ones", so that much ini editing i can understand you worked hard on, and is most likely enjoyed by the people who play your mod.

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Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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lococho
Medic


Joined: 08 Nov 2012
Location: tinta,cusco,peru

PostPosted: Thu Feb 07, 2013 12:44 am    Post subject: Reply with quote  Mark this post and the followings unread

your mod looks interesting, but is very similar to C & C coalition war.
And why not use the new palettes Tiberian Sun rewire?

is true that the maps are not suitable for the development of AI. in my mod also use the resources of "Tiberian Sun rewire", but only the terrain.
and have plans to use "ARES" in the future?

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Dawe
Vehicle Drone


Joined: 02 Feb 2010
Location: Hungary

PostPosted: Sat Feb 09, 2013 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

@EricAnimeFreak:
Yes, if you play on a small map there are some problems with this game mode. I think that 4 SW are enough for AI because AI build peculiarly.

@lococho:
This is a total conversion I think that the mod don't similar like others. Smile
I just didn't want to complicate the modding with different palettes so I use the original RA2 palette.
If I'll convert some more TS maps I'll release the final NPatch version.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Mar 08, 2014 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread


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