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 Forum index » Modding Central » Media Hut
Bu7loos Voxeling Shake.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sun Jun 11, 2017 11:16 am    Post subject: Reply with quote

@BySc and PillBox20: Thanks guys.

@ warlock: Again dunno about the structures #Tongue and thanks for the complements.
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warlock
Rocket Cyborg


Joined: 07 Jun 2006
Location: Portugal

PostPosted: Sun Jun 11, 2017 4:29 pm    Post subject: You welcome Bu7loos Reply with quote

Bu7loos wrote:
@BySc and PillBox20: Thanks guys.

@ warlock: Again dunno about the structures #Tongue and thanks for the complements.


You welcome, I'm just a big fan of your work... Just keep it up! Wink
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jul 01, 2017 10:53 pm    Post subject: Reply with quote

Here the final ranking system stuff - Obviously each side will have its respective rank insignia  and as for civies or any other non playable merc faction or other wise the normal 1 stripe and 3 stripes old Ra2 insignia will take place it is though it is slightly changed.

Also, Each insignia shows the traits the units are given each one represents an aggregate of 2-3 traits for example:

Rank 1 - VeteranAbilities=STRONGER,FASTER
Rank 2 - EliteAbilities=ROF,FIREPOWER

There are also enormous cases of rank skips in which if the units is at rank 1 then he/she/it is granted 2-3 traits and if it jumps/Skips to Rank 3 these traits will multiplied at the number of jumps including the rank that it arrives at in which it will be multiplied by 2 in which a unit may have 4-5 traits for example:

Rank 1 - VeteranAbilities=STRONGER,FASTER
Rank 3 - EliteAbilities=ROF,FIREPOWER,SIGHT,SENSOR

so in essence you need to keep an eye on how many jumps you unit make will ranking in short:

Unit Veteran/Elites Abillites/Traits = ( Trait x ( Ranks Skiped + 1 ) ) "Roughly"

Again as last time the very last 3 insignia's shows that the unit either have defensive Weapons (Top Last rank) or offensive Weapons (Bottom Last rank) or more defensive and offensive traits (Staff Sarge Type insignia) .

As for from rank 1 to 4 are only trait based ( note to be confused that the final 3 insignia's are not stand alone ranks as they are rank-5 but it depends on what a units end with what).  

Moreover:

Tier 1 units will most likely NOT skip any ranks ( in which it start with no ranks and end at Rank 2) but will have other variants which are available mid or late game that will make it "Continue" ranking by building it as rank 3 making it more likely to end on Rank 5

Tier 2 units will skip 1 rank 1 time.

Tier 3 units will skip 1 rank 2 times.

To conclude, ranks is to show how strong your unit is.


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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Thu Jul 27, 2017 6:22 pm    Post subject: Reply with quote

Here are the countries in my mod. Note: that the countries below PSI division are not included since ARES can support only 16 Countries but they will be ingame using upgrade system of some sort.


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cxtian39
Grenadier


Joined: 11 Feb 2016
Location: The United States of China

PostPosted: Sat Jul 29, 2017 7:54 am    Post subject: Reply with quote

One way to let player to understand units is via campaigns. That's what original ra2/yr did, in each campaign, new units are introduced.

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TAK02
Cyborg Specialist


Joined: 28 Jun 2015
Location: ERROR: This guy is out of this world!

PostPosted: Sat Jul 29, 2017 8:38 am    Post subject: Reply with quote

cxtian39 wrote:
One way to let player to understand units is via campaigns. That's what original ra2/yr did, in each campaign, new units are introduced.

Not really. Some, yes, but not all were introduced properly.
I think RA3 had done one thing good: unit introductions. Both in campaign (again, not all of 'em) and tutorial via 'unit profile' or whatever they were called.

I think a custom map where all units are on it should be made. Selecting them would bring up a small description via MapAction 11.
That's just my idea. It's better than introducing just some of them in the campaign.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jul 29, 2017 10:11 am    Post subject: Reply with quote

@tak02: map action 11 eh ? Thanks this will help. In that case each side will have its own map with its attached units of each country.
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TAK02
Cyborg Specialist


Joined: 28 Jun 2015
Location: ERROR: This guy is out of this world!

PostPosted: Sat Jul 29, 2017 11:46 am    Post subject: Reply with quote

Details: Event 33 (Selected by player), Action 11 (Txt Trigger).
Does that help?
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Current projects:
http://www.moddb.com/mods/ra2-supreme
http://www.moddb.com/mods/supreme-yr
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m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Wed Aug 09, 2017 9:21 pm    Post subject: Reply with quote

Right 2 Japanese Variant Voxel's:

-'Hebi ? (Snake)' Medium Attack Helicopter - Japan :

Has TOW missiles instead Rocket Pods which makes it more oriented towards anit tank warfare.

-Japanese Mitsubishi F-2 'Karasu ? (Crow) ' Interceptor Aircraft :

Again Interceptor means its used mostly for AA in which what this aircraft essentially do, plus it is a tad slower and stronger than the F-16.


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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Thu Aug 10, 2017 12:14 am    Post subject: Reply with quote

That Jet is soo sexy Vic!

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TAK02
Cyborg Specialist


Joined: 28 Jun 2015
Location: ERROR: This guy is out of this world!

PostPosted: Thu Aug 10, 2017 6:23 am    Post subject: Reply with quote

Hmmm... try to have the rotor on the chopper turn a little faster.
It felt like it'd barely be able to fly. Then again, it could be the GIF.
Either way, it should be mentioned.

Nice to see your work! Love that jet!
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One and only developer of Supremacy C&C mods.
Current projects:
http://www.moddb.com/mods/ra2-supreme
http://www.moddb.com/mods/supreme-yr
YouTube Channel: https://www.youtube.com/channel/UCRJ32BRTY8UPF49Ilq3rNDw
Skype: TAK02 Supreme CnC Mods
Twitter:  TAK02 @SupremeCnCMods
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Thu Aug 10, 2017 6:04 pm    Post subject: Reply with quote

Thanks guys.
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daviperdragon
Soldier


Joined: 31 Dec 2009
Location: MI, USA

PostPosted: Sat Aug 12, 2017 4:04 pm    Post subject: Reply with quote

your structures surpass and sometimes over shadow everything else... nice work all the same.
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NucleiSplitter
Stealth Laser Trooper


Joined: 28 Oct 2016
Location: Manila, Philippines Interests: Atomic_Noodles' Work

PostPosted: Sun Aug 13, 2017 12:25 am    Post subject: Reply with quote

Bu7loos, you should fix the HVA for that AH-1J, add two more frames for the Main Rotor and make sure they are animated by a 45° and 135° Angle by the Y Axis, if it would be ingame, and you set the game speed to 6, it wouldn't be like a Rotor... Do this only for 2 Bladed Choppers Wink
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If you push yourself little beyond what you "think" you can, you will discover something much better.
Work hard, you won't regret it.

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sun Aug 13, 2017 12:13 pm    Post subject: Reply with quote

The rotors work ok ingame.

@daviperdragon: thanks.

@NucleiSplitter: Thanks I did not think of that Smile
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