Canadarm MK - its not perfect yet, but better than T-Coil dummy mk.
After Canada's full implementation, I imagine I have the bulk of work out of the way, aside Egor (which I will possibly do as a second release)
This will also be ported over to CNCNET run in window, so if anybody wants to test online with me we can make this happen. I will check if I can install a second instance of CNCNET to my modded ra2 folder. As so I can continue to have my vanilla account undisturbed and not flagged for rules. QUICK_EDIT
The Phase Transport is an old allied unit from RA1 that was available in the soviet campaign once you had stolen the plans for it off the allies.
This is a quick mock up and concept of a potential 5th soviet faction. Ethiopia to make use of the Phase Transport.
In the original game, the phase transport allowed complete stealthed transport of 1 unit. The same will go here if I implement it. It cannot be given to the allies because Tanya and Seals are too good. It can only be a soviet technology, because suprise Ivan/Engineer strikes are the worst they can do. Last edited by AnimalMan on Mon Feb 19, 2018 8:58 pm; edited 3 times in total QUICK_EDIT
Here, the riptide fires torpedos at ships and shipyards, and uses a vulcan-like machine gun for ground tanks and infantry. (I tried to capture all three in action in the screenshot)
with this
x3 Addition Armortypes have been allocated to achieve this.
ShipHeavy - defaults to Heavy
ShipLight - defaults to Light
NAVALYARD - defaults to Concrete
THe specified armortypes are denied from using the VulcanRip machinegun (the riptides primary machine gun), and are instead specified a unique torpedo weapon that targets only these three armortypes. All ships have had armor modified to their corresponding armor relative to its default.
As in the base game ships and naval yards share armor types with ground units and terrestrial buildings - with the addition of new armortypes to these structures we can create units a more tactical edge, such as the Ra3 riptide, a unit that is useful for anti-infantry on the ground, and anti-ship at sea.
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The two garrison slots available at each Vietnam tunnel now build pre-filled with conscripts. QUICK_EDIT
I want to make Allied Nations equally as interesting as soviet units, Always intended allies to have an amphibious unit, and originally had plans for a Microsub. BUt we will see.
I am biased to soviets because I like how much freedom I can have with their arsenal. and how tactically denied they are in some aspects.
Allies may be in development for alot longer, while i concept some really interesting units for the roster. QUICK_EDIT
South African Loadscreen with Hitman / Contract Killer
The South African Hitman is intended to function like a GI that can farm cash for kills using its para while undeployed. Approximately, gaining 1/3 of enemy infantry cost in bounty per kill. Excluding Tanya,Boris and Prime who will award greater amounts. Does not earn bounty from destroying vehicles or slaves. Limited only to Infantry Combat. Can garrison. Uses a form of sniper when garrisoned. QUICK_EDIT
Were you hoping that the Phase Transport would have a real ingame Zebra skin ??? Because it was only meant to represent the stealth abilities, but I will def try a zebra skin when I find/make/mod a suitable model QUICK_EDIT
They now have less bass in them, so they don't overpower the originals. I have to do this process with all ra3 ported sounds aswell.
The volume is altered in the ART to match ingame volumes. Switch to about 75& on the bars on the previews below for the Hitman voices. THis will be approx. the level they blend in game.
I have given the bounty hunter a single shot PARA-like rifle, similar to that of deployed GI.
Here he deals double the damage of a deployed GI per shot, but takes 3 times longer to reload between shots and has +1 range.
He can occupy buildings, and his weapon is buffed when occupying buildings. He gains +2 range and -10 ROF which translate to increased reload speeds by 1/3rd.
He currently doesnt farm anybody for kills except himself as a test, and at the moment he takes one 3rd of the infantrys cost per kill.
He is little stronger than that of a GI, and in a one on one vs a GI (deployed) without taking advantage of his range - he kills it in three shots, but is left with two bars of health.
He is less effective at fighting vehicles than a GI is, it takes him about a third longer to kill a tank, and he of course costs more than a GI to field.
He's not going to be easy to use guys. And he isnt going to guarantee that he can pay for himself. but if you can use him properly, and make the most of his advantages he can be very profitable.
Bounty Hunters make THE best Tanya chopper escorts
South Africa - Bounty Hunter - Story
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Upon discovering suspicious trade activity in and around the islands off the coast of Antarctica, The united states planned several military expeditions to the area that would investigate the phenomena using South Africa as a launchbase. South Africa had stayed out of the war due to economic and social divide, but had remained a silent benefactor to the allied nations. Suspicious that it was Yuri's forces at work, South Africa saw it as their time to shine on behalf of the Allied Nations and valiantly hosted the united states, allowing them to consturct several military bases on its most southern coast.
Whereas South Africa itself lacked in an organized military capable of overseas combat, they did make up for it in private forces, and although they could not offer a great deal of man power to aid the united states on their expeditions, various contracted killers and infamous hitmen made themsevles available to US forces on a cash for kill basis
I am gonna do some tests with him now
Like I say, at the moment is no really not much better than a GI in combat, And so whether he is making money - by getting kills --- or if he is controlling the enemy - by intimidating with punishment of their failure - then the South African Bounty Hunter is doing his job right. QUICK_EDIT
you should work on your presentation screenshots.
When you look at them and at first glance see only original unmodified RA2 assets, then it's not interesting enough to look any further and search for that tiny unknown difference.
crop the image around the new asset and have only max 1 or 2 original RA2 assets as reference left in the screenshot. No need for useless black shroud or huge bases with a single different infantry in them.
In addition does PPM have different themes, with several having a bright background color. e.g. ptifo.
Your yellow text on bright background is hard to read on these themes. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Is coming together nicely, i only use tthree of the above sounds, and they have be further enhanced.
Last night i completed AI for South Africa + Australia and input proper Counter YURI AI.
Some South Africa tactics include use of filled long distance transport patrols with the hitman, including nighthawk, IFV and battlefortress, garrison commands/teams base patrols with GI - basically anything that keeps the hitman out of direct combat but in such a position where the team can farm kills without 9 times out of 10 running directly into the enemies base.
Australia AI includes some exciting new tactics, including Riptides filled with Seals, Riptides filled with engineers, Riptides targetting naval forces and shipyards, and in general riptide usage alongside robot tanks and in support of naval forces.
I also introduced new Dolphin tactics as an option available for all allied nations.
Other AI Changes
Yuri will now get his MCV engineered by Tanya Squad or Engineer Squad
Yuri will now be the target of allied spies
Flak Trak Engineer Squad will target Yuri bases.
Currently all unique nations with infantry (except cuba) will create a team to guard local oil dereks including iraq. Cuba will have a unique oil derek targeting attack. This oil derek defense will be rolled out to all unique units.
OTHER CHANGES TO CURRENT NATIONS ;
The Vietnamese Tunnel will come prepacked with a Unique Vietnamese Infantry, that cannot be fielded any other way. Tunnel Guards will be the first to exit a structure, and the only units that can fire out of tunnel entrances. QUICK_EDIT
We want Bigger Missile Launcher, Normalized Missile Launcher, Be Rid of All off Pizels, Smooth front face. Clean up roof. Nodules on the side I ALSO GOTTA ADD THAT GRYLL IN FROM THE CAMEO
I have been playing with Phase Tank weapon to again create something similar to RA1.
A sort of anti-air submarine of the land, about as armoured as an IFV. It can deal heavy damage with its twin rockets, who deal a small amount of cell spread most effective vs walls.
Unlike normal missiles, these are not heatseekers and can only be fired in a straight line. (LIKE RA1 ROCKETS AKA LAND TORPEDO(General inspired)) This makes aerial targeting not impossible but pretty hard and ineffective, making up for it with a higher payload. The missile is relatively short ranged (5 cells) and the projectile will not follow its target beyond this range.
Phase Transport is also stealth, and transports 1 infantry.
There are no stealth sensors on land, so it is the most efficient ambush vehicle on the battlefield.
Phase 2 - Phase Transport Version 2
Needs bigger Gryll, Roof texture needs to be less busy. Needs Better tone for REMAP on launchers. QUICK_EDIT
An Eva I made for Fun. I probably won't use it in this mod, but if any other modders want to use it please credit me. If you need more voicelines don't hesitate to ask.
Implementing the framework for Egor - An image of some of the Nations on the select screen.
Flags are not final renditions, just current versions.
I have implemented a new MCV - Egor MCV, with new power and tech tree - works fine in game, no crashes, just needs units and graphics. New mcv Egor - actually belongs to Yuri Side - Egor is part of Yuri Side - but has his own MCV and his own tech tree - and will give different technologies when spied upon.
So the framework is in place, i'l need to dupe some AI spawn behaviour codes soon, and some other stuff related to Ai and how egor will be treated by allies, soviets and yuri. But most importantly, is his graphics and base design. QUICK_EDIT
Trying to find a happy place in the mechanics of the Chrono Tank.
In the above image, you can see the chrono tank using its main missile launcher. And a chronosphere attack cursor on the civilian building.
We are using two weapons and two units,
the base unit the - ChronoTank - is the teleporter unit. He can jump around only having a dummy weapon (as targeted on the civilian building above) this dummy weapon has 1 range and causes 0 damage, and just calls the chronotank to jump to that location. This cursor is also displayed as a general movement cursor for this unit.
In order to attack however the chronotank must deploy. When deployed the chronotank cannot move, and may only rotate on the spot (similar to a turret)
As though this is not the ideal way to implement the chrono tank - it functions the opposite of the RA1 Chronotank in that it must deploy to fire instead of deploying to teleport. if I were to find a way to make the deployed unit move - I will implement it. QUICK_EDIT
I play tested last night, and fixed a bunch of stuff that was awaiting implementation.
The Chrono Unit is incredibly fun, but again - will get absoloutely wrecked if you use it wrong. Simply spamming them wont defeat the enemy. It has balanced perfectly with the phase transport, and works incredibly well with the Mad Tank threat. more details on this unit soon.
THE SPANISH VOICE HAS NO PLAN, I WOKE UP AND WANTED TO DO SPANISH UNIT. IT HAS NO PURPOSE YET OTHER THAN CONCEPT / FUN
- Engineers will now Capture multiple dereks using a single transport for allies and soviets + countryspecific
Here the main sequence Comes in 3 Stages.
AI produces either a flak track or a blackhawk depending on faction with +4 engineers inside, with intent to go and capture 3 buildings. They load at friendly base and transport takes them one by one to neutral or enemy owned oil dereks where after a set of unloads, attacks, moves to and loads repeating in a sequence up to three times, this allows AI controlled engineers to move across the map capturing oil dereks within a single team (as would a human player.) - as oppose to sending individuals on foot.
THis AI behaviour is also available for Australias Riptide to be used as a transport.
For the Allies this mechanic allows their AI to capture oil dereks that it wouldn't usually go for. (such as on islands). On play tests I had seen it do many impressive movements. And this is reinforced with Australia having its own riptide variation.
A smaller version was made for Ethiopias Phase Transport (that supports 1 engineer) for the purpose of derek capture.
Nothing currently exists for Yuri as he lacks a transport.
MORE AI CHANGES TO DO INCLUDE
+ Soviets loading Battle Bunkers more often, especially on higher difficulties.(yuri tank bunkers seem to be fine, they just sometimes take a while to field the tanks)
+Phase Transport needs attack group AI, at the moment it only has an engineer team, but it will include many infantry combinations, aswell as strike groups
+India needs chronotank AI, i suspect it will not be too tough to implement. Again three stage difficulty, from single unit attacks (as would a legionaire) to multi-unit strikes and special case response.
+We want to make sure Germany and south Korea know how to deal with MAD Tanks, ChronoTanks, Twin V3s and Phase Transports.
+We want to make sure Russia knows how to deal with Bounty Hunters, Riptides and Canadarms. Last edited by AnimalMan on Sun Feb 25, 2018 4:35 am; edited 1 time in total QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Feb 25, 2018 2:56 am Post subject:
I'll be concentrating here to the single thing which is noteworthy IMO - asin the voices.
The accents and the delivery are good.
But that's where it ends. What are you using for recording, a karaoke microphone? It really sounds like you're recording with a semi-quality karaoke mic or a quality headset - either case, your mic is using your PC's internal mic input and then apply a heavy noise removal in Audacity to deal with the noise that way. Sure, RA2 is really forgiving here with someone applying a lowpass filter to all voiceovers and mudding their quality, but that's more of an excuse than a justification. Another problem is that you're also too loud during recording and you end up clipping which apparently you don't care about.
As someone who's already on his third microphone when it comes to recording voiceovers (switched from a Panasonic RP-VK21 karaoke mic on 2013 to an Auna 900S USB condenser mic which was upgraded this autumn to a Rode NT-USB due to reaching the gear limits of the Auna), I can tell you that you won't get a good result on that setup you have currently - you can work around some of the gear issues via lowering the input volume in Audacity, recording relatively loud, amplifying the master and hoping that you can remove the noise coming from your soundboard, but that will decrease the error margin and still will be muddy. (The too heavy noise removal is why assasinator sounds so wonky. You won't get away with the radio feeling either.)
Your best bet would be to either get an USB condenser mic or a cheap mixer with an USB output to make sure you're not relying on the internal soundboard's terrible A/D converter tbh. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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... QUICK_EDIT
As someone who's already on his third microphone when it comes to recording voiceovers (switched from a Panasonic RP-VK21 karaoke mic on 2013 to an Auna 900S USB condenser mic which was upgraded this autumn to a Rode NT-USB due to reaching the gear limits of the Auna), I can tell you that you won't get a good result on that setup you have currently - you can work around some of the gear issues via lowering the input volume in Audacity, recording relatively loud, amplifying the master and hoping that you can remove the noise coming from your soundboard, but that will decrease the error margin and still will be muddy. (The too heavy noise removal is why assasinator sounds so wonky. You won't get away with the radio feeling either.)
I have been using a really crap mic yes - but I own a really good mic, I just need a little adaptor for it and a powerbox. I could get those pretty easy.
I'll go over all the voices again soon, this is my first attempt at it - ever. In my history of modding ra2, so atm am not taking it a great deal seriously, as in - professionally. But i agree i think i if i did i could pull it off. But anyway. YOu should show me some of your voice clips for units.
More Updates
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AI - Changes
If you are worried about not being able to use the Chronotank, it being a ripoff @ 2400 credits per unit, or ineffective - don't be, the AI will show you exactly how to use it.
I created a basic deployer attack script for this chrono unit, that has to be specific vs each faction, it comes in phases, so he will group at his base, group outside your base, and then go for one of your structures, (with a single tank) either a power plant or barracks :- in which he will deploy at, and attack, and after destroying it, he will undeploy, regroup at base, where runs through the sequence for a few more hits (if he is a survivor) before letting the unit regroup at base a final time (after significant distruption caused) and "follow friendlies" to its inevitable demise.
India is a massive threat in the early game, if you slip up - India AI will get you. And you will be chronoshifting your chronotanks around - trying to do what the AI does, but never having the effiency to achieve what the AI achieves. This is life. This also makes a good game, very challenging.
When we move into bigger attacks, such as 3 chronotanks and 4 chronoleigionares, possibily the most expensive attack in the game for such a small amount of units - yeah. India is going to be tough.
On the brightside, Chronotanks are weak vs everything but pack some serious strike firepower. QUICK_EDIT
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