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Pre-Beta Mod Sanzon Kaisen "Survival Battle"
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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Oct 16, 2012 8:01 am    Post subject:   Pre-Beta Mod Sanzon Kaisen "Survival Battle" Reply with quote

Sanzon Kaisen - Survival Battle


I've been working on this mod for slightly over 3 years. It was originally based off a mod map concept. Anyways I've decided to release a Pre-Beta of my Mod, Sanzon Kaisen or "Survival Battle".

The Pre-Beta mod is an ongoing updating project which, while mostly "all there", a lot of things are still lacking aesthetically. A lot, so don't be too harsh of it. The goal of this pre-beta is to test and gauge feedback for the mod, it's balance is already good but I'd like it to be better. Some of the features in my mod might need to be removed or expanded on. This mod uses ARES 0.B, and CnCNet for online play.

If your interested in playing it to provide feedback, you may download it here, I will try and keep this link updated as new updates occur on my mod.

This link is for the download for the Movies Mix file for the Campaign Video's, it's provided as a separate download, due to it's sheer size, it's not required to play the campaign.

Besides introducing 3 new playable sides and allowing the player to play all the campaign missions at will, my mod is an expansion MOD. Balance was changed to accommodate new features and sides. The AI was drastically changed on the ini side, with minor tweaking on the AImd side, and a lot of cheating tweaks to make the AI harder.

I made a quick match were I lost horribly to my AI, although if anyone wishes they can try to shadow match it, I'm not out to prove I'm a great player. Though I will say I don't know why I sucked so badly, must be getting rusty from lack of play.

[youtube]http://www.youtube.com/watch?v=WyGs417Q4io&feature=youtu.be[/youtube]


The second video I won in a Match Versus Allies with my new Side NOD after a 40 min game, only first 10 minutes of it is up on youtube.

Currently my 3 new additional sides do not yet have AI brains aimd.ini, but will also not crash if AI play as them either. Of course all the sides in the mod are playable by humans.

My mod does not particularly have a story yet, and was made more for fun to see what kind of game-play I could create. If you like tough cheating AI, this mod might be for you.

Any kind of feedback will help. Thank you.
_________________
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!

Last edited by EricAnimeFreak on Thu Apr 07, 2016 1:15 am; edited 28 times in total

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Tue Oct 16, 2012 4:49 pm    Post subject: Reply with quote

needed more mind controlz
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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Oct 30, 2012 12:45 am    Post subject: Reply with quote

Okay so I thought I'd post more about my mod.

The original playable sides have been reduced to 3 playable countries. Three new sides were added. Allies, Soviets, Yuri, GDI, NOD, and Mutants are all the sides and countries. Country specials are now provided at random via building the Research LAB instead of by country select.

All sides can build one research lab which reduce costs by 1% and grants one random country special. The Labs can be Spied to acquire an additional Secret Lab which reduces all costs by another 5% and awards you with the option of building another Research Lab to grant one additional country special.

Each additional factory such as: a war factory, a barracks, or air-pad reduces all prices by a small margin for those factories. So producing more factories increases build speed and lowers costs.

Starting Credits and Starting Units Maxes have been increased to 20k and 20 units.

All Battle labs now grant a paradrop superweapon in addition to their normal force shield. Spying any Battle Lab results in the ability to build the same Stolen Tech.

STOLENTECH
This Radar Jamming Facility provides radar, spysat, radar jammers, physic detectors, Auto firing Paradrops, Fog of war for your opponents, the ability to build an additional research lab, reduces prices from all factories, and provides healing to your troops.

Added more custom colors for player to choose from.

Added in new Rubble Logic for all Civilian buildings, making them unpassable terrain Rubble after they are destroyed.

All civilian buildings which are garrisoned now use new Garrison logic from Ares making clearing of inside of occupants possible.

Multi Engineer is on by default and as a result engineers now cost less to make. The option is available to turn it off should one choose to on skirmish.

All maps have a random chance of generating Ion Storms which can spawn ORE upon striking the ground.

All players now have access to a Emergency repair SW at the cost of 400 credits to repair any structure in an emergency.

All players can build an off coast Oil drill after constructing a naval yard for additional funds.

Naval Yards now produce a 2 superweapons. The sonar ping can be used to surface all subs for a good amount of time in a large area. The Sonar Buey SW drops a Buey on the water and reveals all underwater vessels in the area of it, until it runs out of gas or is destroyed.

Upon completion of a Battle Lab all players now have the option to build a Hacking Satellite building which produces cash after a duration.

New ARES spy effects and stolen tech is used.

All units and aircraft now have a chance to produce survivors.

AI have been made stronger, they use cloning with larger task-waves which attack more frequently, they self heal, and are generally richer. They also have additional SW shields, and other SW's at their disposal. They also now use many spies against you and have Airbase defenses to ward off larger attacks.

Soylent Values have been reduced by a lot making grinding everything for yuri less economical, further reverse engineering was added as well as well as two new specials awarded at random by research Lab for yuri.

Walls were replaced with Laser fences which are available for every side.

Original Red Alert 2 Ore was replaced with TS Tiberium Overlay.

Allies and Soviets can now order in miner's via paradrop planes at reduced cost. This speeds up their economies while freeing up war factory. They can still be purchased at normal price as well.

Industrial plant has changed slightly, and so has Cloning logic on yuri's cloning facility.

All missions have been altered slightly for harder game play.
All original ra2 and yuri missions except the tutorial missions are playable via mission select.

Lunar missions in campaign maps have had the sell glitch for additional chrononaughts removed.

The Allies are pretty much the same as before with minor tweaks.
The paradrop special and grand cannon from America is retained with the: the sniper, beag, and tank destroyer as a random research lab special. Seals can now engage tanks but can no longer wipe out a field of men in mili-seconds. Prism towers now use Ares Logic. Chrono legionnaire Invincibility trick no longer works.

The Soviets are pretty much the same as before with minor tweaks.
Deso's are buildable after teching up, but Terrorist, demo truck, and Tesla Tank are awarded by research Lab.

Yuri is pretty much the same as before with minor tweaks. He is awarded 1 of the 2 new buildings upon construction of research Lab. The Magnetic tower and the Infantry Bunker. Initiates have had their weapons damage reduced. Magnetrons can now enter Bunkers. Mind control no longer detects disguises and yuri can build dogs.

I'll add information on my new sides later. "They do not follow a TS theme but do use their names: GDI, NOD, and Mutants.


Game Modes

With the Use of MLEP many new in game Modes have been added.

These mode staples haven't really changed.

Battle
Mega Wealth - Now without oil derricks, but with ore, and free money constantly being allotted to you. Added a twist where you lose money afterward, if it remains unspent, urging you to spend it.
CO-OP
Duel
FreeForAll

Team Battle:
Donate SW available.

MeatGrind:
Tougher AI

NavalWar:
Tougher AI

New ones:

Impossible AI Mode:
A mode in which the Ai's are harder then Brutal. AI also have access to basic SW's like chronosphere without SW's being turned on.

Core War:
A mode in which all players may build further around their central mcv, or buy raid-able cores to expand their base. All buildings have BaseNormal=no except mcv's and cores.

Fog War:
All players are in a constant black out from a Gapping Effect.

Simple War:
A mode in which everyone uses very simple base setups and shared tech and rely a lot on paradroped Forces that cost money to use.

Tech War:
Basically it's battle except all players are awarded 5 random country special Techs. "Each player can build 5 research labs."

Apache War:
In this mode all players are constantly under assault of Apache airstrikes from the enemy player's.

Judgement Day:
In this mode all players are given a Judgement Day Timer, when their timers runs out 9 Fusion bombs falls on your enemies automatically. The Timer is 50 minutes long. Timer pause only when your power goes down.

Baseless War:
A mode in which every side gets no base, but can call in multiple SW paradrop reinforcements. The SW paradrops can call in an entire apoc army for a lot of credits, an engineer Team, seals, etc are on the table for your use commander. Capture all the UN-Destroyable Oil Derick's to feed your army and Eliminate all the hostile forces!

Holy Alliance:
Play with the Tech Of two Sides at once. Allies + GDI, Soviets + NOD, Yuri + Mutants.

Unholy Alliance:
Play with the Tech Of three Sides at once. Allies + Soviets + Yuri or GDI + NOD + Mutants.

Cursed Alliance:
Play with the technology of all 6 sides.

Warped Alliance:
Play with your selected side choice buildings, but get 1 random sides Infantry, 1 random sides tanks, 1 random sides refinery, and 1 random sides Radar. Basically a random mish mesh of multiple sides technology.
_________________
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!

Last edited by EricAnimeFreak on Fri Aug 30, 2013 7:34 am; edited 3 times in total

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Nov 15, 2012 11:13 am    Post subject: Reply with quote

GDI

A faction based around air based weapons with ground support.

Normal Structures

Power Plant
Cost=1000


Troop Barracks
Cost=1000


War Factory
Cost=2000


Helipad Radar
Cost=1000


Radar Dome
Cost=500


GDI Shipyard
Cost=1000


Refinery
Cost=1500


Ore Purifier Refinery
Cost=2000
Limit=1


Battle HeadQuarters
Cost=2500


Advanced Power Plant
Cost=3000


DropPod Station
Cost=1000




GDI Defense Structures

Laser Fence Post
Cost=250

A laser defense wall.


GDI Defense Tower
Cost=600

Stronger then a Pillbox.


Apache Airbase
Cost=1000
Unpowered

Spawns an apache fighter to defend your base.
Requires Radar.


Apache Super Airbase
Cost=2000
Powered

An upgrade of the Apache Airbase it provides a stronger apache with more ammo and range.
Requires Radar.



Flak AA Gun
Cost=1000

Like a flak cannon but weaker, with a higher area spread but less accurate.


Apache Airstrike Command
Cost=2000

Super weapon spawns a apache attack group.


Super Shield Generator
Cost=5000

Generates a giant base shield protecting a large area for over a minute.




GDI Infantry

NATO Trooper
Cost=150

A basic Trooper.


GDI Flak Solider
Cost=300

Higher flak scatter and more spread, but less damage then normal flak trooper.


Hover Troop
Cost=400

Like a TS hovertrooper.


Airborne Troop
Cost=750

Basically a jumpjet infantry.


Hawk Eye
Cost=800

A sniper with longer range but takes a few shots to compensate.


Renegade
Cost=1500

GDI's Hero, armed with a prism Rifle and secondary mobile Shield Generator which can make tanks invulnerable for a short duration.




GDI Units

Twin V3 Launcher
Cost=1600

A lot like the regular V3 launcher.


Light Transport Tank
Cost=600
Holds 4 passengers.

Weaker then the Allied Grizzly but able to transport groups of men.


Flak AA Tank
Cost=700

Using more flak but less accurate with a higher spread it's still comparable to the soviet flak truck.


Mobile Laser Emplacement
Cost=1000

It's a lot like the Tick tank from TS.


Heavy Tank
Cost=1250

A weaker version of the apoc with a fixed turret and less armor.



GDI Aircraft

Medium Bomber
Cost=1300


Heavy Bomber
Cost=2100


I was planning to do a lot more then this, but I'm tired now and this is a basic outline which i plan to add more to later.
_________________
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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View user's profile Send private message Visit poster's website
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri Nov 16, 2012 10:16 am    Post subject: Reply with quote

NOD

A faction based around the use of tanks.

Normal Structures

Fushion Power Reactor
Cost=1500


Hand of NOD
Cost=1500


Tank Factory
Cost=2000


Helipad Radar
Cost=750


NOD Shipyard
Cost=1000


Refinery
Cost=2500


Battle HeadQuarters
Cost=2000


Cyber Control Station
Cost=1500
Limit=1


Ore Purifier
Cost=1000
Limit=1


Tank Maintenance Facility
Cost=2000
Limit=2




NOD Defense Structures

Laser Fence Post
Cost=250

A laser defense wall.


NOD Defense Tower
Cost=500
About equal to the Soviet sentry gun.


Armored Tank Bunker
Cost=1000

Basically a stronger version of the Yuri Tank Bunker.


Artillery Cannon
Cost=2000
Powered

A long range inaccurate Artillery gun.



Rapid AA Missile-Pack
Cost=1500

Much like the Aegis cruisers missiles.


E.M.P. Sattelite Uplink
Cost=2500

Super weapon shoots emp beam cannon from space.


Earth Quake Generator
Cost=5000

Generates a earthquake underneath the targeted coordinates.




NOD Infantry

Kanes Devoted
Cost=100

A basic Trooper.


Sidewinder Soldier
Cost=500

Able to shoot down aircraft with his missiles or engage tanks.


Cyber DROID
Cost=500

Requiring power and a cyber station for control, the cyber droid is armored like a tank and armed with a heavy machine gun and missile pack.


Nod Sniper
Cost=900

Much like GDI's Hawk eye, he's a trained sniper with a little more armor.


Kane
Cost=1500

NOD's Hero, armed with a EMP Rifle and secondary mobile EMP Generator, he is easily able to stop all nearby tanks in their tracks for a short duration or stop a single tank in it's track with his EMP Rifle.




NOD Units

Medium Tank
Cost=1000

More heavily armored then the rhino, and it has missile packs for those pesky aircraft.


AA Missile Tank
Cost=500

Like the IFV, but more utilitarian and does not have dual functions.


Mammoth Tank
Cost=1500

It's a very close match up VS the soviet apoc.


Cyber Walker
Cost=2500

Requiring both power and a cyber station for controls, the cyber walker is heavily armored and equipped with a laser and dual missile packs on it back. "Think MK2 from TS but better."



NOD Aircraft

Light Bomber
Cost=900


Medium Bomber
Cost=1750


For now I'm just gonna be adding in basic outlines for all my new sides and updating and making them better later.
_________________
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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View user's profile Send private message Visit poster's website
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Nov 17, 2012 11:09 am    Post subject: Reply with quote

So here's the next installment with Mutant's Side.

Mutants

A faction based around the use of infantry.

Normal Structures

Biological Power Plant
Cost=1000

Much like yuri's power plants accept their not as efficient and require more humans for power.


Troop Barracks
Cost=750


Tank Factory
Cost=2000


Radar Gap Generator
Cost=1500

Provides radar, gap, and auto map reveal.


Mutant Shipyard
Cost=1000


Refinery
Cost=1500


Battle HeadQuarters
Cost=3000


Radar Gapped Helipad
Cost=1500


Cloning Vats
Cost=2000
Limit=1


Infantry Health Bunker
Cost=1000
Limit=2

Both a healing hospital for all infantry as well as a garrison-able defense.


Super Industrial Plant
Cost=800
Limit=1

Reduces costs by a small margin for all factories.



Mutant Defense Structures

Laser Fence Post
Cost=250

A laser defense wall.


Mutant Defense Tower
Cost=400

Weaker then a Soviet sentry gun.


Infantry Defense Garrison
Cost=1500

Basically a stronger version of the Soviet Battle Bunker.


Weather Storm Generator
Cost=1250
Powered

A long range inaccurate storm generator.



Tesla AA Gun
Cost=750

A Tesla based AA system.


Chemical Missile Silo
Cost=2500

Super weapon shoots a chemical missile similar to the one in TS.


Meteor Storm Generator
Cost=5000

Generates a Meteor Storm over the targeted coordinates.




Mutant Infantry

Half Mutant
Cost=200

A basic Trooper similar to Yuri's initiate.


Mutant Cyborg Gunner
Cost=500

Able to engage tanks and aircraft with his heavy AA machine gun.


Mutant Bomb Specialist
Cost=1000

Armed with a dual pistols and a lot of C4 he will get his job done.


Mutant
Cost=300

Like a Brute but weaker, he will break you.


Mutant Scientist
Cost=500

Armed with a Tesla Gun he is ready to shock you.


Mutant Commando
Cost=1000

Armed with a small flamethrower and a Laser guidance system, he can call in an Apache airstrike or burn you to death.


Mutant Overlord
Cost=1500

The Mutant sides Hero, armed with a shock Rifle and secondary mobile Storm Generator, he is easily able to level a building or convert the enemy into a mutant hybrid with his shock gun.




Mutant Units

Humvee
Cost=800

Heavily armored with a machine gun it has two gunner seats ready to make you have a bad day.


Mobile Fortress
Cost=2000

Like the Battle Fortress of the allies it relies on heavy armor and the men inside to do the work.


Lightning Controller Tank
Cost=1500

Like the prism tank it has fragile armor and can even succumb to friendly fire while in the field, its deadly range and storms it generates are to be feared.


Cloud of Death
Cost=1750

Like Yuri's disk, this flying monstrosity will insight fear as it unleashes torrents of lightning storms over your base.


Mutant Armored Tank
Cost=2000

Armed with a puny 105mm cannon and a small missile pack, it's main asset comes from its extra thick armor.



Mutant Aircraft

Apache Fighter
Cost=800

Much like the TS harpy it's a relatively weak aircraft heavily armed with many ammo rounds for longer flight missions, if not shut down, they can be quite deadly.


Like to mention all sides also get:

Dogs

Spies

Harvesters

Hacking Satellites

Oil Drills

Dropships

Engineers
_________________
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!

Last edited by EricAnimeFreak on Thu Apr 11, 2013 7:04 pm; edited 1 time in total

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Dec 11, 2012 9:13 am    Post subject: Reply with quote

Well I decided to make another video of my mod. This video is me fighting 7 random Brutals from my mod with the allies. Needless to say things did not go so well. Enjoy!

[youtube]http://www.youtube.com/watch?v=htWU287XGzQ&feature=youtu.be[/youtube]
_________________
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!

Back to top
View user's profile Send private message Visit poster's website
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri Aug 30, 2013 8:46 am    Post subject: Reply with quote

Well I decided to update some stuff and repost mod with newer fixes and content.
It was about time really since a lot of stuff and fixes were introduced since last public update.

The mod pre beta is now running on Ares 0.4 RC1 for instance. It will be updated as 0.4 is released.

Also I need to redo the 7 vs 1 Brutal youtube video at some point because when it was done my aimd had been screwed up and my AI had been weakened because of it. This has since long been fixed but I hadn't updated since I started adding a lot of Attach effects. I may hol doff on another video til my new sides AI is added to the AIMD because that would seem more epic.

New medics, and Engineer healing aura's and other nifty things were added, as well as some changes to megawealth mode and I added new additional mode called, Core War.
_________________
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!

Back to top
View user's profile Send private message Visit poster's website
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Feb 21, 2015 4:02 pm    Post subject: Reply with quote

The mod pre beta is now running on Ares 0.9. It has many updates, stay tuned hopefully.
_________________
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!

Back to top
View user's profile Send private message Visit poster's website
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Apr 07, 2016 1:16 am    Post subject: Reply with quote

Added in some new stuff and am now running Ares 0.B!! Hope anyone might try enjoying it. DL link has been updated above.
_________________
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!

Back to top
View user's profile Send private message Visit poster's website
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