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Command & Conquer: Continuum [ARES]
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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Tue Jul 12, 2016 10:06 pm    Post subject: Reply with quote

hmmm seems interesthing, and i had couple questions/suggestions:
so first of all,does the GLA exist in your story? if so who not include it
secondly,what about kamikaze submarines? these would be interesting, and perhaps even add a EMP superweapon for eastasia, after all china is part of it as well.
and is there any side using nuclear, napalm ... as their main weapon

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Wed Jul 13, 2016 12:35 am    Post subject: Reply with quote

There is a faction called "The Brotherhood" in the mod, which is a GLA/Nod mix. Nod insofar as they are Middle-Eastern and African, rather than Central Asian as the GLA, but otherwise they are - mostly - the GLA. The Brotherhood consists of three subfactions, which are currently the Arab Union, the African Warlords and the Shahdom of Persia, but it's likely that these subfactions will be changed as the faction develops. It will be more likely that Brotherhood will become a non-state/non-territorial faction, while the territories it is active in are mostly ruled by colonial powers and puppet states of the other superpowers. I have attached a sketchy and WIP map of the Brotherhood's zone of influence below. Blue is Allies, light blue is countries that will *probably* belong to the Allies too, red is Soviet/Russian, Yellow is Eastasian. Brown is "other/nonspecified".

As for Kamikaze submarines, I've considered it, because it would instantly solve the two issues non-aircraft Spawns have (not updating position after re-entering spawner, and surviving the death of their spawner). Since you are also giving support for this idea for "fluff" reasons, I think I will implement this.

Quote:

these would be interesting, and perhaps even add a EMP superweapon for eastasia, after all china is part of it as well.

This has been considered. Eastasia had EMP tech for a long time, I then removed it in favour of Hacking-based abilities, but I'm considering giving it back to them now. I'm just not sure in what form they should have it. Any ideas? EMP infantry? EMP mines? EMP bomb? EMP cannon?

Quote:

and is there any side using nuclear, napalm ... as their main weapon

No, not as main weapons... but several sides use nuclear weapons.
Russia is the side with the greatest number of, and most powerful, nuclear weapons, including an atomic tank (the Devastator) and the nuclear missile of vanilla YR. Other nuclear-themed units for Russia that were at times considered are: the Liquidator (infantry suited up to operate in irradiated terrain and with an attack bonus against mutants), Exterminator (old Desolator), Desolator (Desolator on a nuclear-powered hoverpad), nuclear RPGs, nuclear artillery... so, plenty of options. Also, nuclear powerplants. So, if any side has the potential to use nuclear weapons as "main" weapon, it seems that would be Russia.

But the Allies are also supposed to get an Atomic Bomb superweapon. Even Third Power might get its own atomic bomb. Eastasia might, too.

As for napalm, again, difficult decision. Fire-themed weapons are a Soviet thing in Red Alert, but I can't deny that Napalm is also a clichee American weapon. And finally, China has the longest history with fire-based weapons, making this also a Chinese, and thereby Asian, clichee. So, napalm is hard to assign to a faction.


Brotherhood Map Sketch.png
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue Jul 19, 2016 11:45 am    Post subject: Reply with quote

In an attempt to reduce the disorder on my HDs and free up some space, I've recently sorted through material related to the mod. In doing so, I have stumbled upon a load of files associated with older versions of it. Here are some, perhaps they are of interest:

Back when the Asian Alliance was a subfaction of the Allies...

Loadscreen for Blue China under the KMT, using the flag of the RoC.
Apparently, neither did China realize the KMT's claim on Mongolia, nor did the victory in the Chinese civil war prevent the formation of a separate North Korean state...


Using the flag of the Kuomintang as the state's flag in this version.
Territorial claims realized in this version, apparently there has also been a succesful intervention on the Korean peninsula...?


Final version of the build; claims to Mongolia realized, Korea united (presumably, the KMT victory prevented the formation of North Korea), but not occupied by China...
The flag has also been touched up abit. All of these loadscreens of course lack the outermost western part of China, and none has a Country Special on it.


Some Asian Alliance units?
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Millennium
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PostPosted: Tue Jul 26, 2016 6:01 pm    Post subject: Reply with quote

Cluster Bomb

Tier 2 of the Allied bomber SW. Instead of large explosive bombs, the bomber will now drop cluster bombs that burst into many bomblets in mid-air. Effectiveness against structures is not reduced, but the airstrike is now more effective at engaging groups of enemy units.

Time Machine
I've long had the idea that the Time Machine could be used as a neutral tech structure, granting, upon capture, access to units from the future or past - exotic things like dinosaurs, Star Trek units or even somewhat useless gimmicky units such as catapults or swordsmen could be made available. The mod's team now involves at least two members who additionally have their own mods. Perhaps their mods could make an appearance in Continuum through a Time Machine that works "laterally", too - granting units from parallel timelines, in which other mods exist...

History
Recently, I have been wondering about the possible numbering of "World Wars"; obviously, by the time of Red Alert 3, the canon RA universe(s) has (have) a confusing lot of them. In our world, besides the commonly-accepted numbering, historians have at times proposed alternate interpretations of which conflicts may have constituted (or which is constituting at this very moment) a "world war".

  • Seven Years' War as World War I
  • World War I & II as a single war
  • Cold War as a World War
  • War on Terror as another one

In various combinations, these interpretations may appear dominant in the universe of Continuum over the interpretations popular in our world.
On that note, it seems unjustified to even talk of the events of Red Alert as a "world war", on account of either the geographical scope or the number of countries involved in actual combat - although there is a Chinese theater (which is beyond the confines of the game's missions) and the US eventually lends support to the Allies, the war seems to be limited to Europe. On the Western Front, there is no warfare in the Atlantic or in North Africa. In the east, too, warfare seems to be limited to China - a far cry from the geographical expanse and number of involved countries that characterized the Pacific theater of our world's World War II. But certainly, there are multiple metrics by which one may assess whether a conflict qualifies as a "World War".
If we accept the events of Red Alert (which approximately happen in Continuum as well) are not a "world war", Continuum already enters the 1960s with one World War less than our world did.

Revision of Sino-Russian Border


The Engineer/Mechanic/Technician Problem
Three machinery-inclined "classes" of infantry have appeared the Command & Conquer so far:

  • Technician - Civilian personnel who operate technically sophisticated installations, which can spawn them as survivors when destroyed. This includes Radars (not according to ModEnc) and, according to ModEnc, buildings which are crewed and have weapons (none of these exist in any vanilla C&C game, I believe). It does not, curiously, seem to include SW structures, which can be assumed to be more sophisticated than radars! Technicians have appeared in all of the C&C games prior to the 3D era. Technicians are armed with (useless) pistols and have no in-game function that is particular to them - their "operating buildings" is a "fluff" feature and there is no way to send them back into a structure to increase that structure's efficiency, or to replace lost personnel (which cannot happen in any of the vanilla games), or whatever. They are said to make great fodder for Bio Reactors and Grinders in YR!
  • Mechanic - Appearing only in Red Alert: Aftermath, Mechanics are unarmed service personnel who are equipped with tools and skill to fix vehicles.
  • Engineer - Appearing in all games except those of the Generals series, Engineers have a variety of abilities - and the general rules that can be abstracted from these are complicated. Engineers are overwhelmingly unarmed, although the Soviet Engineer in RA3 carries a pistol. Engineers are capable of repairing buildings, capturing enemy buildings, removing Ivan bombs (in RA2/YR, these were not present in any of the other games) and rebuilding bridges. In RA3, they are also capable of deploying "porta-buildings" (Medical Tents for the Allies and Bunkers for the Soviets). Engineers are also the ones who assemble a player's buildings inside a Construction Yard, going by their spawning when such a structure is destroyed.

In Continuum, it is intended for all three to make an appearance. It is also intended that the Technician be made in some way useful - perhaps in conjunction with a feature that kills the Crew of buildings, rendering them inoperable.
Now, the problem that has occured to me, and, mind you, is fully justified from a gameplay standpoint and never adversely affects any player's gaming experience, so likely nobody cares about it (but I do!), is that, going by the popular knowledge that "the engineer designs it, the mechanic repairs it, the technician operates it" (I believe scientists also make an appearance somewhere in that, but they're outside the scope of this post), these three appear to be "upgrades" of one-another. Why, then, is it that each tier is capable of doing things that the next tier is incapable of? Technicians do not do much, granted, but if they are given functionality to operate buildings in Continuum, then Mechanics and Engineers should be capable of the same (that they are still the ones to be inside sophisticated structures is justified, because doing so would follow the dictate of economics). Mechanics and Engineers already present a problem when implemented in the way they were in the extant games - Engineers can do things that Mechanics can't, and vice versa. Mechanics can repair anything mechanical that is mobile, and do so "at a touch", while Engineers can repair anything mechanical that is stationary, and are consumed in the process. Of course, there are plausible explanations for that - architecture and construction engineering is a very different discipline from fixing a vehicle, and the "popular knowledge" only holds true within the same discipline. But insofar as the Command & Conquer structures and units both involve sophisticated technology (and this is true moreso in the games that take place post-Red Alert in in-game chronology) that tending to would be reducible to the discipline of mechatronics, one would expect some overlap, rather than a sharp dividing line between building-types and vehicle-types as the scope of each of these classes' repair ability.
The other concern is armament - Technicians are armed, but higher tiers of techy-minded infantry inexplicably lose their self-defense ability (or whatever Technicians try to sell us as that). That, too, can be explained away (maybe they are carrying heavy toolboxes and cannot be burdened with the additional weight of a sidearm!) , but I find no plausible "fluff" explanation, neither do I think game balance would be greatly affected if Mechanics and Engineers could take some health off single enemy infantry units, or ward off wild animals. In YR's engine, it is not currently possible to give Engineers functional sidearms, but perhaps a workaround can be found.

Infiltrator

Ultimately, this unit is supposed to become a Brotherhood one, but for testing the concept, he's with the Soviets. Carrying a suitcase full of C4 charges and a personal stealth generator, the Infiltrator sneaks into enemy bases to demolish key structures or defenses. When planting a C4 charge, he briefly becomes visible, so beware of nearby enemy units that will pick him off after he's done the job. While the Infiltrator carries a pistol to defend against the odd single infantryman, wearing no armor and trained in subterfuge and explosives, rather than with physical resilience and combat in mind, his life is measured in seconds if that happens.

Build 3010
Digging some more in the older files associated with this mod, I came upon possibly the oldest version thereof, the oldest parts of which dated to 2006 and which seems to have received further amendments until 2008. Called 3010, in a reference to a short indie TBTS of the same name, it only had two factions involved in the combat depicted in it - the USA and the "Eurasian Union". The mod had its own (very short) campaign for the EU only and the story was somewhat of a reversal of the plot of Red Alert - "After five years of peace, the USA are conducting a second D-Day, landing two million soldiers in Europe. The Eurasian Union defends itself. The result: War."
Although apparently set in a postmodern setting (involving mechs and wearable Scouter-like HUD glasses), the supposed second D-Day following "five years of peace" would perhaps fit either the 1950 in our world (presuming a complete occupation of Eurasia by the Soviet Union in 1945, following the failure of the original Operation Overlord), or five years after the Soviet defeat in the Red Alert universe. Either would place the events of Build 3010 into the 1950-'60 period. Of course, the war prior to that five-year period may have been something entirely unrelated, too.

The campaign was far more character-centered than traditional Command & Conquer campaigns, the player guiding various members of an all-female cast of mecha pilots through a total of 22 missions (three of which were intro/tutorial missions) to repel Operation Overlord II, utilizing support powers and a limited number of supplied troops to achieve map objectives against an enemy with production facilities. Designed when RockPatch and NPatch were the most sophisticated EXE modifications (Ares being in its infancy), much of this concept would not have been functional, except in a rigid form reliant map triggers, and subsequent builds did not stress the character- and ability-centric gameplay style. It has only been in more recent times (with the advent of Designators and unlimited SuperWeapons lists) that the build's concept could even be functionally implemented in Yuri's Revenge in the fluid and variable way it was intended to be.

Worldmap

Oddly, Japan is counted as an American ally, yet the Eurasian cast involves several Japanese characters. This indicates that the map is either from a newer or older version,
This is further corroborated by the description text of the Eurasian Union, which speaks of that faction "ultimately controlling all of Eurasia, with the exception of Thailand", which is also not reflected in this map, but similar to the partition of control in subsequent builds.

Other oddities include the noninclusion of Tasmania into Australia's political alignment and the presence, although easier to explain, of the European part of Turkey as the only piece of continental Europe not incorporated into the EU, something not easily explained with the kind of discouragement that may explain that Afghanistan and Iran were not included.
The relation between the USA and what are here presented as countries nondescriptly aligned with the US would later be worked out into a system of US allies and colonies, seen in subsequent builds.

The map has been assembled from various draft maps in my files, which were not very detailed, and includes several oddities and anachronisms in itself; for one, the USA is already called 'American Empire', a term which only appeared in subsequent builds. The American logo, too, only appeared in subsequent builds - 3010 only had a logo for the Eurasian Union. Also, there are no borders in most of Africa; this, too, is not indicated by the original maps found in the files of this build, which all included borders identical to those of our world at the time when the build was made (e.g. did not include the Sudan split). The absence of borders, here, rather is a remnant of the base file I used to create this map.

Title Screen?


Build 3010 even had its own soundtrack, something no version has had since.

From the fluff section of the mod's concepts:
Quote:

Eurasian Union
The Eurasian Union seems to correspond roughly to the [faction from an even earlier build]. Just like Oni's WCG is said to be an extension of the European Union on a global scale, this seems to be true for the Eurasian Union too, albeit limited to the Eurasian Continent. It is uncertain how much of Eurasia the Union actually covers, as Overlord 2 seems to take place exclusively in Western Europe, leaving one to guess about the situation in other parts of the Union. In the game, the Eurasian Union is clearly portrayed as the "good guys". Being attacked by the United States, the Union is initially overwhelmed by the military power of its opponent.

The Union seems to possess little military power compared to the invading Americans: while facing Predator and Abrams tanks and industrial-grade battle mechs, all the Union is capable of throwing in is the service of a few selected special agents with customized powered exoskeletons, occasionally helped out by infantry squadrons. Yet, the firepower of the Union units clearly makes up for the lack in numbers of armored units. Overall, the Union seems to possess few, but advanced armored units, and inferior, but numerous infantry, corresponding to the combination of both the European and Chinese aspects within the Union.


Presumably stating the outcome of the player mounting a succesful defense against Operation Overlord II, the concept has this to say:
Quote:

The Union finally controls Eurasia, except for Thailand, which [...]

, implying that the control of Eurasia was indeed not completed by the start of the war, but that the war ended with the complete control of Eurasia by the EU, except for a Thailand - making the assorted maps even harder to fit into the canon.

(Automaton Faction)
This faction, or at least aspect of the existing EU faction, was hypothetically considered for inclusion in the mod, but discarded.
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Last edited by Millennium on Thu Aug 11, 2016 11:43 am; edited 1 time in total

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu Aug 11, 2016 11:07 am    Post subject: Reply with quote

Factions now have build-time "clock" animations tinted according to their UI color:


Finally, Brotherhood infantry has started to enter the game:

Mujahid

Quoth wikipedia:
Quote:

Mujahideen (Arabic: المجاهدين‎‎) is the plural form of mujahid (Arabic: مجاهد‎‎), the term for one engaged in Jihad. In English usage, it mostly referred to the guerrilla type military outfits led by the Muslim Afghan warriors in the Soviet war in Afghanistan, but now it often refers to other jihadist outfits in various countries.

Since "Jihad" literally means "struggle", it appears that "mujahid" is indeed best translated as "fighter". Given the connotations of righteousness the term acquired very early in the history of Islam, a translation more approximate to its meaning would perhaps be "righteous fighter", or, indeed "crusader".
Mujahideen are the basic infantrymen of the Brotherhood. Their equipment is a rag-tag assembly and most of them receive their military training in the field. Although that makes them exceedingly cheap to field, the Brotherhood, being a clandestine organization, lacks a formal draft and recruitment system, relying almost exclusively on volunteers. This is represented in-game by the relatively long training time of the Mujahid compared to his cost. The Mujahid comes with an old Soviet AK-74, which he wields with little initial skill (originally, this was supposed to be the stereotypical AfPak Khyber Pass copy 'LEE-EИFIELD', but this seemed both anachronistic and lacking the fitting graphics to be implemented - it might make a return as the weapon of a sniper associated with the Brotherhood. The AK-74 seems just as stereotypically associated with insurgencies in general.) He also carries a small IED, which he will place on the ground when ordered to deploy. Seasoned Mujahideen are exceptionally skilled at camouflage, becoming invisible to the naked eye when standing still.

The biggest strength of the Mujahid, conviction and devotion to the cause, is difficult to model in this engine, which includes no "morale" system, (save for the (detrimental) Fearless attribute); the Mujahid's fanaticism is represented by his immunity to enemy propaganda (although MC will still get him) and to the suppression effect of some weapons.
To compensate for the rather low combat value and inordinate training time of these fighters and to represented the "grassroots" form of localized resistance of their movement, they have a unique bonus on some maps - some civilian structures will, when occupied by the Brotherhood, produce an additional free Mujahid for each Mujahid ordered at the Camp (barracks).

RPG Mujahid

Identical to the above, but, RPGs being prolific weapons outside the former Soviet bloc, his armament is identical to that of the Soviet RPG Conscript. RPG Mujahids also carry an IED, which they place on the ground when ordered to through deploying them. Having to make do with what they have against foes commonly superior in finance, armor and firepower, elite RPG Mujahids, while still equipped with the same worn RPG launcher stockpiled in the 80s and the same RPG grenades smuggled out of the arsenals of the ailing Russia onto the black market, become proficient at targeting the vulnerable parts of enemy vehicles, such as a tank's drive train, something the well-equipped Soviet RPG teams never bother to learn.
As a result, an Elite Mujahid can, on a direct hit, briefly slow an enemy vehicle down to a crawl - allowing for more time for himself and his brothers-in-arms to dismantle it.
RPG Mujahideen are deployed from the Training Camp and, like their gun-toting brothers, certain civilian structures, when occupied, produce an additional RPG Mujahid for each one trained at your camp.
(Unsurprisingly, and unlike the GLA unit in Generals that they correspond to, this infantry cannot fire at flying targets.)

Terrorist

The familiar RA2 unit, now associated with the Brotherhood. No specifics to declare.
Snipers can take out terrorists without detonating their explosives, but almost any other form of killing them will cause them to explode.
Terrorists can be globally upgraded with biotoxin bombs, causing them to contaminate a large area when they detonate. Infantry entering such a contaminated area will quickly accumulate heavy damage. The strength of the contamination fades over time.

-----
Some sketchy "A Commander Is You"-ish pro/con overview of the Brotherhood:
+ Low production costs
+ Camouflage
+ Potential for very high damage output
+ Fast units
+ "Attrition warfare" through area denial that does not rely on having actual units in an area (e.g. traps, toxin dumps, infections)
- Long production times, relative to cost
- Weak armor
- Many units operate at close combat range; no airforce
- Weak economy
- Sub-par fortification options; non-hardened structures.

----
Some conceptual fluff, originally associated with a previous version (Build 2010), but re-introduced here to set the theme for the Brotherhood - although it certainly still has to be revised:

Jihadi states
Quote:

Europe will become pockmarked with increasing numbers of “little Fallujahs" that will be effectively impenetrable by anything much short of a US. Marine division.

                 - Tony Blankley


The location of the Jihadi states in Europe


The American Deformation
As I have mentioned before, the world of Continuum is supposed to be cyberpunk-y. So, even in the hubs of wealth and civilization, there is supposed to be a great decline of democracy and civil rights compared to the 20th century. I have taken some inspiration from the background fluff of StarCraft (the part about how human colonists were sent to the Koprulu sector in the first place, which never plays a role in SC, although some of the story becomes relevant in BW), the little-known Brazilian RTS OutLive (which is pretty much a SC clone in terms of game mechanics and much of its story, but given the creativity of the creators in terms of unit design and roles, it could pass as a very ambitious TC mod of the former) and the still-somewhat-active modding community of Bungie's 2001 beat-em-up Oni to arrive at the conclusion that, perhaps, Continuum should have a faction that is essentially an one-world-government in the process of not being very succesful - something like the GDI, but more sinister. The obvious faction for such an attempt, for stylistic and historical reasons, would be the USA. I've already established that most of Europe will likely consist of US auxiliaries in Continuum; it is not a long shot to assume that the primary motivation of the USA is to be "world policeman", with a United Nations to which no states claim membership anymore except those who are favoured or protectorates of the US.
That is not to say that I wish to cast the US as "the" villain - next to islamic fundamentalists, fascists and theocratic fascists plus mutants (oh my!), they just don't stand out that much anymore. Eastasia still seems like a friendly place to be, but perhaps the ideas given by lefthand will be incorporated to level that elevation - to put it one way, even in a cyberpunky America, you own what you can earn, and you can earn a comfortable living. That might not be true for Eastasia.

The term I will use for the process by which America develops from a democracy, to a democracy-in-name, to a corporate state, the collapse of central authority and government, and the accompanying increase in attempts to project power abroad, initially, and perhaps for a long time, "bona fide" on the part of a large share of its political establishment, leading to the establishment of the "American Empire" is "The American Deformation". This concept is, of course, subject to future revision.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Aug 19, 2016 8:26 pm    Post subject: Reply with quote

At this point you might as well conceptualize a nordic alliance with Scandanavia/UK/Ireland and call them the Nortek Resistance or something. Heavy on naval and aerial warfare, shitty for land war, aside from stealthy infantry and maybe snipers.
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malius123
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PostPosted: Wed Aug 24, 2016 1:26 pm    Post subject: Reply with quote

i really like the ideas in this mod, the concepts while derivative ideas are still much needed, but its well worth while learning blender. in 3 months of learning blender i have already modeled a full side and started on their buildings admittedly animating is a pain in the ass, but only really applies to infantry and mechs as veichlar animations are easy., if you dare to believe in yourself. i see you have worked on this a while and think you should give blender a try, to make this mod one of the best.

g-e , the side ive modeled is actually an english side based of warhammer 40k imagary,  called royalist britannia ,for fluffly lore a royalist, prince H ,  sick of the state of enland, infiltrates england with a secert army, taking over infastucture. throw some more fluff at it for good measure.

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Millennium
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Joined: 09 Mar 2008
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PostPosted: Wed Aug 24, 2016 10:07 pm    Post subject: Reply with quote

malius123 wrote:
i really like the ideas in this mod, the concepts while derivative ideas are still much needed,

Yes - this is what I see as the "bread and butter" concepts of my world-building. Those things which are needed for an "alternate history" that retains the link of plausibility with our world and those which are needed to adhere to the "canonical elements" of C&C and the modding community. Some have pointed out that I lack originality, and that may very well be true - I'm not good at whisking, out of the blue, settings, units and factions which are truely so alien as to strike one as a novelty in an RTS multiverse already populated by Greenskin Mutants, Soviets, Mind-control Mutants, two variations of Allies, Insectoid Aliens, a futuristic Illuminati/Nauwabian alien cult/terrorist organization, a world government, a pseudo-islamic terrorist organization, China, giant ants and dinosaurs...

Quote:

but its well worth while learning blender. in 3 months of learning blender i have already modeled a full side and started on their buildings admittedly animating is a pain in the ass, but only really applies to infantry and mechs as veichlar animations are easy., if you dare to believe in yourself. i see you have worked on this a while and think you should give blender a try, to make this mod one of the best.

Yes, as I have responded to other posters previously, you are right in asserting that this mod is lacking in the graphical area. There's both a shortage of quality assets and a shortage of assets overall. The only certain way of mending that problem is that I learn a 3D program. I have started practicing with 3Dsmax, is Blender preferable?
I'm loathe, however, to put too much work into the graphical department as long as I'm uncertain that I have indeed reached the finalization of conceptualization and coding. Seeing how much this mod has developed from its inception, I would expect that I might either do much work for naught, or restrain the conceptual development by adhering to graphics made at this early stage of development.

Quote:

g-e , the side ive modeled is actually an english side based of warhammer 40k imagary,  called royalist britannia ,for fluffly lore a royalist, prince H ,  sick of the state of enland, infiltrates england with a secert army, taking over infastucture. throw some more fluff at it for good measure.

This sounds interesting. Is there a link to it?
Care to cooperate?
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malius123
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PostPosted: Wed Aug 31, 2016 1:30 pm    Post subject: Reply with quote

in term of oringinality i dont really beleive its trully possible, sure there is originality in certain unit compositions for factions but i consider most all pretty derivative.which isnt always a bad thing. look at the similaritys between tiberian dawn and red alert

it is indeed possible for a co- operation , our design ideas about sides are very similar (you have the illuminati i have a faction called the shadow order, a nod themed Illuminati, you have american empire i have the american confederacy a shady version of the allies.

most my models havnt been previewed yet because im quiet anxious of their quality and i consider this forum to have a high standard.

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malius123
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PostPosted: Wed Aug 31, 2016 1:30 pm    Post subject: Reply with quote

DOUBLED SRY

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Millennium
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Joined: 09 Mar 2008
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PostPosted: Thu Sep 01, 2016 1:38 am    Post subject: Reply with quote

If you don't mind, I can view them and perhaps offer some suggestions. My standards are, for want of assets, not very demanding.
The rest of the team is on Skype. If you use that, you can PM me your name and I will add you.

There's actually a very ancient setting I made about a decade ago, inspired by The Man in the High Castle, Crimson Skies, Oni and Enigma: Rising Tide, and not for Command&Conquer, but for the government sim browser game NationStates. It could still be considered a very early ancestor of Continuum in that it has the first appearance of an "Eastasia" faction. It does not hold the record for the first appearance of the "Third Power" and "Brotherhood" factions though - or rather, for the first appearance of interpretations of a fascist pan-European state and Arab islamists - , both of which appeared previously in even older settings.

Lots of text in here:
Spoiler (click here to read it):


"A tantalizing tale of our world, as it could have been!"

In that setting, an epidemic (a fictional version of the infamous Spanish Flu) kills a large portion of the world's population in 1918, mostly in America, causing the country to undergo disintegration into its constituent states. Among the victims is a certain Wallis Simpson, who, in our world, went on cause the English prince Edward III, a Nazi supporter, to renounce the British throne in order to marry her.

With her out of the picture, Edward III becomes king of Great Britain and aligns the country with Nazi Germany later, which prompts defiance from Churchill. While Britain proper joins the Nazi cause, Churchill and several other members of government escape Europe and set up a government in exile in Hong Kong, with effective control over a large portion of the British fleet and virtually all of the colonial empire. Of course, in 1941, Hong Kong falls to the Japanese (considering the boost in defense power the city would have received as a capital-in-exile and headquarters of the British fleet, it might happen a few weeks to months later, so in 1942, but it happens nonetheless). Between a rock and a hard place, the British government-in-exile choses the hard place and enters a formal alliance with Japan, which unifies formal control of all the British colonies previously controlled by the British exile government.

Meanwhile, with America and Britain out of the ring, Nazi Germany occupies all of Europe and successfully carries out an invasion of the Soviet Union.

At some point in the 50s, Europe is completely occupied by Germany and Italy (called the 'Catholic Union' in-game), with Italy occupying the mediterranean littoral, Germany occupying the rest of Europe, either directly or through several puppet states and eastwards into Asia to the Arkhangelsk-Astrakhan-Karachi line. Beyond that line, a Soviet rump state exists up into Siberia. The Nazis intentionally keep the Soviet remnant, which they could destroy and occupy entirely with some effort, alive in a perpetual state of war, which they use as an eugenic "meat grinder" to weed out the weak and feeble-minded from their young men, almost all of whom are sent to the Russia front for military service.

South of Turkey, west of Iran, east of the Mediterranean and the Suez, no political entity seems to exist - the area is simply known as the "Middleast", and although the antijudaic sentiments of the population make them natural allies of the Germans, there is no form of formal treaty or alliance and the area seems to be left mostly to its own devices.

In Asia, the Japanese occupation is completed in 1964. Siberia belongs to a revived Russian Tsardom, founded by White Russian fighters with Japanese support, and allied to Japan. China is split between Manchukuo and the Republic of China, both Japanese puppet states. Korea, Indochina, Indonesia, the Philippines and all of the Pacific islands are Japanese colonies. The status of India is unclear, but it seems to be an area of ongoing conflict between Germany and Japan. The status of Australia and New Zealand is also uncertain.

America's western seaboard is occupied by several Japanese feudal states ruled by members of the Imperial family. America's eastern seaboard is occupied by Germany, with only Texas retaining some degree of independence as a German ally.
Inbetween them lies the "Independent Midwest", where a remnant of the USA was revived to serve as a buffer state between the two superpowers, but it is only a sparsely-populated, irradiated, mutant-roamed wasteland.

Africa is known as the "Mining Grounds", split between a northern Italian/German half and an Eastasian southern half, with the population largely exterminated or kept as mining slaves, the latter more prominent in the Japanese section.

It is implied that Germany and Japan have strained relations and both sides are preparing for a war with the other side.
The Japanese seem to be actively working on mutagenic bioweapons, to be used both for the creation of supersoldiers (the timeframe was in the 21st century) and offensively against enemy populations.


So yes, pretty much a crapsack world, which, of course, would be a great match for anything in the WH40K tradition.
It is not a setting I'm particularly proud of, because it is not very realistic, and unnecessarily evil to a cheesy degree (a fault I find with WH40K also). It was also faaaaar less eloquent than the summary suggests. I was a teenager when I wrote it though, so I suppose I can be lenient. Still, if you find anything of this interesting for your Britainhammer idea, feel free to use it. I'm, of course, particularly fond of that idea with Prince Edward III, which would allow you to have your British aristocrat, a rebellion (although the rebellion would be _against_ him, not _by_ him), subsequently Britain as an "evil", xenophobic empire (i.e. the 19th/early-20th century imperialistic attitude carried onwards in time and perhaps exaggerated, rather than abandoned as in our world), while still keeping it _somewhat_ plausibly connected to history.
Cheers!

Edit:
Sorry for typos and convoluted wording/sentences. Typing in a hurry and without much sleep!
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malius123
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PostPosted: Thu Sep 01, 2016 11:57 pm    Post subject: Reply with quote

 is kinda my learning blender "blog" style post, its where my Wip's get showcasedhttp://www.ppmforums.com/viewtopic.php?t=42112


im just unhappy with Brexit, and am completey affected by, so much so i invented a scenario where a royalist faction rises to take control of briatain in protest to brexit but then ironically becomes a tyrant. the royalist britiania faction i speak of  clings to oldskool ideals of quasi feudal imagary,  power suits with energy swords, modern/scifi day interpretations of calavary , ie a a infantry man riding a suicidal walker drone, air ships with naval themes. in my learning process im trying to develop to styles , serious units and RA2 silly styles,

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Millennium
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PostPosted: Sat Sep 10, 2016 8:03 pm    Post subject: Reply with quote

Currently much work is being done on the Brotherhood, aka Islamic Union, aka GLA, aka Al-Quaeda,...


Purportedly the real-life flag of Al-Qaeda - a plain black field, imprinted with the shahada; used in 2008 in concepts for what would be the Cyberian Dawn build, for the faction that was then variously called 'GLA', 'Islamic Foundation', 'World Caliphate', or, indeed, 'Al-Qaeda', or even already simply 'Brotherhood'. The flag was not used in-game in the build, but perhaps it should return as the flag of the Brotherhood?

Nuke Truck

A variant of bomb truck that is, as expected, loaded with a nuclear bomb. This truck can be built only if a Brotherhood player manages to gain control of either a nuclear reactor, or a nuclear missile silo. Like the other variants, the Nuke Truck can disguise itself by deploying and targeting a terrain object. It also cannot stay disguised while moving.
The output of the nuclear device carried by the truck is more than twice (2.5 times, actually) that of a nuclear TBM as deployed by Russian tactical silos, but of course the truck has the substantial downside of being unable to bypass defenses and has to either avoid them, or be broken in by other forces.
* Pro tip: the truck can be airlifted, and even dropped. While it may end up being brought to detonation through anti-aircraft fire, even an explosion at high altitude is usually enough to flatten large areas on the ground.

-----
It has been realized that the Brotherhood side needs a substantial overhaul regarding faction organization. We're not sure right now how to present our ongoing work - as an analytic essay, an in-game perspective, or a development chronology?

In other news, due to consistent impossibility to get hosting on PPM for Continuum, presumably due to the incongruence between the mod's design focus and the design focus of the other currently-hosted mods on the site, the decision was made to present the mod on its own webspace. The thread on PPM will be maintained and updated at the same rate and with the same type of content as it has been so far, but the website will be dedicated to more exhaustive presentation.
This can be expected to happen in early October, plus two or three months that one can customarily add to the schedule of  web development projects done by unpayed and inexperienced contributors.
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malius123
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PostPosted: Sat Sep 10, 2016 10:24 pm    Post subject: Reply with quote

i agree the gla faction is just old news.  your better off saying the arab union unites behind a new science-tocacy. then bridge the gap towards a Nod themed early tiberian dawn esque style in terms of design but add a more arab theme, but i assume the illumati is your gap towards nod in you canonical universe.

i think ra2 did a good job with iraq, didnt make it polictical or ideological. trying to make an entire faction based on design concepts from the desolator isnt so easy.

saying that gla was so damn fun in generals , there ifv style bikes were amazing and there battle buses,

a fleet of demo bikes rocket bikes and gla commando on the bike made a deadly bike gang.

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Millennium
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PostPosted: Thu Sep 15, 2016 10:22 am    Post subject: Reply with quote

That's an interesting idea.
But yes, in Continuum, the Brotherhood isn't very Nod-ish in terms of tech or theme. The Illuminati are the faction that is essentially Nod. The only thing Continuum's Brotherhood shares with Nod is that they're arab/african. And perhaps a love for chemical/mutagenic weapons.
OTOH, the Illuminati are not african/arab, but also have chemical weapons, plus various other Nod techs - cybernetics, stealth... alien tech?

What we are currently thinking about is splitting the Brotherhood from the Arab states - one is a terrorist organization, the others are proper countries. But the Arab countries wouldn't really be playable - they might get a few units (generic, unique or shared with Soviets or Allies) and appear on maps and in campaign, but they wouldn't be strong enough to appear as full playable factions.

Unfortunately, right now we're struggling with an intractable IE that makes the mod completely unplayable, so until that is solved, no main branch updates are possible...
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Millennium
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PostPosted: Thu Dec 22, 2016 1:41 am    Post subject: Reply with quote

Hm, I have not been active here in awhile. Though I had many other interests and duties and cannot say I have given it much thought during my absence, what I am currently (still) trying to achieve is a credible inclusion of the Third Power faction.

A world without Hitler, which Continuum, as a consistency-upgraded Red Alert timeline, is supposed to be, can credibly have some sort of fascist or quasi-fascist European Union from the 1950s onward, including even some tech/unit identity with real-world Nazi Germany. However, the original concept for the Third Power was a Raiders-of-the-Lost-Ark-y, Wolfenstein-y, Hellboy-y, Hellsing-y (yes, my namesake) Ghostapo/Jetpack Hitler occultist Nazi superscience faction. And that just does not go very well with, well, the removal of the Nazis. Of course, many of the supposed secret societies that form the undercurrent of the Nazi party in pulp fiction and conspiracy theories would still exist, even if the Nazi party never came into power. But can they credibly be woven into a non-Hitler Europe, even if fascist, in a way that provides that European faction with tech/units? Or do they have to be a faction of their own? And if they can provide Europe with tech/units, then why is it that the tech from a Europe which is not opposed to America, but essentially forms with America a bullwark against the Evil Russians, does not seep into a more generalized tech tree which is also accessible to the Americans?

Non-Nazi Reichsflugscheiben? Non-Nazi Nazi Zombies? Non-Nazi Death Rays? And does this all even fit with the general quasi-realistic style and period of Continuum?
I will have to find a way to implement it, or discard the entire idea.
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G-E
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PostPosted: Thu Dec 22, 2016 1:57 am    Post subject: Reply with quote

Something with Prussia? The only way I see a 3rd world power arising is in isolation, like some rebellious enclave in Australia that no one paid attention to, or the region at the border between the primary two superpowers, where ideologies and technologies are able to mix/co-exist.
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Millennium
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PostPosted: Sat Dec 24, 2016 12:18 am    Post subject: Reply with quote

Well, Continuum has a third "world power" in the form of Eastasia. "Third Power", in particular, was the proper name of a Nazi faction of my first mod (in 2007 or so). I've tried to re-integrate the Third Power into this new mod, but I can't find a way to do it.

As for Prussia, well - if Hitler gets killed, then, serious alternate histories branching off from that event are:
a) either a communist victory in Germany, meaning that Stalin probably installs a puppet government there, which means that if WW2 ever happens, and Stalin doesn't just slowly subvert all of Europe, it's courtains for everyone in the West, because nobody could stop the Soviet Union and Germany together. Britain might remain independent, the US certainly will, but nobody could prevent continental Europe from becoming a Soviet satellite, just like Central Asia.
b) or a victory of some Prussian-y conservative/quasi-fascist military government based on the Wehrmacht and Freikorps. This is what seems to have happened in the original Red Alert and also what Continuum assumed to have happened. But I can't tie a conservative, Christian government together with the pulp/conspiracy Nazi theme the Third Power had. At same time, their theme also doesn't fit with any other faction or world region.

Recent Misc Changes

- Introduction of some basic Indian Confederacy units; because the Indosphere is composed of many states (India, Nepal, Bhutan, Bangladesh, Sri Lanka, Pakistan, parts of Afghanistan, parts of Tibet, Myanmar, Indonesia, Laos, Cambodia, Vietnam, Thailand, Malaysia, Singapore) and independent monarchies within India, there is a great deal of artifact variation. Princes try to out-do each other military artifacts, and imports of powerful foreign weapon systems are common. Some statelets also receive direct aid from some foreign powers, for example, Russian units are delivered to some left-leaning statelets.

"Ratha" Tank - I would love to say it's in some way inspired by the real-world Arjun, Echoes' IC Rama Tank and MustaphaTR's Tiger Tank. However, none of those offered any particular inspiration, so it's pretty much just that - a regular medium tank with a gun, no specifics to declare. Essentially, it's a redressed T-55 (stat-wise). The paint job itself, however, is largely inspired by MustaphaTR's Tiger. The IC should have a darkbrown/olive/india green color scheme, so it might still get repainted.
Another Indian unit is the Jingle Truck, or "Caravan", a merchant truck which will periodically appear in your base when you own a Market structure, and drop off some cash.

For want of any game-implemented progress on IC infantry:

Concept art for IC regular infantryman.

- Midget Submarines (spawned from Eastasian Sub Carrier vessel), previously tentatively called "Manta", are now called "Remora", are definitely drones, and now have two modes of attack - suicide bombs against aquatic structures, organic and amphibious targets, and a latching attack against ships, which causes them to function as parasites. Vessels so parasited will not lose health but will be greatly slowed down and occasionally have their weapons paralyzed while the Manta is latched onto them. If a ship is destroyed while a Remora is attached, the Remora will instantly detonate.

- Trying to put order into the overabundance of Third Power defense structures. So far:
Heat/melt-based: Flame Turret, Heat Ray Turret, Plasma Turret
Kinetic: Gun Turret, Raygun Turret
Misc. rayguns: Tesla Turret, Disruptor Turret, Shrink Ray??? (what other ideas would RA3 offer?)
As can be seen, this faction, originally intended to be the most attack-oriented, has lots of redundancy in the defense structures considered for it.

- Gatling Laser upgrade for laser-based units? This would apply to Laser Tank, Laser Turret, Pegasus - achieves higher ROF by arrangement that cycles through barrels, allowing the majority of the barrels to cool-down during the firing process. In effect, this upgrade will probably change a unit's laser attack to a continuous beam which is maintained for several seconds, dealing DoT each frame while it is maintained.

- Uncertainty regarding implementation of bioweapons for Eastasia. A syringe sniper? A chem sprayer? A "capsule cannoneer"?
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G-E
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PostPosted: Sat Dec 24, 2016 1:48 am    Post subject: Reply with quote

You have to understand that fascism and communism as we know them are slight structural differences of the same thing. Neither is inherently required to be imperialist, but both are highly protectionist ideologies, with a basis in altering morality to do so. So a genuinely "third way" as we were discussing with Putin, has to be equally strong, without being so ideological, and the simplest alternative is a monarchy.

If a country like Prussia slowly returned to monarchy let's say, and remained committed as an ally to one side, or even played both sides, while in secret playing each for fools in competition for the allegiance, then interesting things could happen under everyone's nose. I picked Prussia only because they are a very independent if cynical people, and for some twist of fate, they never seemed to get destroyed in wars or invasions, like the Swiss.
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Millennium
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PostPosted: Sat Dec 24, 2016 10:10 pm    Post subject: Reply with quote

Oh, yes, I agree with you, fascism is much closer to socialism than it is to conservatism, so a "conservative/fascist" faction is somewhat implausible.
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Millennium
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PostPosted: Mon Jan 02, 2017 11:01 pm    Post subject: Reply with quote

Working some more on the lore; a near-future trope that ought not to be missing and is very close to the already-established facts of the Continuum universe is the North American Union. I have already said that the earlier part of the American campaign would take place in Mexico, where the U.S. intervenes in the Mexican Civil War - what the Mexican Drug War becomes as it gets out of hand (perhaps in the years running up to 2025). Now, going full Fallout-y, there ought also to be a union of the US with Canada - I am not sure if that will happen (more or less) voluntarily, or by means of war, and, if the latter, the player is going to be actively involved in missions in Canada, but it will happen at some point around the same time as the Mexican Intervention, or Operation Extended Freedom.

The NAU then bolsters the forces sent by the US to the Middle East.



Canada, so far, does not have its own unit roster, but they might, like Mexico, get a few units particular to, and representative of, the country.

Preliminary American campaign: Pax Americana
The American Campaign takes the player through the stages of the War On Terror that already happened (in Afghanistan and Iraq), then a hypothetical invasion of Iran, Syria and Lybia. These nations are occupied, while Jordan, Turkey, Kuwait, Pakistan and Saudi Arabia more or less 'ally' with the US, accepting rising internal conflicts in exchange of avoiding the potential threat of invasion.

In a second stage, the US invades the Caribbean islands (including Cuba), central America (including Mexico), Columbia and Venezuela, when a large-scale anti-drug campaign in Columbia spirals out of hand by local militias and gives pretext to the "Hawks" in the DOD to act against all potential rivals in the region. Argentina sides with the US. In order to legitimize their invasion of Mexico, the US makes use of "Peacekeepers" from its UN puppet states – mainly Britain and Japan.

in which the entire UN takes part – Argentina, Australia, Canada, New Zealand, Thailand, Japan and Great Britain. The Campaign goes at great length to describe the situation in the different countries – in Japan, much like during Eastasia, a nuclear strike on Tokyo meant that the government temporarily moved to New Port Harbour on the eastern side of Tokyo bay while Neo-Tokyo is being constructed as a new capital in the Tokyo bay.

The third and final stage of the campaign, again consisting of four missions, is a war in Asia which is apparently fought against North Korea, but is really a proxy war against China. The US allies are Japan, Thailand, New Zealand and Thailand. At this stage, the US has deformed into the "American Empire" and the UN is only a collection of US allies and puppet states that all contribute forces to the war.

The final mission of the campaign involves sabotaging the launch of a bio-missile that is to be launched by the Brotherhood from a captured Russian cosmodrome (presumably Baikonur) in Kazakhstan.

  • The Empire Strikes First - Invasion of Europe ("Second D-Day").
  • The Lamb Lies Down on Broadway - ??? Fight against president gone insane? (a la RA3)


Provisory Third Power Campaign
Takes the player in an invasion of the US proxy states around Europe, involving a combined French, German and Russian landing in the UK.

Provisory Brotherhood Campaign
The Brotherhood campaign consists of the recapturing of Sarajevo, using Bosnian mujahideen, the bombing of the WTC and the bombing of the Eiffel tower. If the player is successful, the European campaign ends with Europe being occupied by Muslims, except for Andorra, Ireland, Scotland, East Germany, Switzerland and eastern Europe. In China, the Seven Gorges Dam must then be destroyed to cause flooding.

Provisory Eastasian Campaign
The Chinese Campaign takes the player through three stages of war as well. The campaign sets off during the Korean War. The player must remove the invading UN from the Korean peninsula, then proceed to absorb South Korea into the Chinese Empire.

The second stage places the player against the Brotherhood, which fights both the US and Eastasia. The campaign involves using a nuclear missile against Singapore, which has fallen to the Brotherhood. In southwest China, a rogue Uyghur general has allied with the Brotherhood. She has combined Brotherhood technology with Eastasian technology to create deadly combined arms (for example, the Chem Tank, which is a Crate/SecretLab tech, can be built by her as a regular unit). The player must stop her and her bio-superweapon development before is too late!

The final part of the campaign involves the invasion of Russia to gain access to the resources of Siberia. The amur conflict develops into a fullout war, which finally entails the invasion of the (Brotherhood-ridden) western European states, bringing entire Eurasia into one system and forming the Eurasian Union (which is functionally an extension of the previous Euro-Slavic Eurasian Union).
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G-E
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PostPosted: Wed Jan 04, 2017 2:35 am    Post subject: Reply with quote

Reminder: to make a mod you should be making things, not talking about making things, or talking about plans, or talking about plans to make plans, or talking about ideas to incorporate into plans you haven't made....

Just make the damned mod already and show some pics.
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Millennium
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PostPosted: Wed Jan 04, 2017 12:11 pm    Post subject: Reply with quote

Sorry, there is no progress in that area at the moment.

Update
Academic homework has kept me from working on my mod, but I have finally made some progress again.

African Warlords Update
I have differentiated two "faction" concepts - a "political affiliation" and a "tech tree" concept. This has allowed me to better define the African Warlords faction. It is a faction defined by a tech tree that is shared by the entire sub-saharan area of Africa (as indicated on the map) and ruled by a variety of independent strongmen, but only the lighter areas are politically-affiliated with the Brotherhood, with other areas paying allegiance to the Allies or Russia. In-game, this is implemented by an African Warlords player having a rudimentary tech tree resembling that of the Brotherhood to a large extent, but gaining the option to (irrevocably ally with either the Allies, Russia or Brotherhood to unlock higher-tier options specific to each faction).

The basic African Warlords roster holds a generic levy with an AK, a generic levy with an RPG, a supply truck, a technical, a biker.

I am still working on differentiating a "faction" from its surrounding "culture" - e.g. how does the "Brotherhood" faction differ from 1) the Arab/African countries within which it exists 2) the civilian population within which it exists and which often share its sentiments. By extension, while the dichotomy of state and non-state actor is not applicable to, say, the Allies, the differentiation between playable military and non-playable and ostensibly neutral "civilians" is applicable to all factions - why does the game consider civilians "neutral"? Certainly, the civilians of a given country are what the military of that country protects (mostly true), and the civilian population supports that military and will, in a pinch, defend itself against "hostile" militaries (even if that defense is ineffectual). To that end, I have considered making civilians offer support to certain factions, depending on the map - maps set in America will grant American players the support of the civilian population, maps set in the Arab countries will have civilians offer their support to the Brotherhood, while being hostile towards American players.

Eastasia
I have also worked some more on the Eastasian government system - there will be a (mostly figurehead) emperor, the government is effectively headed by the Paramount Leader/Sh?gun/Generalissimo, to sum up the terms for functionally-similar real-world positions in three Asian countries. I'm not sure what subordinate offices there are - there is supposed to be some bureaucracy, but I'm not sure whether there were any "chancellors" in historical sinic/japonic government structures.

Tiger's Cannon
WW2 trope suggests that the Tiger Tank is armed with an 88mm cannon, and this in turn should be the same one as the Flak. We ought to think about how such a weapon may maintain its firepower in a modern setting. Multiple ways are possible in which superior muzzle velocity, and thereby penetrative power, can be maintained relative to other tank cannon in a modern setting - most promising would be ram/scram cannons, light gas cannon, electro-plasma cartridges and railguns or coilguns.

Indian Confederation
- As one can tell, this works pretty much the same as the African Warlords faction in that it has a roster of native hardware of Indian, Indonesian (and so on) origin that can be combined with British, Soviet imports.
- Gurkha infantry can now move through cliff terrain at 50% speed.
- Shikari infantry can now move through forest terrain (tree overlays) at 50% speed.
- Sikh infantry... hmmm... this would be something about plains, but plains constitute normal terrain, so this doesn't grant them any bonus above normal infantry.
- Indian units cannot attack civilians.
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Millennium
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PostPosted: Sun Mar 26, 2017 6:21 pm    Post subject: Reply with quote

Fiddling around with SC3URK for buildings!:


I am somewhat surprised that this tool and the public assets created with it are not in any way popular in the C&C community.
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PostPosted: Sun Mar 26, 2017 7:01 pm    Post subject: Reply with quote

So what you're saying is: you have no more excuses holding you back from doing the mod?
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HG_SCIPCION
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PostPosted: Sun Mar 26, 2017 10:19 pm    Post subject: Reply with quote

G-E wrote:
Reminder: to make a mod you should be making things, not talking about making things, or talking about plans, or talking about plans to make plans, or talking about ideas to incorporate into plans you haven't made....

Just make the damned mod already and show some pics.


haha I agree  Laughing
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PostPosted: Sun Mar 26, 2017 10:55 pm    Post subject: Reply with quote

I read every arabic word here, everyone knows i am from the arab world (bu7loos too). I like the mod idea itself.
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Millennium
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Joined: 09 Mar 2008
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PostPosted: Sat Apr 15, 2017 12:23 pm    Post subject: Reply with quote

A short-handed update; messing around some more with building sprites:


(This, of course, being a conversion from Age of Empires II - viz a stable, although I do not expect my mod will have capturable stables that allow you to train Horse Archers/Chevaliers/Cataphracts/Dragoons/Paladins/Elephants. It is more intended as a demonstration of principle.)


...neither should Trieres/Triremes be built here, but perhaps as a civilian structure to compliment middle eastern maps?


A defense structure for India? At least the base looks like it could be used, while the top portion of the tower would look obviously outdated.
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malius123
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PostPosted: Tue Apr 18, 2017 6:57 pm    Post subject: Reply with quote

dude seriously learn blender, if its too much to learn. as i have learnt .then try to compartmentalize your skills, become a proficient texturer, or proficient in making models, or learn how to rig using models from blendswap, pick a specialty and go crazy.

i know pixel art can be fun, but if you bring a skill to the table you could get a team of 3d artists. it really doesnt take long to get a basic grasp of the shortcut keys, listening to  video tutorials while actually modeling and using blender is a sneaky way of gaining knowledge slowly while still actually having a workflow.

i say this because i want to play your mod.

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Millennium
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PostPosted: Mon Jul 24, 2017 12:44 pm    Post subject: Reply with quote

I've been very busy working on my degree and whatnot, but the mod is still progressing, if at glacial speed, and I plan to learn some 3D modelling during the holidays. Meanwhile, I now have to contend with YR not running on the computer I finally upgraded to. And apparently with Photobucket's changed service conditions.
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Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Oct 15, 2017 10:35 am    Post subject: Reply with quote

I have stated that the mod will not include Chrono technology in anything but a remote, minor role. However, with Ares, there are so many possible and interesting Chrono-based units and SWs, I'm having a harder and harder time to relegate Chrono technology to a miniscule role...

Stasis/Timeskip


A "time machine" SW, which generates an uncontrollable, unselectable, untargetable, undamageable, invisible "Chrono Prison" unit that abducts nearby units, making them "disappear". The prison's HP gradually deteriorate, and eventually it is destroyed, releasing the previously-abducted units, which have effectively been "sent into the future". Use it to evacuate your own units from a passing threat, or to temporarily remove enemy units from the equation, so that they can be fought in two smaller formations.

Alternatively, a SW that attacks its target with a temporal warhead but zero damage for a certain amount of time, causing it to "phase" for awhile, without ever being warped away. That way, the target is immobilized, but also made inassailable.

(Whether one considers the effect of either SW to be time-travel into the future, or a stasis field, does not matter - in effect, they can be considered the same: the target is made intangible for a duration of time and rejoins the battle some frames into the future.)

Telepoint Dropper
As we know, a vehicle with teleportation Locomotor and a Dock set will drive when moving normally and teleport only when moving to dock with that structure. This feature is only used on the Chrono Miner in vanilla RA2/YR and could be exploited for an interesting setup by giving a range of vehicles that Locomotor and a Dock structure that can be placed by means of an SW or otherwise, e.g.:



A very heavily armored and very slow vehicle which deploys into a structure that is the "Dock" of numerous teleporter vehicles. Intended use is to place a "teleporter" into the center of the enemy base, to which you can then instantly deploy large forces.
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Oct 18, 2017 4:46 am    Post subject: Reply with quote

Are you polling for opinions or just talking out loud?
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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Oct 18, 2017 6:14 am    Post subject: Reply with quote

G-E wrote:
Are you polling for opinions or just talking out loud?


Are you jealous or something? #Tongue

I think he's just showing us what he discovered, I never even knew the chrono-locomotor could (ab-)used like with the Teleport Pylons, because I never even thought of it.
Very interesting idea indeed.
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XxpeddyxX
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Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Wed Oct 18, 2017 6:31 am    Post subject: Reply with quote

There was zero signs of "jealousy" in that sentence. Just looming for clarification.

The teleportation thing is pretty cool, would be the perfect weapon to teleport a dhrono demo truck into an enemy base. Don't ask how the demo truck has chrono tech :p
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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Oct 18, 2017 11:20 am    Post subject: Reply with quote

XxpeddyxX wrote:
There was zero signs of "jealousy" in that sentence. Just looming for clarification.
There's a reason this existed: #Tongue
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One and only developer of C&C S. True Supremacy.
Youtube: C&C Supremacy Mod | Skype: TAK02 Supreme CnC Mods
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
I once ninja'd MigEater #Tongue
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Thu Oct 19, 2017 7:34 am    Post subject: Reply with quote

Yes I took it into consideration but couldn't bother explaining why it doesn't fit into context.
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