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Command & Conquer: Continuum [ARES]
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Author Message
Millennium
Commander


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

PostPosted: Sat Sep 27, 2014 1:20 am    Post subject:   Command & Conquer: Continuum [ARES] Reply with quote

Hey guys and potential, but unlikely, girls!
I'd like to present the one and only mod I've so far been working on, and it has been in the making for a *really* long time.
This mod is in the RA2/YR forum because it has been developed with RA2/YR, but it's probably not difficult to adapt it to RA3 or perhaps one of Tiberian series games with a few sacrifices and additions here and there, if RA2/YR aren't popular anymore. This is more of a "world design".

My mod has no less than five playable main factions - Allies, Soviets, Third Power, Brotherhood, Eastasia - and various other mini-factions (think RA3: Paradox) that are mostly incomplete and experimental - Civilian Defense Force (the guys that are needed to explain the prolific neutral tech buildings #Tongue ), Mutants (more of a form of organized wildlife), Black Guard (an Allied subfaction that appears as opponents in missions), etc. Some of the main factions have further sub-factions, not all of which are well conceptualized yet.
While invariably issues of redundancy and balance will be brought up, this mod has been in the scripts for several years (almost a decade now, considering all precursors, oh my!) and I have put serious effort into making all the factions different from each other in looks, story and gameplay, though I cannot vouch very well for balancing issues yet! The two pre-existing factions of RA2 have been majorly revamped, Yuri has been removed and there have been a variety of small changes.

Factions:

Allies
Color: Blue (the dark blue of Tiberian Sun, not the comic-y bright blue of RA2)
Playstyle: Balanced, defensive, economy, aerial superiority
Technologies: Advanced infantry training, gattlings, lasers, aircraft

The Allies are the faction we know and love from 'vanilla' Red Alert 2 and Yuri's Revenge, although their unit and building selection has been majorly revamped. The Allies are supposed to be played by players who aim for a faction that is balanced in terms of firepower and defense. It is a good starter faction, as it has few obvious drawbacks and can be played comfortably in a defensive position thanks to a good economy, decent defense structures and the ability to attack with airstrikes, which are usually less impeded than locking horns on the ground. While they do have decent and balanced vehicles, the infantry of the Allies stands out somewhat, as they have various forms of specialized infantry and good commando units the other factions cannot generally match. Also, Chrono Legionnaires are gone. I always found those way too overpowered and way too annoying. Also, GIs do no longer deploy and do not carry machine guns, but don't worry, something else has taken their place.

The aircraft selection of the Allies has fanned out mucho, ranging from the Apache of TD/RA, over the iconic A-10 Warthog for anti-tank work, F-16 to replace the old Harrier, and a variety of call-in aircraft. Aircraft Carriers spawn F-18 Hornets, which look more like proper hornets now than flying go-carts, and the carrier is capable of attacking air targets with them now, which means the Carrier is now not only the primary strike weapon of your fleet, but also provides its anti-air umbrella, replacing the AEGIS Cruiser, which I found awfully specialized and redundant and removed it. These are just examples, and I will fill in other changes and new units later. I'm currently revising whether the Allies should keep Chrono technology, or whether their rapid aerial deployment tactics make that kind of a redundant gameplay element.

The Allied faction consists of three subfactions: the United States of America, Oceania (which is essentially the UK plus its overseas holdings), and the European Union, which is much reduced compared to its RL counterpart, consisting only of western Europe (sans Iberia).

Guard
Guards are sort of 'riot police' deployed by Oceania and Europe as basic infantry. They are not meant to confront full-scale military infantry. They are armed with submachine guns, batons (unused in game) and on elite level can deploy stun grenades. Like all basic infantry, they can occupy structures, but their firepower will be very poor from inside, as their weapons are only effective at short ranges.
* Only Oceania and the European Union can train Guards, but capturing a neutral-tech "Guard Station" (i.e. police station in our world's terms) allows other factions to train them as well.


GI
Pretty much identical to the 'vanilla' GI, except for a few code snippets. The major change to this unit is that he can no longer deploy, and of course the graphical change. On the plus side, he now uses a proper M-16 assault rifle rather than the silly SMG of his vanilla version. This does not make a huge difference in terms of damage output though. GIs now wear combat armor, increasing their armor class to 'flak'.
* Only the USA can train GIs.


Missilier
The Missilier 'replaces' the Guardian GI. 'Replaces' in as much as filling the anti-tank/anti-air role of the GGI, but he does not double in an anti-infantry role, nor does he deploy. The Missilier carries two different types of guided missiles, one that is highly maneuverable, but less damaging, intended for anti-aircraft use, and ATGMs, which are less accurate and slower, but deal more damage to armor. Like GIs, Missiliers can occupy buildings, but are unable to use their anti-aircraft missiles when doing so, as obviously, the roof of the building restricts their firing angle.
* Missiliers now have the same HP as regular GIs, and cost 50$ less than the Guardian GI (since they are less versatile now).
* They also share the same 'bullet-proof vest' (i.e. flak) armor of the GI.


Engineer
The Allied Engineer was differentiated from his Soviet counterpart (as the default graphic in RA2/YR seems to have been the Soviet engineer). The Allied Engineer is virtually identical to his Soviet and vanilla counterparts, except for the graphical change. However, this graphical change does represent a gameplay element - he is wearing a rather heavy bomb disposal suit, which makes him far more resilient to enemy fire than the Soviet engineer. The suit also protects from environmental hazards, meaning the Engineer takes -25% damage from poison gas, biological weapons and radiation. Of course, this helps very little if either agent is delivered not by environmental effects, but rather with a projectile that pierces the suit!
There are some other changes, but these apply to the engineers of all factions:
* Multiple Engineers are now required to capture structures, with each Engineer reducing the HP of the structure by 1/3rd, and the first Engineer to enter a structure at 1/3rd of its HP capturing that structure. This does not apply to unowned or neutral tech structures, which can be captured by a single engineer regardless of their repair state.
* Buildings that CANNOT be captured by the engineer (mostly base defense buildings) will instead be demolished with a C4 charge.
* Engineers can capture unowned vehicles, or vehicles that have lost their crew. Just like structures, this will consume the engineer.
* It is planned that Engineers can erect sandbag barriers that give nearby infantry cover. This feature is still being tested and might end up being side-specific.



Legionary
This unit replaces the Chrono Legionnaire (which I removed, or rather transformed into a much higher-tiered obscure unit, as I found him vastly overpowered). The Legionary has a portable laser, fed from a battery backpack. He is equally effective against any type of armor and also wears a heavy protective suit that deflects laser beams and offers decent protection from many other forms of damage. When killed, he will drop a battery that will briefly increase the speed of vehicles that pick it up.
* The Legionary is very protected from environmental effects, such as gas, radiation, tiberium, veins and poison. The suit also greatly reduces psionic damage and negates psychic effects. He cannot be crushed or bitten either and sniping hits will do regular bullet damage to him. Fire damages him as if he was a vehicle, and so does frost. He is also immune to the "snowman" death effect from frost weapons, although unlike vehicles, frost can eventually kill him, so this is not that important.
* The Legionary has a secondary portable EMP cannon built into his suit to lock down individual vehicles for a short period. Double-click the Legionary to toggle to this firing mode.

Soviets
Color: Red (the dark red of Tiberian Sun, not the comic-y bright red of RA2)
Playstyle: Mobility, ground forces, brute force
Technologies: Molotov cocktails, autocannons, artillery, rocket artillery, flamethrowers, cryo, tesla, seismic, thermobaric, nuclear weapons

The Soviets have seen a major revision in gameplay. Obviously, the Soviets of Red Alert stood in for Nazi Germany - and used units and tactics inspired by Germany - the V2 Launcher, the heavy tank, etc. The real-world Soviet Union of World War II and after did not actually have that doctrine - sure, their tanks were heavier than their counterparts fielded by the western Allies, but the same is true of several designs of the French and British that just never saw the field of battle (because the British did not fight major land battles with the Germans and the French were down for the count before their tanks could be fielded in large numbers). All in all, the real-life Soviet Union's military doctrine was much more on strategic and tactical mobility than it's appearance in RA, and RA2, suggests. For Continuum, I've tried to re-create that playstyle. For example, the Soviets no longer field heavy tanks - they field a medium tank, and a main battle tank, and their major strength is to produce large quantities rapidly, but not necessarily cheap. They also do not use the War Miner anymore, instead they will use the good old Supply Truck, eventually to be upgraded into the Harvester (a TS-ish vehicle) and finally the Reaper, a tank with an ore compartment, for gathering in highly contested ore fields. The Soviets also use equipment from a wide variety of "tech levels" and periods, from rusted WWI equipment to modern directed-energy weapons, representing both the vast nation that may be highly modern in some areas and totally backwards in the large Siberian wasteland. This also accommodates the various popular fiction tropes on the SU, which run from highly-advanced psionic research and space weapons to budenovka-wearing men with bolt-action rifles and rusty, oily tanks.
Conscripts are now simply that - ordinary conscript riflemen, without gas masks and plate armor, and their weapons are no longer submachine guns, but ordinary carbines. True-to-history, though, it is possible to toggle between training SMG-armed and carbine-armed Conscripts. They are also no longer the cheapest infantry, costing 120$, +20 from vanilla (Who's the cheapest then!? Keep reading!).
They also lost the clearly German-inspired Flak and Flak Trooper and Flak Track. These were replaced with the RPG Conscript (cannot target air, but much more effective against tanks), the Quad Cannon (four autocannons for anti-air work, infantry and light vehicles) and the Shilka (a tank mounting said Quad Cannon).
They did get several technologies and weapon systems from Red Alert back, such as flamethrowers and seismic weapons. They also do retain their large rocket artillery, but it's now the Scud Launcher - this was just too iconic to remove. The Apocalypse Tank was changed into a glorified version of the real-life 'Iosef Stalin' tank. It is now called the "Stalin's Pike" and uses a single-barreled howitzer and several sub-turrets. It gets its second barrel back upon promotion, though. These are just examples, and I will fill in other changes and new units later.

The Soviet faction consists of three subfactions: the Russian Federation, the Chinese Soviet Republic and the Latin Confederation, each of which uses a different shade of red.


Conscript
These poor fellows have been conscripted from all over the vast Soviet territory. Because they young men screened for health and given proper training and equipment, they have a far higher base health than the Partisan. Conscripts no longer have gas masks, nor steel helmets and breastplates, nor the iconic PPSh-41 submachine gun of vanilla RA2/YR. They come with regular SKS carbines, but it is possible to switch the equipment from SKS to PPSh-41 and vice versa, by toggling an option at the Barracks, should the commander so desire. The SKS has a higher range and per-shot damage, but the PPSh-41 has a higher rate of fire. Other than that, there is not much to say about the Conscript - he still dies a million deaths on all frontiers.

RPG Conscript
These guys are regular Conscripts, except they have been equipped with RPG launchers, making them effective against tanks. Unlike the guided missiles used by the Allies, the RPG will simply fly in a straight line and cannot adjust for target movement, which prohibits its use against aircraft. Its warhead is also much larger and there is a great variety of warheads available. As a secondary firing mode, the RPG Conscript can fire an incendiary RPG that is especially effective against infantry and can even burn the occupants of unhardened structures if fired into the interior. Heroic RPG Conscripts are reported to even make sparing use of tactical nukes...


Spetsnaz
A unit recurring in many mods... the Spetsnaz is the Soviet counterpart to the Allied Commando and pretty much identical in many stats. He comes with his trusty, but expensive, AN-94 "Obokan" assault rifle, which he uses with remarkable precision. The special features of his weapon and the ammunition used allow him to ignore body armor, adding another +25% damage against armored infantry only. His AP ammunition is as ineffective against vehicles as regular bullets though.
* HP: 200
* Cost: 1000$
* Requires Barracks, Research Facility
* I was unable to decide on this unit's secondary/elite secondary, changing it constantly for ages. Ideas I had so far have been: underslung "torch", underslung freezer, underslung novichok (nerve gas) launcher, tesla bayonet, Scud strike designator, underslung radiation beam, death-ray, and perhaps others... I'm absolutely open to suggestions. For a time, I also had the idea to make the secondary faction-dependent. We'll see whether that will be implemented.
* This unit is camouflaged on snow maps.
* Can clear garrisons.


Shilka
The Shilka is primarily an anti-aircraft system, mounting a quadruple 23mm autocannon setup on an armored chassis. By alternating its fire between all four barrels, this weapon system can achieve a very high rate of fire without overheating any of its individual weapons.
Highly effective against aircraft in its range, it is hampered somewhat by its low accuracy and short range. To cover an assault force, mining operation or base perimeter, you will need several of these, spaced apart, to make the most of their limited range. In a pinch, the Shilka can train its autocannons on ground targets - the projectiles will bounce harmlessly off tanks and hardened structures, but are absolutely devastating against infantry and light to medium vehicles. If it detects air targets outside the range of its main guns, but is not ordered by its commander to attack, the Shilka will use its powerful radar system to 'paint' those targets, giving other units a damage bonus against them. The Shilka gets a variety of additional attack modes as it gets promoted.
* The Shilka's range is doubled against air targets.
* You can use the Shilka's QuadDamage ability to briefly overclock it, increasing its rate of fire, but damaging it.
* On Elite level, the Shilka's autocannon will fire AP-I (armor piercing incendiary) ammunition that will inflict a "burn" effect when they hit, which will gradually reduce the HP of the target for a short while.
* On Elite level, the Shilka also receives a slow-reloading anti-air missile with considerable range, allowing it to get a first hit on far-away targets. It will always open fire on air targets by firing this missile.
* Also on Elite, the Shilka can overpower its radar system to instantly kill airborne infantry, such as paratroopers.


"Stalin's Pike" Siege Tank
This replaces the Apocalypse Tank and is an in-game incarnation of the IS tank series, assuming it had it been pursued farther. The tank earned its name (as well as the nickname "sturgeon") from its pointed, upward-bent prow. Although it is a heavy tank, and the heaviest fighting vehicle of the Soviets, easily on par with the Third's Tiger Tank, it has been scaled down from a super-heavy Apocalypse to 'merely' a heavy tank that is easily dwarfed by the Third's super-heavies. Still, it can more than hold its own in tank battles. The Pike is not armed with the Apocalypse's dual armor-piercing (?) guns, but instead carries a single 130mm gun-howitzer which can fire over large ranges. Although not great at penetrating armor, the sheer explosive force can knock tanks out of commission, not to speak of its effectiveness in operating against fortified positions. Unfortunately, it is somewhat inaccurate. Because of this handicap, and the vulnerability of heavy tanks to faster main battle tanks carrying powerful anti-tank guns, the "sturgeon" should be seen mainly as a self-propelled howitzer with somewhat heavier protection than usually seen in this class of vehicles.
Although it has lost the Apocalypse's effective anti-aircraft missiles, the Pike carries multiple sub-turrets that offer close-range protection against light attacks, but should not be taken to a tank battle.  
* The Siege Tank needs to deploy to fire its main gun at full range.
* Carries various subturrets that it will use when passively defending at short range. I've not totally determined those yet, but autocannons, flamers and missile launchers are options. I would've preferred it to be able to carry soldiers like the Overlord in Generals, but this does not work with the deploy function.
* Direct hits from the Siege Tank on vehicles have a chance of completely disabling all turret-based weapons of the target, as well as slowing it down substantially for a short time.
* A Commissar will be among the survivors from this type of tank.
* Has a propaganda (+firepower, +speed) effect on nearby forces.

Third Power
Color: called "olive drab camouflage" on wikipedia!
Playstyle: Elitist, offensive
Technologies: heavy tanks, rayguns, magnetics, railguns, scram cannons, plasma, sonic weapons, chemical weapons, mutation, necromancy, magitek

The Third Power is, essentially, the clichee version of the German Empire or Nazi Germany. There is no real story yet as to who they are or how they've re-entered the universe of Red Alert (if it's the same universe at all), but here they are. This faction, like its RL counterparts, plays highly offensively, so much that I intend to balance it so that as soon as your offensive breaks, you have essentially lost the match - just as happened in RL - because the units are just so horrendously expensive and defensive structures are nigh-nonexistent that losing the investment you put into a failed invasion force means you have very little to throw against a counter-attack. Technology-wise, the Third Power draws on all the themes of pulp-fiction Nazis and has a "mad scientist" flair - magnetron technoloy and plasma weapons have been moved to the Third Power, for example, but they also have microwave weapons, sonic weapons (a la TibSun's Disruptor), poison gas and some even more unusual and exotic abilities, such as raising the dead (friend or foe) as mindless zombies. Story-wise, much of their technology runs on magitek. Gameplay-wise, you will find this faction to employ alot of very heavy vehicles, which are usually highly specialized - tank destroyers may have railguns that can pierce a row of enemy tanks, but shots pass at arms length over the heads of soldiers. Poison gas may kill entire squadrons of infantry, but it is unable to pass into vehicles at all, etc.
They generally have the best units of any faction in ANY category, but as was mentioned, their units are almost exclusively expensive monstrosities that disable their entire economy when built and are a disastrous loss when destroyed - which combines with their specialization to make for quite a gamble when plotting an attack, as the cost does not allow you to prepare for every threat, and the one you did not prepare for, you will have a hard time stopping.
Some of their units, of course, are also quite ordinary.
The Third Power has such familiar units as the Flak Cannon, the Half-track (the Flak Track with a major revision), the Magnetron, Yuri's Flying Saucer... again, these are examples and I'll provide more detailed unit info.

Trooper
The Trooper is the regular Third Power infantryman. These professional soldiers are comparable in stats to the Allied GI. They are armed with Karabiner 98 bolt-action rifles, making them fire substantially slower than their Allied counterparts. They make up for it in range though, and all Troopers are also equipped with bayonets, lethal at close range.

Mammoth Tank
The familiar unit of Tiberian Dawn and Red Alert fame, now re-assigned to the Third Power on the basis of the only two-barreled supertank was of German origin. Super-heavy tanks generally being associated with Germany and the famous "Maus" even carrying the pre-production name "Mammoth", I thought this would fit this side best. The Mammoth carries its familiar double 120mm guns and AP shells (*real* AP, as most of the other tanks now fire proper APFSDS, but the Mammoth guns are re-purposed naval guns!), but it has lost its anti-aircraft capacity!
* Elite upgrade are pulse shells.



Valkyrie Interceptor
The Valkyrie Interceptor is a specialized air-to-air design, capable of flying at extreme speed and intercepting any aircraft of the other factions. To keep the Valkyrie light and fast, it is armed with a 30mm autocannon and one pass worth of ammunition. The Valkyrie itself is much too fast for enemy units to place anything but chance shots on it. Because of its immense speed, it quickly runs out of fuel and needs to return to its airfield, otherwise it will crash.
* Elite upgrade is a raygun as main armament.

Antipodal Bomber
The Antipodal Bomber is a flying wing design that works like the Aurora of Generals/ZH. It is extremely expensive, but the aircraft and its payload cannot be lost on an attack mission - the bomber flies at high altitude and much too fast to be intercepted by ground-based defenses.
The Antipodal Bomber is armed with a large belly-mounted disintegrator ray, entirely useless against intercepting aerial forces, but devastating to anything on the ground. Emptying its entire reactor reserves into its raygun, it fires a powerful beam downwards while over its target area. The destructive effect of the beam is not instant - there is a delay between the impact and the destruction of objects in the blast zone, which will be longer for more resilient objects and those further away from the point of impact. Having so emptied its energetic reserves, the Antipode is unable to keep its immense speed and falls back to a slow, underpowered glide to its homebase. If it has not eliminated all opposition on its path during its beam discharge, it is now extremely vulnerable to anti-aircraft fire and fighter aircraft.

Airship

Drop Pod
Small space-capable craft for planetary landing operations from orbit. Not very maneuverable, they only go one way - down. They are called in by the Drop Pods command (see below) and each carries two Stormtroopers on elite level. Drop pods are also armed with an autocannon that will fire indiscriminately at the landing zone during descent (clearly, the gunner is a Stormtrooper!). Once they impact, they release their passengers, ready for battle!
* The pods are cheap - should they manage to destroy anything of value on their descent, they will upgrade their weapon in-flight to a death ray which sterilizes a small patch of land in the projected LZ.
* Drop Pods cannot be selected or controlled in any way - their movement path is pre-determined by the target location set by the commander, and they will not fire upon any particular targets while falling.

Dropship
A variant of the airship, used with the Dropship Loadout command (see below).

Drop Pods
In popular sci-fi, Nazis are often associated with supposed clandestine space programs, and alien contacts, in some cases (Iron Sky!) going so far as to associate them with having landed on, and colonized, our moon. This mod is no exception. There are space nazis on the moon, and they are ready to support their expeditionary forces on the planetary surface. By using the Drop Pods command, a commander can call in a formation of 5-8 drop pods from the space fleet in orbit. Each pod is armed with an autocannon to clear its LZ and will inflict further damage through the force of its impact. Once landed, each Pod will release 2 elite Stormtroopers ready for battle!

Dropship Loadout
Similar to the cut feature from Tiberian Sun, this cannot be fully implemented yet. Once a player constructs a Dropship Bay, heavier support than just infantry will be flown in - periodically, a Dropship will land at the bay, unloading a small group of armored vehicles. Ideally, the player should be able to decide on the vehicles that will be delivered, but this cannot be implemented yet (and maybe never will). It still works decently for now.

Thunderstorm
The previously-allied superweapon, now associated with this more magically-oriented faction. It didn't seem to fit the modern, scientific Allies anymore, especially since it's made redundant/unbalanced by the Allied SOL.

Eastasia
Color: Gold (the "GDI gold" of Tiberian Sun)
Playstyle: Spammer, turtling
Technologies: rocketry, electronic warfare, mechs, cyborgs, drones, androids, monoblades, hover, amphibious, naval units, wave motion cannons

Eastasia is one of the few elements of my mod that has a decent background story. It's a more realistic take on the Alternate Pacific War that supposedly spawned the Rising Sun of RA3. In my version, the Japanese expansion in Asia is never hindered by the US throughout the 30s, 40s and 50s. Although the reality of the Iwo Jima and Arizona memorials in RA2 cannot be denied, and hence the existence of a Japanese-American confrontation during the Pacific War is hard to refute, without the war in Europe, the US might not have used such drastic measures against Japan as they did in our world, nor were they willing to commit the resources to Operation Olympic (planned invasion of Japan in WW2). Instead, perhaps, the US welcomed the growth of Japanese influence in mainland Asia to contain communist influence there. In any case, in the mid-60s, after decades of heavy fighting between various states and warlords, the superstate of Eastasia emerged as a unified power, encompassing China, Japan, Korea, Indochina down to Indonesia, Mongolia and parts of India. Japan may not necessarily even have won that war, but it was integrated into the new superstate.

Although it is far younger than the other superpowers and has only recently begun to modernize and industrialize, its vast population and keen spirit for innovation has allowed the Eastasians, or Asian Alliance, to match the other powers. However, the Eastasians are not an expansionist faction - seeing that outside the boundaries of their civilization, there are only the waters of the Pacific, the frozen tundra of Siberia and the desert steppes of central Asia, they have concluded that it is best to isolate themselves from the world and rely on self-sufficiency, and their playstyle reflects this - with the exception of their naval forces, the Eastasians have horrible mobile forces - for example, their heaviest fighting vehicle is a light tank. Instead, they have fanned out the heaviness scale between infantry and light tank with a variety of powered armor suits and light mechs. On the plus side, their units are incredibly cheap and can be spammed easily, and many advanced units are accompanied by drones that are replaced for free if destroyed, meaning you can swamp your enemy with units - the only way to achieve anything offensively. However, the main playstyle the Alliance is adapted to is playing "Great Wall" - turtling. With the best walls in the game and a variety of defensive buildings, they are more than a match for any attacking force, on the ground, on the sea or in the air. The Eastasians do not have any serious 'base-breaking' superweapons vis-a-vis the Soviet Nuke or Allied S.O.L. to bear down on the enemy from behind their cover though, being relegated mostly to the Hacker-powered harassment abilities of their Comm Center, and so, while playing tower defense may allow you to live, in order to also win, you will eventually be forced to come out of your shell and take the battle to your enemies.

The Eastasians have a rather distinct construction system compared to the other factions (well, a few other factions have different systems now too) to reflect their general stationary nature and being-uninterested in expansion - they have no MCV, neither do they start with one. Instead, they start all skirmish games with a pre-placed Construction Yard, and cannot expand any other way than through the Adjacent feature - although they do get a special structure that they can 'chain' to colonize faraway locations.
* All Eastasian non-defense structures use a special 'paper' armor that makes them nigh-immune to some forms of base-razing weaponry (especially seismic damage), but also means their armor is reduced against light weapons. This ensures that a player has to actually breach their defenses before destroying their base. Bypassing the defenses with superweapons would unbalance this side.


Askari
Askari are the lowly regulars of the Eastasian army. Raised by the millions from the mostly rural population of the far east, they are cheap to train, but also cheaply equipped. Like the Conscript, the Askari has no forms of body armor. They are armed not with rifles, but with flechette guns that have yari bayonets to double as close-combat weapons.
As the Eastasian military on land is primarily an infantry force, Askari are trained and equipped for lengthy marches on foot and move 25% faster than GIs, Conscripts and Troopers.
* HP: 125
* Cost: 100$
* Requires: Barracks
* Equipment: Zhuge-nu auto-fletcher, yari spear
* Elite Askari gain self-heal, jungle camouflage and rifle grenades to demolish buildings.
* The Askari gains +125% damage when fighting in close combat, due to his bayonet.


ShadowHand
the ShadowHand are the Eastasian ninja assassin force. Trained to the utmost in the secret techniques of ancient ninjutsu and equipped with nano-engineered thermoptic camouflage suits, they are a force to rely on both on the field and in base infiltration. Offensively, the ShadowHand ninjas use monoblade shuriken to snipe enemy infantry. They can also produce holographic clones of themselves to confound the enemy. Double-click on a ShadowHand to trigger this ability.
* Moves super fast
* ShadowHand are VERY evasive. Sniper shots will only do damage on them like regular gunfire, and any other ranged attack without AoE damage will be evaded entirely. Splash damage will still damage them.
* FLEET-footed (get it? get it!?): ShadowHands cannot swim like other commando infantry. But they can do better - they can use their ninjutsu to actually run on water.
* They also do not trigger landmines and other traps.
* The ShadowHand's high-tech "smart shuriken" has a chance of continuing on its flight path after hitting an infantry unit, dealing damage to several more in the area.
* Elite upgrade is monoblade shuriken, which can deal effective damage against vehicles and buildings too.


Hacker
The Hacker is a specialized Eastasian infantry unit for electronic warfare. Hackers carry notebooks and portable batteries with nigh-unlimited power supply. They are entirely helpless at the frontline, but when deployed behind your units, will use their digital warfare capabilities to shut down enemy vehicles. A single hacker can shut down almost any vehicle contiunously while focusing on it. However, some vehicles require multiple hackers to be disabled continously. Against cyborgs and automatons, the hacker is even more effective, capable of taking over their control interface and using them at will.
* Unlike the ECM Tank, guided missiles CAN be fired on the hacker. However, there will be an accuracy penalty (in addition to their naturally terribad accuracy against infantry), causing all of them to miss their intended target and randomly strike nearby.
* Hackers gain veterancy for kills scored by units they control.

Hacker's attack effect - disabling an Abrams Tank

Abrams Tank under effect after Hacker fires - "cloud" of binaries


Fox Tankette
A very light vehicle with amphibious mobility. The Fox has a crew of two (driver, gunner) and is armed with a large-caliber automatic fletcher in a fully traversible turret. Good for reconnaissance and hunting infantry, but that's it.
* Double-click the Fox to trigger its Nanomechanical Armor Remodulation feature, switching between vehicle armor and infantry-like armor <this feature is not fully implemented yet>


Lynx Tank
The Lynx light tank is the heaviest combat "vehicle" in the conventional sense that is in service with the Eastasian military. It is in no way special - slightly faster than the tanks of the other factions, its armor and 75mm gun are horribly outclassed by almost any other AFV fielded. Large groups of these tanks can pose a threat to smaller groups of mediums, and their speed allows for harassment of supply lines and mining operations, but in a one-on-one field battle or siege, they are scrap metal.
* Elite upgrade is a PCD (personal combat drone) for the tank, which assists its master vehicle in fighting infantry with a light chaingun, and marking vehicles with a laserpointer for increased damage. If destroyed, the drone is not replenished.
* The name is an obvious reference to the tank of the Asian Alliance in Eagle Red

Last edited by Millennium on Mon Oct 05, 2015 2:57 pm; edited 43 times in total

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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Sep 27, 2014 9:40 pm    Post subject: Reply with quote

Lol TS infantry and TD cameos

But seriously lol TS infantry and TD cameos


Most of the target audience here are obviously modders so trying to describe changes as new or exciting is rather dull without any images, promo shots or wallpaper.

Also why show the missing cameo.


Finally in regards to your massive block of text - this is the internet - most users will skim reader.

Break down your words into more digestible chunks (i.e. spacing).
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Millennium
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PostPosted: Sat Sep 27, 2014 10:02 pm    Post subject: Reply with quote

Unfortunately there is not a great deal of infantry SHPs publicly available that match the style of the game very well... as for TD cameos, this is quite intentional. They're not _bad_ artistically, really, and there is no reason to _not_ use them, except for the fact that they're old and done-before.
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Graion Dilach
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PostPosted: Sat Sep 27, 2014 10:12 pm    Post subject: Reply with quote

wut iz ze Brotherhood?

Also learn how to convert Civ3 infantry from CivFanatics - that can be mixed better with RA2 styled units. And they made a lot of real or sci-fi stuff so I'm pretty certain you could pull out a whole mod out from that. I don't find TD cameos lol, I'll also gonna use some - not to mention, that everyone still runs with the RA1 Medic cameo anyway.
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Droke
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Joined: 18 May 2004
Location: United States

PostPosted: Sun Sep 28, 2014 3:30 am    Post subject: Reply with quote

Mods generally rely on two aspects to stand out, gameplay and art. Art can be visibly shown, therefore is easily displayed on a forum. Gameplay however is more difficult, and can't really be displayed in text regardless of how detailed you make it.

I didn't read much of your post, but from my quick scan it looks like you have put a lot of thought into gameplay. My recommendation would be to get your project to a state where you can communicate it more effectively.

Enjoy, and good luck!
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Exley
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Joined: 09 May 2011
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PostPosted: Mon Sep 29, 2014 2:04 pm    Post subject: Reply with quote

you wrote mod has been in dev for very long time
but no pics nor important stuff has been shown

and that much text just makes me do "meh lets scroll down"
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blubb
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PostPosted: Tue Sep 30, 2014 3:39 pm    Post subject: Reply with quote

i assume the shilka's function are based on gameplay, in real life shilka's are used against light armored ground targets too and even as mid-range /artillery by the syrian army, and it works.
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Millennium
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PostPosted: Fri Oct 31, 2014 3:24 pm    Post subject: Reply with quote

blubb wrote:
i assume the shilka's function are based on gameplay, in real life shilka's are used against light armored ground targets too and even as mid-range /artillery by the syrian army, and it works.


Well infact, the Shilka can actually be used against ground targets #Tongue
It is just *primarily* anti-aircraft in that it has several abilities that are anti-air only. But the main autocannons can be used against both.

Also:
Updated OP to include moar pictures (mainly in the Eastasia section).

Eastasian Command Abilities
aka "superweapons", but not all of them are weapons, nor especially super, so my mod uses a more generic term.


Honorable Discharge
Similar to the RA3 Imperial protocol, except it does not add a trigger, but rather triggers its effect instantly. Select a group of infantry or vehicles. Each of them will instantly explode, dealing wide-area damage to enemy units only.
* Source: Tech Center
* Range: map-wide
* AoE: 3x3 square
* Target: own infantry or vehicle
Notes:
* Damage is "qi" damage, meaning it is non-elemental and will not be mitigated by enemy armor. Amount of damage depends on the strength of the exploding unit.
* This ability might get moved to Brotherhood

Sonar Pulse
Decloaks all stealthed units on the map for an entire minute.
* Source: Audiolocator (radar equivalent)
* Range: N/A
* AoE: map-wide


Support Drones
Launches a swarm of drones which attach to randomly-selected vehicles, hovering above them. As long as a drone is active, units around it will gain increased firepower, and its primary target will even be repaired periodically!
* Source: Drone Control
* Range: owner's base
* AoE: single
* Target: 4 random units


Lockdown
Select an enemy structure; this structure will instantly be turned off until reactivated by its owner.
* Source: Comm Center
* Range: map-wide
* AoE: single
* Target: enemy building

Last edited by Millennium on Fri Mar 27, 2015 12:31 pm; edited 4 times in total

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Millennium
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PostPosted: Fri Jan 16, 2015 4:03 pm    Post subject: Reply with quote

After a bit of absence from the forums and much tossing and turning the unit selections and game balance, a definite (but not necessarily final) army list for Eastasia!:


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Atomic_Noodles
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PostPosted: Sat Jan 17, 2015 12:28 am    Post subject: Reply with quote

Nice. Was hoping you'd toss in some Empire Named Units from the now Cancelled Project Paradox as a nod to the community.

I'm assuming those Core Buildings are either "MCV" Structures or you can also train them as Vehicles to speed up construction of them.
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Millennium
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PostPosted: Sat Jan 17, 2015 4:25 am    Post subject: Reply with quote

No, I'm sorry... there might be some naming overlap with RA3 and even Paradox (Ashigaru), but the faction is really very fundamentally different from the Empire. Granted tho, I miss Paradox too... it looked very promising

The closest you could get in Paradox terms would be a crossover between Empire and Atomic China. Without all the space... stuff.

Asian Alliance does not use deployable structures, they use very traditional C&C building mechanics, just no MCV.

The "Core" buildings are something like Cabal's Core from FireStorm. They're computer centers that coordinate certain aspects of your base better and take micromanagement load off you.

Drone Core makes all your Drone-type units act on their own (infact, they'll be put into auto-guardmode). Without it, your drones just sit around and do nothing unless you manually order them to.
Repair Core coordinates your base repair. It will repair damaged buildings and units in your base on its own.
Defense Core is just the Threat Rating Node, really.

Also here is the Soviet army list. This one is less final, as I've been tossing ideas around, but have omitted them because they're not implemented yet.



Also some more unit overviews:

Battle Suit

The Battle Suit is a heavy infantry unit (corresponding in tier to the lower-level tanks of the other factions). Battle Suits can be equipped with a variety of weapon modules. A battle suit grants its wearer enough physical strength to lift a rotary autocannon, and that is what these soldiers bring into the field as standard weapon. Their 10mm rotary cannon fires  flechettes that are highly effective against both body armor and even light to medium vehicles. Elite Battlesuiters receive an additional missile launcher to compliment their armament in the anti-tank and anti-air role.
* Elite upgrade: monoblade flechettes, missile launcher

Shikari

Shikari are advanced 'hunters', specialized in taking down large game, in this case, armored vehicles of any size. They are armed with powerful anti-tank guns, firing monobladed flechettes that cut through steel armor as through paper. The Shikari also carries folded-up portable turrets, which he can deploy in the field. Double-click on a Shikari to trigger this secondary.

Unfortunately, there is no way to limit the amount of turrets a single Shikari can deploy, so to balance this ability, this unit is uncharacteristically expensive for its side, almost twice the cost of the Allied and Soviet elite infantry. Also, turrets are not very strong - they have decent firepower, but little HP and can simply be run over by vehicles.
* All Shikari start on Elite level and can be promoted through Champion and Heroic.
* A Heroic Shikari's turrets will gain auxiliary micro-missiles and a stealth generator. This only applies to turrets deployed *after* the promotion.
* Even though I talked about the Shikari's weapon, that is not a final decision and I'm very much open to suggestions.

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Graion Dilach
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PostPosted: Sat Jan 17, 2015 3:41 pm    Post subject: Reply with quote

I wonder how you'll give each unit a role there. Like, why the T-64 and the T-80 both needed etc.
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Millennium
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PostPosted: Sat Jan 17, 2015 3:51 pm    Post subject: Reply with quote

One upgrades to the other. The T-64 is the base tank, but if the player owns tech structure X (I don't know yet what structure that will be - perhaps I will give Industrial Plant back to the Soviets), then the T-64 is removed and the T-80 becomes available.

Those two tanks do not so much have different tactical roles, but different economic roles. One is cheaper and weaker, one is more expensive, but also more effective. It's about resource allocation.

The only units which for now have considerable tactical overlap that I'm not sure how to resolve are the PropTruck <-> BMP, and BMP <-> Shilka, as well as the Eastasian aircraft (I will probably end up making Dragonfly, Colibri and Pelican all highly specialized as anti-inf, anti-vehicle, anti-building... or something).

A few other units have some overlap in what they're meant to counter, but they are still so different that each will find a situational use (I hope).
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PillBox20
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PostPosted: Sat Jan 17, 2015 5:22 pm    Post subject: Reply with quote

What, no Kirov Airship?!  Sad
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Millennium
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PostPosted: Sat Jan 17, 2015 11:05 pm    Post subject: Reply with quote

The Kirov is now the "Zeppelin" of the Third Power side Wink
I found airships don't really fit any other faction than Imperial Germany.

Also, another unit:

SkySuit

Not really well defined yet... it just has a heavy machine gun for now, though it might get an additional missile launcher later. And yes - this is exactly what it looks like, the JumpJet Infantry from TS. It's pretty much identical to the Allied Rocketeer too, but it can land... ON ROOFTOPS... and then hand occupying infantry a bloody eviction notice.
Veteran upgrades are sensors and radar camouflage.
Elite upgrade is stealth, plus a few generic stat increases.

Or should I use this alternative graphic?

Hm? Any opinions?
I might also make them upgraded versions of one another.

I also found that unless I find a decently talented SHP artist, the Miko/Shrinemaiden and Dragon Monk will probably have to remain unimplemented, because there are no graphics that even get close to what they're supposed to look like (unless I want to use a badly-converted Son Goku graphic for the Monk?... nah). The Firelancer will probably have to remain with a very unfitting graphic.
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Graion Dilach
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PostPosted: Sat Jan 17, 2015 11:34 pm    Post subject: Reply with quote

Convert from CivFanatics, dude. They have everything.
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Jan 18, 2015 12:32 am    Post subject: Reply with quote

Thank you! I remember hearing about it before... I'm not very good at graphic conversions or art in general. I'm a decent coder and gameplay designer. Maybe when I have all the coding work done for my mod (which is enough for years), I will start learning about art conversions for the things that are still missing... until then I'm hoping maybe some more talented people will be interested enough to join my "team".

Here are some Eastasian "Command Abilities" (superweapons), complete now with images:

Cash Transfer

When activated, will slowly discharge, granting $50 every tick, for $2000 revenue in total.
* Source: Comm Center

Notes:
* Ideally, potency is increased for each Hacker inside the Comm Center (+10 per tick/+$400 total revenue for each Hacker). However, this is uncodeable for now.
* The cool GFX is played while the SW is active. The dollar signs (converted TS SellUnit cursor!) don't travel upwards as in Generals though, they 'rain down' on the building. Travelling upwards does not seem to be codeable. I'm not sure how to remove the shadows they cast, though.
* The Chinese Internet Center is a placeholder graphic - the Eastasian Command Center might eventually get its own graphic.
* This is the german version of RA2/YR. The text on the icon says "Ready".

Hunter-Seeker Probe

Deploys a drone which automatically seeks out the enemy base and reveals it, before dismissing itself in a little explosion.
* Source: Drone Control
* It's Hunter-Seeker PROBE... not 'droid'. PROBE! Whatever WW were thinking when they named that thing a "droid", short for "android"...
* Yes, this is mostly identical to the HS in Tiberian Sun. It does less damage though and its primary purpose is to locate the enemy base and reveal it to you. This is mostly because otherwise there would be tactical overlap with the "Kamikaze Drone" SW, although I might revise the HS or merge those two concepts later.
* The probe itself is stealthed, aiding in its recon mission!

Also:
* I've removed the 'Augment' SW, for several reasons. Coding a separate armortype/animation/transformation for each non-cyborg infantry unit could potentially break many other things in the game, and I also could not come up with a visual implementation. But foremost, as cool as the concept of turning your infantry into cyborgs is, it simply does not fit the spammer doctrine of the Eastasians. A SW which upgrades your units into super versions of themselves fits Third Power, maybe, and they might get it in some other way.

Allied unit update:

Officer

The Officer directs the Allied forces in the field. He is not an especially powerful combatant on his own, being armed only with a pistol, but he also carries a laser designator, which he can use to direct the fire of nearby units. All units firing upon the same target as the Officer receive a damage bonus. This effect does not stack from multiple Officers.


Using laser marker

Humvee

There is not alot to say about this unit. It is an up-armored Jeep, essentially, and fulfills scouting and transport functions. Infantry can fire out of the Humvee, but it is also natively armed with a M60. Elite Humvees are upgraded with a TOW launcher, making them a credible threat to vehicles. And of course, they can always be loaded with missile-armed infantry to turn it into a high-mobility bane of armored units.

Last edited by Millennium on Sun Jan 18, 2015 12:50 pm; edited 2 times in total

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Atomic_Noodles
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PostPosted: Sun Jan 18, 2015 8:05 am    Post subject: Reply with quote

For the officer edit I'd suggest making edited versions of his firing frames and using photoshop magic brighten up the muzzle of the pistol. Similar to Boris' one in his SHP. Then use that as his secondary sequence.

Not sure how you're triggering the Cash Center Animation... but you could just make the animation play in reverse or make it move slowly upward in the SHP.
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Millennium
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PostPosted: Sun Jan 18, 2015 2:15 pm    Post subject: Reply with quote

The animation is done as a meteor, and using positive values on MinZVel seems to cause an IE. I'm content with the current animation though - after all, money is coming in, not being lifted away from the structure.

A few more units:

Jeep

A light, unarmored vehicle with a M60 GPMG. It is not ordinarily available to field commanders, but it is part of some local defense forces and rear units and may appear in some missions. The Jeep can carry some infantry, who can also fire out. Needless to say, passengers and driver are highly exposed to enemy fire.
* Anything that can kill vehicle crews will kill the crew of the jeep - irradiated ground, clouds of poison gas, snipers... the hazards of the battlefield are many.

Commissar

What the Officer is to the Allies, the Commissar is to the Soviet forces. Equipped with a shining shashka saber, a portable speaker, a tesla pistol for... difficult cases and a powerpack to power the latter two, the Commissar spurns his charges to ever-greater feats in the fight for socialism! Units near the Commissar receive a substantial increase in firepower and speed, but also gain the Fearless trait, meaning they will no longer cover under fire. The tesla pistol does not inflict a great deal of damage, but briefly stuns the target, if it is infantry. If it is a vehicle, the attack will fail to have any effect.
* All Commissars are Veterans.
* The Commissar, like all propaganda-based units, is constantly surrounded by a blare of propaganda sound effects.
* Some high-tier or 'leader' vehicles will also have a Commissar as part of their crew, who might make a lucky escape if the vehicle is destroyed.
* The Commissar can also be put into bunkers, which will turn them into fortified propaganda posts - a veteran commissar will only buff the other occupants of his bunker, but an elite commissar will buff forces around the the bunker as well.
* Commissars drop battery packs when they die, which can be picked up by vehicles to gain a brief speed bonus.
* I never liked the Generals concept of propaganda healing/repairing units. It just makes no sense. So here, propaganda will instead give firepower and speed bonuses, which seems a more obvious result than wounds magically closing and punctured armor plates magically welding themselves back together when hearing of the superiority of the Soviet economic model and/or whatever.
* I've not found any animations yet for both the actual propaganda 'firing' effect, and the AttachEffect on affected units, that I feel would fit. I might use the speech bubbles from FS for one of those roles. If you have any ideas, let me know!
* I know the Officer currently has a higher lv. than the Commissar. This will probably be changed in the future so that they will both have the same initial veterancy.


A soviet commissar talking some sense into a nervous engineer on the road to an abandoned village


Off ya go now! For Romanov and socialism!

Last edited by Millennium on Sun Jan 18, 2015 3:57 pm; edited 1 time in total

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Atomic_Noodles
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PostPosted: Sun Jan 18, 2015 2:35 pm    Post subject: Reply with quote

I'd also highly suggest on getting one of the RA2 Infantry packs in here that edits the SHPs to have translucent shadows. Those solid black shadows don't do the game good justice.
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Millennium
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PostPosted: Sun Jan 18, 2015 3:55 pm    Post subject: Reply with quote

I've thought about this before and I would like to. The problem is this: my infantry would be _very_ inconsistent if I did that. It's already bad now, with the difference between RA2 and TS infantry.
If I download SHPs from anywhere, they will propably have vanilla RA2 shadows. Which means I'd have some units with translucent shadows, and some with solid shadows.

Here is another unit update:

General

The Allied General is not a regularly-available unit. These staff members show up in a few missions and even skirmish maps. Being near a general will greatly increase tactical coordination.
* The most likely role this unit will appear in - other than as mission character - is that of an 'assassination target', if I implement a gamemode like the Murder mode of Age of Empire II.
* Generals are actually of a higher rank than the player! Hence they cannot be controlled and will do their own thing in battle. But don't worry, they mostly like to hang around the base.
* As long as a General is on the map, all units of the same player will have greatly increased stats.

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PillBox20
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PostPosted: Sun Jan 18, 2015 7:05 pm    Post subject: Reply with quote

You can make the solid shadows into RA2 shadows, but it will take time...
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Last edited by PillBox20 on Mon Feb 16, 2015 9:19 pm; edited 1 time in total

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Millennium
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PostPosted: Sun Jan 18, 2015 7:17 pm    Post subject: Reply with quote

Yes, as I am the only person working on my mod and have to do everything on my own, some things will probably come short. Most of that will be artwork/graphics I think. Both because of lack of time and lack of skill.

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Graion Dilach
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PostPosted: Sun Jan 18, 2015 7:19 pm    Post subject: Reply with quote

Too many excuses, instead of doing stuff... I am strongly doubting that you put effort in that mod, since instead of fixing consistencies you just blob in more download-and-add units.
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Jan 18, 2015 7:44 pm    Post subject: Reply with quote

I'm not good at artwork and I simply don't like spending hours replacing pixel by pixel. If you measure a mod by graphics, then yes, I'm not putting alot of effort into it.
I think I'm putting most of the effort into interesting unit concepts and implementing my ideas in code, balancing the factions and their tactics, coming up with consistent unit stats and balanced costs, etc.
All those gameplay elements, unfortunately, don't come across very well in a few screenshots.
But yes, in terms of art, I'm not putting much effort into it beyond finding public assets.
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Graion Dilach
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PostPosted: Sun Jan 18, 2015 7:59 pm    Post subject: Reply with quote

I'm not good at artwork but I still try. If you can't be arsed to put effort into it besides INI then I can't be arsed to call this anything but a new Whiteboy's Rules.

Because converting RA2 shadows to TS shadows is a single click in SHP Builder with 85% of the already available infantry out there. And it takes an hour for a person to convert a Civ3 infantry if he's only figuring it out.

I measure mods based upon their modders. You seem careless. End of story.
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Millennium
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PostPosted: Sun Jan 18, 2015 8:35 pm    Post subject: Reply with quote

I'm afraid Whiteboy was before my time here. He discovered that bug with the 100+ units, didn't he?

I did not know SHP Builder had that as an inbuilt function. Thank you for the information.

I still believe you measure mods based on graphics mostly. How am I careless? Careless means getting yourself into danger by not paying attention or neglecting risks... how is my mod endangering anyone???
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PillBox20
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PostPosted: Sun Jan 18, 2015 9:13 pm    Post subject: Reply with quote

Uuh, let's not talk "who is what". This is mod page, after all.  Very Happy

Still, it is good to try making your own stuff. If you don't, then the voxels/shps will have less from your imagination into them. I started by changing small stuff on public/ingame voxels and shps. Yes, it may seem hard, but it is rewarding. Smile
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Millennium
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PostPosted: Sun Jan 18, 2015 10:13 pm    Post subject: Reply with quote

I'm not saying I won't do it - just that for me it has a lower priority than working on concepts, coding, gameplay and balancing. Once I have the coding done, I will also improve graphics.

EDIT:
I've given CivFanatics a try at least for the units which are completely missing their graphics right now... I don't know how to even open a ".flc" file. Is there a conversion guide somewhere on PPM or some other forum? I didn't find one.

EDITDIT:

Ambulance

Ambulances are non-combat units who have a supportive role in the Allied forces. They project a healing radius which affects nearby infantry, and each Ambulance also comes with some surplus medical supplies. Double-clicking the Ambulance will make it drop a medipack, which can be picked up by friendly infantry, curing everyone in a small radius. This process can be repeated 5 times per Ambulance, although they can restock their supplies at Hospitals.
* The initial idea was for Ambulances to do a sort of 'medevac' function on wounded infantry, however due to code limitations, this could not be implemented.


Grouped with other units, the Ambulance can heal nearby infantry. This will eventually get its own visual effect I'm still fiddling with.

Field Gun

A simple towed field gun. Not usually part of the forces assigned to a front-line commander, these out-dated guns can be found in rear units and fortified positions. They will appear in some missions and even skirmish maps. The field cannot move on its own and has to be picked up by a truck or other utility vehicle. While its mobility falls short of modern self-propelled artillery, the firepower of the 100mm gun does not disappoint, being capable of defeating both tanks and infantry charges at long range.
* Its crew dies easily, but the gun is surprisingly robust against blast damage, ready to be re-crewed.
* Based upon the 100 mm field gun M1944.

Halftrack

The lowly Half-track serves a variety of purposes in the Third Power army, from troop transport, to resource gatherer, to combat vehicle.

As a troop transport, the Halftrack is constructed with cargo space for 5 infantrymen, who can also fire out. It is armed with a MG34 to support its crew.
* Actively ordering the Half-track to attack a target will cause its passengers to actively dismount and attack that target on their own. If it just "picks up" a nearby target on its own, that will not happen.
* In line with the "risky investment" theme, the Halftrack is open-topped and has a terrible crew survival rate. Its driver can also be sniped, unknown for other armored transports.

As a supply vehicle, the Half-track will come with tools that can be used for gathering ore, but also repair other units. This "Supply Halftrack" is only supposed to act in a supportive role to the War Miner in gathering ore.

As a combat unit, the Half-track will be produced with an 88mm FlaK, which doubles as an effective anti-tank gun. The Halftrack can switch between regular shrapnel shells (meant for anti-aircraft use) and armor-piercing shells (meant for anti-tank purposes). Despite their intended purpose, it can fire either shell upon either target, but its accuracy does not change --- an AP hit on an aircraft would surely be a one-shot kill - IF you hit - but is it worth sacrificing the splash damage from the shrapnel shells? You decide!
* Since vehicles cannot deploy into vehicles (yet?), there is a transitional structure stage between the two weapon modes.
* Elite upgrade is a rocket launcher.

Last edited by Millennium on Mon Jan 19, 2015 1:49 pm; edited 1 time in total

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PostPosted: Mon Jan 19, 2015 11:56 am    Post subject: Reply with quote

Okay now the Ambulance just looks half-assed. You could have at least made  an edit of the humvee or other vehicles. (Like the Merkava MBT)
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Millennium
Commander


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

PostPosted: Mon Jan 19, 2015 12:40 pm    Post subject: Reply with quote

But... the Ambulance is a vanilla RA2 voxel o_O...
Certainly not my sloppy work if it's a bad voxel.

Last edited by Millennium on Mon Jan 19, 2015 1:13 pm; edited 1 time in total

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E1 Elite
Laser Commando


Joined: 28 May 2013

PostPosted: Mon Jan 19, 2015 12:57 pm    Post subject: Reply with quote

Whiteboy Bug: http://modenc.renegadeprojects.com/Whiteboy-Bug

CivFanatics: http://www.ppmsite.com/forum/viewtopic.php?highlight=civfanatics&t=21108

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Mon Jan 19, 2015 1:19 pm    Post subject: Reply with quote

Millennium wrote:
I've given CivFanatics a try at least for the units which are completely missing their graphics right now... I don't know how to even open a ".flc" file. Is there a conversion guide somewhere on PPM or some other forum? I didn't find one.


There was no need for a guide so far.
1) Get FLICster. http://forums.civfanatics.com/showthread.php?t=10208
2) Open flc.
3) Export flc to individual frames - you'll get hundreds of PCXs this way.
4) Rename individual frames into SHP Builder's filename 4-digit-counter style, organize frame order during this - look at RA2 infantry for references. Total Commander has a batch rename tool already, also there's a tool by YR_Modder recently posted here to the Editing Tools, but I never checked that one yet.
5) Optional, but greatly improves quality: Create an import palette "mask". For example, if the current infantry has blue remap on a pink background, then open a unittem with OS Pal Editor, replace 240-255 and the blue shades with 255,0,255 pink (use gradient tool, that helps) and replace 0-15 with various shades of pink excluding 12 which should be a color which isn't on the frames, but significantly different from the other shades as well. Save this palette to SHP Builder's Palette folder somewhere.
6) Convert the PCX into PNG cuz SHP Builder cannot import PCX. Irfanview, ACDSee etc has batch convert.
7) Import. If you took step 5, then use the pal you made there as destination palette.
Cool If you took step 5, then you probably ended up with some spots taking colors between 1 and 15 (shadow and anti-alias issues, Wyrmshadow's inf usually has such), if you didn't, these spots can take any colors which I can't even guess. Colorreplace these to 12.
9a) Double frames size, add dummy frames after each frame (you can do it before importing as well, but imo it's easier to create a new file in SHP Builder with the imported SHP's proportion then tell Builder to copy all frames of the dummy SHP to the imported one) then use Convert shadows RA2 to TS script - the AA issues aren't noticeable if the edge is transparent.
9b) If your SHP lost shadow somewhere (seen this before) then instead of adding dummy frames, imo copy all frames to a new SHP, use the Binarize custom scheme on this, resize height to 20-25%, resize canvas back to original size, replace 255 with 1 and use these frames as shadow. It might be sloppy but still looks better than lacking any shadow at all.
10) You only have to adjust size. You're done.

EDIT: E1 Elite, civ color setting in FLICster doesn't work without an installed Civ3.
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Millennium
Commander


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

PostPosted: Mon Jan 19, 2015 1:52 pm    Post subject: Reply with quote

Trying it on the Firelancer right now.
(Oddly enough, CivFanatics DID actually have a Firelancer graphic, exactly what I needed!)
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Mon Jan 19, 2015 8:35 pm    Post subject: Reply with quote

That already sounds more promising than "excuse and here have another public unit you seen enough times already without a change". CivFanatics has kilotons of stuff, it's a modsaver imo.

Also careless means lack of care as well. #Tongue Also the Westwood civ cars are sloppy, you end up with a better ambulance if you resize TeamBlack's than reusing WWs. No kidding.
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Millennium
Commander


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

PostPosted: Wed Jan 21, 2015 1:33 am    Post subject: Reply with quote

Unfortunately now it's work-week again and I have classes to attend. More updates will have to wait till weekend.

Just a few graphical and gameplay changes I came up with today:
* Units' damage models now use the potential of the debris system to a greater extent: Debris Min/Max/Minimums/Maximums have been fixed and unit-specific debris will now be spawned if a unit is destroyed - i.e., a destroyed tank could rip apart into body and turret.
* Only units which are explicitely howitzers will now fire arcing shells. Direct-fire guns (like tank guns, anti-tank guns, naval cannons, etc) will fire non-arcing, straight shells.
(* Guns classified as mortars will still use high-arc (lobber) shells.)
* All tank gun and artillery ranges have been doubled! It sounds like it will break the balance, and perhaps it does, but combat becomes far more realistic and interesting when units aren't piled up next to each other. It also allows for more interesting tank battles because front-row units' footprints no longer prevent back-row units from firing.
* Small arms have also received a flat +2 range increase across the board. All other ranges are unchanged.

As I said, this might break stuff, and once I notice an imbalance, I will adress it.

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

PostPosted: Wed Feb 04, 2015 8:54 pm    Post subject: Reply with quote

Unfortunately, lately I did not have the time to get much progress in my mod.



New army list for the Latin Confederation. This is still somewhat sketchy in places and might see a few revisions.
I'm not sure yet how different the LC will be from basic Soviets so I don't know if this is actually needed - but it's there!

I also did some generalized clean-up and maintenance, removing unused graphics, assigning new IDs to files and sorting files into new mixes.

Loadscreen for the Chinese Soviet Republic

As you can see, this loadscreen is somewhat anachronistic, as the majority of the Chinese territory is assigned to the Asian Alliance in the current version of the mod.

Loadscreen for the Brotherhood Lybia

Not quite sure if this will be a single nation in the release or rather the entire Islamic part of Africa united into one playable subfaction (ie the "African Warlords" faction).

Country selection flags

Germany (Third Power) flag

Allied update

Medic

I think I need not lose words on this unit, it has been done many times before. When killed, the Medic will drop a medipack that will fully cure any infantry unit that picks it up, friend or foe. The Medic can also be put into bunkers (or other occupyable structures), and the structure will gain a healing aura which activates whenever the forces inside the structure engage an enemy. Multiple Medics inside the same structure increase the potency of the aura.
* Ironically, because of code limitations, he cannot cure infantry INSIDE the structure with him.

Commando

The Commando is the highest-tier regular infantry of the Allies (beyond these guys, there are only heroes). Commandos are already trained at Elite level, and can advanced to Champion and Heroic levels (being the elite, after all, is a hallmark of these units). They carry automatic rifles against infantry and underslung grenade launchers against vehicles. The grenades are inaccurate but briefly stun enemies and lower their defense. This includes infantry caught in the blast, but they will not actively use these weapons on infantry. Against buildings, they will place airstrike beacons that will direct an airstrike from off-screen into the target. Upon reaching Heroic level, their main weapon is replaced with a laser rifle, rendering the division of rifle and grenade redundant, and their flare will be replaced with a laser designator, allowing them to remain out of danger while directing an airstrike.
Commandos will self-heal.

Soviet update

Supply Truck

These simple, rugged Supply Trucks are ubiquitous in the Soviet Union, both for civilian and military purposes. They serve as transport for ferrying workers, resources, troops and materiel around the vast country and, with some modification, as a mount for the Katyusha MRL.  Supply Trucks can be purchased cheaply from the Factory and are your primary transport, supply and resource-gathering units. They are unarmed, unarmored and also have no other noteworthy features, but they are cheap and reliable and your best friends in getting your economy going. Just keep them away from hostile forces.
* Veteran trucks unload and move faster.
* Elite trucks can crush infantry and self-repair.

Scud Launcher

This is a TEL for Scud missiles, the heavy artillery of the Soviets. This unit replaces the V3 Launcher, but it is mostly a visual change; the unit functions identically.
* The "Scud Launcher" name was chosen simply because it is more iconic. The real-life Scud is a tactical ballistic missile with a range that would make it a SW in C&C. Lore-wise, the Scud Launcher is really a 9K52 Luna-M ('Moon') firing FROG-7, which aligns more closely with the range exhibited by this unit in-game relative to map size.

Yak

An out-dated turboprop fighter, mostly used in the anti-infantry role. The Yak is armed with a set of chainguns. Despite being no match for modern fighter aircraft, it can still take out bombers. And of course, the chainguns are deadly effective against infantry on the ground...

Eastasian update

Wave Motion Cannon

The only superweapon that is truely on par with those of the other factions, the Wave Motion Cannon, also known as the Yamato Cannon, is actually a mobile vehicle, rather than a structure. Fires a single powerful beam which deals heavy typeless damage along its entire line of fire as well as splash damage at the point of impact. When firing the WMC, it will completely consume all base power in a wide area for a brief period. The WMC gains incremental damage bonuses for each power plant owned by its commander within a certain radius around it, meaning that if you take it to a siege, it will do very little damage, but when faced in a defensive role inside a base, it is devastating.
* Requirements: Assembly Plant, Tech Center
* Produced by: Assembly Plant
* Cost: 3000$
* Range: 30
* AoE: 7' circle

Dominate Machines




When used against automatic units and base defenses, this ability will turn them unto your control. It also has detrimental effects on other units that make use of electronics - cyborgs will go berzerk, while all powered buildings and vehicles in the area will be disabled. It has no effect on purely biological units, and simple devices.
* Source: Comm Center
* Range: map-wide
* AoE: 6' circle

* Originally intended only for drone/robot control, code limitations mean that this ability's control will extend to all mechanical units in its area of effect (except some shielded ones)
* As you can see, the animations are not well timed yet - the falling numbers should be displayed at the same time as the green lighting.
* The numbers also are not supposed to have shadows, but apparently this is hard-coded.
* This ability still needs a proper name! I'm open to suggestions! Tentatively called "Titan Rain" for now, because it "rains" matrix code and a certain RL hacker attack by China on US installations was code-named "Titan Rain"...

Misc
I'm currently considering moving Tesla technology entirely to the Third Power. Tesla was an Austrian scientist and it just fits so much better to the Third Power's 'gothic raygun' theme AND the whole 'storm' and 'thunder' imagery the Nazis liked so much (think of the 'SS' thunderbolt runes and words like "Shock trooper" and "Storm trooper"). Well... it's worth considering. Tesla technology might only have ended up with the Soviets in RA anyways not because it felt typically Soviet, but because they received alot of Germany-ish technology (such as the V2), as I've detailed earlier.

In case I do reassign this technology to the Third Power, I already have a replacement for it in the pipes for the Soviets though - the Desolator. The technology behind this unit (weaponized focused radioactivity) has quite a marginal role in the original RA2/YR game, and in my mod has become even more marginalized - one unit, swamped in a sea of many many new energy weapons. Well - if I do go ahead with the reassignment of Tesla technology, you can expect to see the radiological tech of the Soviets to fan out into a few more units to fill the gaps.

Radiation
Radiation overall has been changed. Irradiated terrain no longer harms vehicles, but instead kills the crew of light and medium vehicles. I never thought it made much sense that radiation would cause tanks to explode!

Debris
All vehicles have proper and detailed debris now, in anticipation of ARES fixing DebrisMaximums/Minimums. Vehicles will spawn gas tanks, tires and shards of metal, exploding tanks will occasionally break up into body and turret.

Last edited by Millennium on Mon Feb 16, 2015 9:18 pm; edited 3 times in total

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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun Feb 15, 2015 7:55 am    Post subject: Reply with quote

As someone who spent years making their own mod as a one-man-army, I will make some suggestions....

Create yourself a tech tree that you can follow across all houses, exactly like having the TECH buildings, open up new units with new prerequisites, but not too many if you plan to employ the AI to be useful.

The fill in the units, leave intentional gaps, or minor imbalances between houses, don't make them so serious that house A will always lose against house D when everything else is equal.

Use stolen tech to good effect, the RA2 units you get from stealing tech are pathetic, there's a great opportunity to create house-specific stolen tech units. This makes stealing tech have dissimilar effects, one house could get a new kind of battleship, while another might get a new heavy tank instead. Be creative with unlocking, and it adds immense depth.

Also don't be tempted to go unit crazy, a good mod shouldn't feel like you've imported units from other games just for the sake of having new units, there should be some cohesion. This means I'd avoid using walking "mechs" and other alien looking units, IF you also intend to keep mundane realistic military units, especially WW2 era ones. Pick a theme, stick to it.

Lastly, I wouldn't waste much effort on the backstory, make the game fun, make sure it's well balanced, don't annoy the player with redundant or useless units or micromanaging.

Once the game is fair, start delving into unique tactics that each house should deploy, get a sense of how to be sneaky with the units they have... it's ok to move your new units to other houses while you discover tactical imbalances, like too many mid-range attack vehicles in one house with none in another.

Balance is all about guessing and testing. LOTS of testing. It's where most mods fall down in my opinion, even the C&C games in general were pretty poor, not enough unit variety to overcome deficiencies. Good tactics will be exposed by good players, or in the process of writing a good AI to take advantage of the house units.

How the units look, the ingame load screens and all that can be left to the very end, even though they tempt you to do first to see progress.

It sounds like you have an abundance of ideas, start focusing on implementation of 2-3 at a time, and see where the balance lies, add a few more, and so on. Don't try to do everything, or you won't perfect anything.

Patience, persistence...
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Millennium
Commander


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

PostPosted: Sun Feb 15, 2015 12:04 pm    Post subject: Reply with quote

Yes, I already have tech trees for all the factions except Third Power and Brotherhood... I'm just not sure how to implement them graphically in a way that I can present here, otherwise I'd show them. I don't think people would want to see scanned scribbles on paper #Tongue

And yes, vanilla RA2's balance isn't hard to match/exceed! If my mod would be balanced like TS/FS, I would be very proud already, even though that game also had its shortcomings with balance - but it did much better than RA2/YR imo.

Right now, I'm trying to implement like 2-3 units/structures/younameit per week (IF I find the time, which is not always the case, so I sometimes tend to work in spurts and then fall silent for a week or two).

Also AI is something I have not bothered with at all yet, it will wait until all units are in place.

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PillBox20
Cyborg Commando


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Feb 15, 2015 1:17 pm    Post subject: Reply with quote

Yes, a mod with MEDICS! ^.^ I like medics!

Also, the Lybian loading screen needs better moon/star. It is kind of blured.

I like how you went with the loading screens, so far!
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Feb 15, 2015 3:52 pm    Post subject: Reply with quote

I suggest if you are going to use simple shapes like that or normally seen on flags you could try searching for vector images of what you want or making them yourself in illustrator.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Mon Feb 16, 2015 8:23 pm    Post subject: Reply with quote

Millennium wrote:
What's "Quality Control", though?  I think you use the term very differently from how we used it.


Well, let's see. The Lybian loadscreen is heavily pixelated. The Ambulance is sloppy and the edits doesn't even look good on that voxel. On the Wave-Motion Cannon's preview there's a walker which looks undetailed, without normals etc and was only acceptable a decade ago. Arg's RA2 Jeep recolor is sloppy, Jem released something much better looking than that.

Quality control is IMO maintaining a quality norm: anything below such a quality is unacceptable. Now either you do not maintain such a norm - and I don't even dare to mention a word about how artistic styles could clash, something which affects a lot of mods building with public assets and exactly the reason why I restructured my VPL to hide them - either your norm is somewhere really subpar that anything could get in.

The fact that seemingly you don't even waste your time to improve your assets - and no the Ambulance is certainly NOT an improvement, because it seemingly lost more details than it gained - doesn't help neither.
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Millennium
Commander


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

PostPosted: Mon Feb 16, 2015 8:35 pm    Post subject: Reply with quote

Oh okay, I understand now. Thank you. It's the voxels... I didn't know they were so bad by today's standards. The walker has won a voxeling competition once!
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Mon Feb 16, 2015 8:39 pm    Post subject: Reply with quote

Maybe... probably in a time when autonormals didn't even existed.

OTOH using Brown2 is part of the problem, since it's a much smoother gradient than the ones WW used in RA2. I'd strongly advise you to go through the hassle of learning VPL and palette-editing and employ one of the unused gradients back into RA2 for your Eastasian faction.
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Millennium
Commander


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

PostPosted: Fri Feb 20, 2015 7:41 pm    Post subject: Reply with quote

You mean the ones TibSun used? Because I'm having some issues with XCC on Win7, I'm not currently able to use any edited palettes (otherwise I would've switched to TS's unit~.pal long ago), but custom palettes are definitely on my to-do list before release, yes.

More unit updates!:

StuKa

A dive bomber specialized in attacking ground forces and light structures. As it has to dive down over its target, it has no stand-off range and it is consequently ill advised to use it against positions guarded by anti-aircraft weapons. The StuKa is also unable to attack or defend against aerial units. StuKas are tactical aircraft that do not require to return to an airfield to reload - they can keep circling an area indefinitely and will not run out of ammunition. They will never land, but instead keep watch for approaching enemy units.
* Drops five bombs per attack around a very narrow area, making it great for attacking small targets, such as mobile units, which would escape most of the blasts of larger bombers. On the downside, its bombs do not do as much damage - enough to take out tanks, but not for hardened structures.
* Elite upgrade: Stuka bombs gain an additional effect of briefly stunning their target and lowering its defense.
* Granted, the picture does not illustrate much about the unit itself, however another feature can be seen here (just a little obscured by the explosions) - the "wreck" feature of vehicles, in this case the truck. Destroyed vehicles will turn into residual wrecks, similar to Generals/ZH.

Ragnarok Cannon

The Ragnarok Cannon is the in-game incarnation of extreme RL weapons such as the Big Bertha or Gustav. It is not the most powerful artillery in the game (that distinction belongs to Eastasia's Yamato Cannon, or Wave Motion Gun), but it is the strongest that is still mobile and requires no superweapon to fire. The Ragnarok is huge and drives very slowly. When not deployed, it cannot fire and will instead attempt to crush targets under its threads. In order to fire, the cannon has to be deployed, losing its mobility but hurling oversized, screen-shaking, bunker-busting high explosive shells over extended ranges. For all its firepower, the Ragnarok has only medium armor and is helpless against aircraft and maneuverable enemies.
* Ragnarok's shells are inaccurate and move rather slow, meaning they're not very effective against tanks. The blast radius still makes them deadly against infantry though.
* When promoted to Elite, the crew "finds" nuclear warheads left behind by Soviet forces, upgrading its firepower further.  
ECM Tank

A ton of expensive equipment every hacker dreams of, put into an armored chassis and mounted on a set of four independently maneuverable track-pods, the ECM tank is a valuable field support vehicle if used in the right place and time. Faced with technologically advanced adversaries, the ECM tank can disable sophisticated electronics, greatly diminishing the battlefield effectiveness of mechanical units and powered base defenses. It can even disable aircraft and guided missiles in mid-air, providing a deadly cover against aerial attacks. If faced with automatized foes, it can even turn them against their owner! While the vehicle is mostly helpless against infantry (except for a creative driver's skillful use of the armored trackpods), it is not entirely without purpose against armies with a lower level of technology, as its sophisticated electronic equipment allow its commander to detect nearby enemies under various camouflages.
* The ECM Tank cannot be disabled with EMP.
* Guided missiles directed at this tank will frequently miss their target (increasing the danger for nearby units) or explode in mid-air long before reaching their target. Perhaps one day, I will find out how to make the tank turn guided missiles BACK on their firer!

Last edited by Millennium on Fri Feb 27, 2015 8:22 pm; edited 2 times in total

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deathreaperz
Commander


Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Fri Feb 20, 2015 10:59 pm    Post subject: Reply with quote

Nice voxels! Very Happy Oh, i hope you are not forget of "something" on PM
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Millennium
Commander


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

PostPosted: Sun Mar 01, 2015 3:50 pm    Post subject: Reply with quote

I've been asked to post credits for the assets I've used, so...
here they are. Once as a posted list and once more as a download below.
This should cover all units and features I have presented so far, but if you find anything missing, feel free to point it out.  
Also, if anyone knows the original creators of the Scud Launcher (I believe it might have been Mig Eater?) or the Spider Tank, please let me know. I'm not sure where I got the Scud Launcher from, but the Spider Tank was on a site which no longer exists (Rami's site possibly?) and the download did not include a readme.

This list will be updated periodically (ie I will post additional entries) as my mod and presentation progresses.


CREDITS

General
---------
Engine - Westwood/Electronic Arts/the Ares team

Allies
------
GI - Westwood/SuperJoe (edited by me)
GI cameo - Westwood (edited by me)
Missilier - Westwood/SuperJoe (edited by me)
Missilier cameo - Westwood (edited by me)
Allied Pilot - ArgCmdr
Allied Engineer - Westwood/SuperJoe (edited by me)
Allied Officer/General - Lord Kal
Commando - Cboidy888 (edited by me)
Legionary - ImP_Rulz (edited by me)
Medic - Lord Kal (edited by me)
Allied Jeep - ArgCmdr
Humvee - Tony
Abrams Tank - Holy Master

Soviets
--------
Soviet Pilot - Lord Kal
Spetsnaz - Turn-A-Gamer
Volkov - Dark Elf
Chitzkoi - Dethro
Supply Truck - Rattuskid
ZSU-23 Shilka - Mig Eater
Scud Launcher/Scud missile - [UNKNOWN]
Yak - Big Jah

Third Power
--------------
StuKa - Big Jah (edited by me)
Ragnarok Cannon - MadHQ (edited by me)

Eastasia
----------
Askari - raminator
ShadowHand - FactionMK
Battle Suit - SuperJoe
Sky Suit - Westwood/SuperJoe
Sky Suit ver. 2 - Machine/Atomic Noodles/Nemo Star
Shikari - justsomeguy
Hacker - Cboidy888
Fox Tankette, cameo - Atomic Noodles
Spider Tank - [UNKNOWN]
ECM Tank body - raminator
ECM Tank turret - Shin.peter.pan
Wave Motion Cannon - Orac
Money Transfer cameo - Electronic Arts
Hack animation - The DvD
Money Hack animation - Westwood



Credits.txt
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Millennium
Commander


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

PostPosted: Sat Mar 07, 2015 5:11 pm    Post subject: Reply with quote

Katyusha

The Katyusha is one of the most iconic weapon systems of the Soviet Union. It is, essentially, nothing more than a multiple rocket launcher installed on the back of a truck - cheap, quickly assembled, mobile - which turned out to be overwhelmingly effective on the battlefield. While the Katyusha is unarmored, it makes up for that shortcoming by its ability to quickly relocate after firing (a tactic known as shoot-and-scoot) to avoid return fire. The Katyusha fires a volley of rockets that spread out in the target area, saturating it with blast damage. It can then be moved, if enemies remain, while reloading its rocket launcher on the go.
* Elite upgrade is altered warhead (subfaction-dependent) and infinite clip size.

Flame Tank

Let us lend a hand with those hot dogs...!

This is the flame tank as we know it from TD (although of course the stats have been adapted). Its stream of fire can incinerate infantry and light structures, but is somewhat useless against heavy armor and fortified buildings.
* Flame tanks firing upon light occupied structures have a high chance of harming the occupants, even if the building is not destroyed.
* Flame tanks will set certain objects on fire, leaving a residual 'burn' effect that reduces HP over time.
* Deploy the flame tank to increase the width of its beam, allowing it to create a directional "firewall" as a static defense.
* The flame tank explodes violently when destroyed.

Mig

The familiar unit, the Mig serves as a strike fighter. Armed with powerful HEAT missiles, it can take on air and ground targets. Elite Migs gain napalm missiles which have the same effect as in Generals/ZH: if several Migs (or other fire-based weapons) attack the same target in a short time, a firestorm will be created.
* For now, the elite upgrade is napalm missiles. Elite upgrade may depend on subfaction again: frost missiles, napalm missiles or tactical nukes.

Ilyushin Il-76

A regular cargo plane, comparable to the C-17 "Globemaster" of the West. This aircraft type is used to carry Soviet paratroopers to their dropzone.

Antonov An-255

The largest cargo plane in the world, the An-255 "Cossack" is a development of the Antonov design bureau, of the Ukrainian SSR. This aircraft is large enough to carry even tanks and allows the Soviets to perform armored air-drop operations. That is pretty much the only occasion you'll see it on the battlefield.

Things to do:
* The spacing between the each tank being dropped will be increased
* Seperate soviet-themed (and allied-themed, for the Allies) parachute anims will be added (not just for things dropped by the Antonov, but for all paradrops)

Hacker Tower

The Hacker Tower is an Eastasian defense structure which fulfills much the same role as the ECM Tank does for mobile forces - it disables vehicles and other mechanized units, severely crippling assaults. It can also target aircraft and since a complete system shut-down in mid-air is commonly fatal, it also provides effective anti-air cover. On the downside, the tower has a considerable footprint and power requirements. While it can disable almost any vehicle at 100% effectiveness, it also has to keep that vehicle on lock-down or else it will quickly recover, which means that there is only a limited amount of enemy units that can be reasonably kept in check by these towers at any point of your defensive line, while the enemy may mass considerably larger numbers of vehicles to attack a location. Needless to say, they are also entirely helpless against infantry. These towers will always need back-up by other defenses or mobile forces to deal with sizeable assault forces, but when used in combination with mixed defenses, they are a great addition, immobilizing your opponents while your other forces pick them off one by one.

Credit to the original building components goes to Project Exodus

Notes:
* Tower can be promoted, gaining longer-lasting disabling effect and greater range.
* When destroyed, hackers will emerge from the tower.
* Not all mechanical units are disabled - AI units such as drones are hijacked and sent back against their former owner.
* The tower has a considerable sensor range.
* I'm aware of the obviously misplaced firing offset of the tower and the lack of remap. Both will be adressed. I'm experimenting with a glowing remapable "glass panel" in the tower's roof.

Misc
* Basic infantry can now fire on flying targets (although this is hampered by their low range, meaning they can only effectively combat helicopters.
* I've started to "tidy up" the original RA2/YR mixes, removing unused/unusable assets.

I've also started the first tests into implementing the "frost" type weapons, which are supposed to freeze infantry into brittle ice sculptures. These weapons will be found on a tank, a defense structure and an SW. Here are the results so far:

As it is still very much in the testing phase, I've not bothered adding a separate unit for this weapon yet, but in the finished mod, the Frost Tank and Flame Tank will not use the same voxel!
It never made much sense to me that EA (and by extension, many modders) would consider weaponized cold to be an aspect of the Allied forces, when freezing cold siberian winter is so very essentially Russian!

Also, the army list for the "Illuminati" sub-faction, a sort of "behind the man" organization that will be found to be running the Allies (or the US at least) and will have to be dealt with in the Allied campaign in a sort of intra-faction "civil war" like scenario.

Needless to say, they are based on Nod. Nod in TD kind of feels to me like WW was trying to make an Illuminati-like faction (ancient secret society with egyptian imagery who are behind events of world-historic importance AND have contacts with aliens!), but then kind of steered off into a gaudy GLA-like organization because the whole "egypt" theme got into a spin of middle-eastern/african terrorism, or maybe WW realized they would want to avoid offending the _real_ Illuminati... I don't know. But considering that this may have been the original design of Nod before it ventured off into Al Qaeda territory, the odd presence of American military hardware in Nod's arsenal becomes explicable. So I seperated the "arab terrorist" theme from Nod (and moved it to the Brotherhood, then added some Fallout Enclave to Nod to replace it, mind you) and ended up with the Illuminati.

Of course, Nod in TS and beyond is entirely out of touch with any existing or hypothetical RL organization or faction in theme, technology and design.

Last edited by Millennium on Sun Mar 08, 2015 3:52 pm; edited 5 times in total

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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat Mar 07, 2015 6:58 pm    Post subject: Reply with quote

You have some nice units, and a reasonably good background to everything, but I get the distinct impression that military from 2000's and aliens landed in 1951...

The Stuka was a late '30s dive bomber, that was scary to convoys, but were easy to shoot down, it's almost like adding sword-wielding horse cavalry.

Nothing wrong with recycling the idea of a Stuka, but I'd say modernize all these hella old units, imagine they had continued to be developed like Mig and Sukhoi models...
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Mar 07, 2015 7:28 pm    Post subject: Reply with quote

You are really not too far off with "aliens".
Well, the idea is indeed an "Iron Sky"-ish scenario for the Third Power at least - a  Nazi-ish army who went into hiding on the moon/hollow earth/antarctica/whatever, and now returns to invade a kinda-modern-ish setting. They do have pretty advanced technology in parts that I just haven't gotten around to presenting yet, as I've started with the basic units and have done very little exposition for the Third Power so far. They are supposed to be the faction with the most widespread application of rayguns (even exotic things like StarTrek-ish atomic disintegrators) and they will also get anti-gravity "flying saucers", tractor beams and even "necromantic" technology and weather control, ie all the things that fictional Nazis often have in their arsenals. Almost all of the Third Power units have an energy weapon upgrade of some kind on promotion.

You are right though that I might have to at least invent more modern names/graphics for the more old-fashioned units. Hmmm...  I should get to that, especially when it gets to the tanks. Some of those have names and designs straight from WW2 too.
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