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 Forum index » Modding Central » Public Project Announcements
YR: WIP
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Mon Apr 18, 2016 2:54 pm    Post subject:   YR: WIP
Subject description: new side, new units & mechanics using ARES
Reply with quote

Hi all, another day another mod. Been working on this one on and off but with all the free time lately I decided to put a bit more effort into it. Will try to make it as fast paced and fun as possible.

The aim is to balance and diversify YR by expanding its tier units a bit more (i.e. RADAR, TECH, etc.), giving the player multiple options of playing offensively or defensively.

All sides will have 3 'countries' each specialising in a tech or weapon type. So far we have:

Spoiler (click here to read it):
Code:
Allies
America: Their focus is on air units. Cannot build Tier 3 vehicles or hero infantry but gains access to the Battle Lab right after Airforce Command is built.

Great Britain: Specialises in elite infantry and combat support abilities. No access to Tier 3 aircraft.

Germany: Well balanced selection of technology, no real restrictions except for country specific units, focus is on experimental sonic & chrono weapons.


Code:
Soviets
Russia: Huge improvements to their Tesla technology. Most of their units equipped with tesla weapons are capable of disarming enemy vehicles and structures (EMP). No access to basic tank upgrades or Tier 3 aircraft.

Lybia: Predominantly an offensive, hit and run faction. Cheap suicidal units that deal heavy damage, but are very fragile. Each Tier contains a new toy to play with. No access to heavy Tier 3 infantry, vehicles but has access to Tier 3 aircraft.

Iraq: Nuclear powered everything. Can upgrade their tank shells to emit radiation. No hero infantry.


Code:
East Asia - The new side. Still in very early stages so the difference between countries is minimal
Korea: Focus is on missile based systems. Their aircraft are also able to attack other aircraft.

China: Highly flammable weapons and unit upgrades.

Japan: Advanced railgun systems and other technological enhancements. And being Japan, can't forget shinobi infantry.


Code:
Yuri - Honestly thought of removing them, but with a bit of balancing they look promising
Venom: Virus' weapon has so much potential. This side focuses on improving their arsenal with chemical weapons

Stalker: Yuri's stealth division. What's a mod without stealth units right?

Psicorps: Enhancing what people hate the most about YR. Psychic and mind control weapons.


Moving on to balance. I've always found that C&C series had great potential when it came to balance but hated how every unit pretty much died in 1 hit. Everything in this mod has its strength doubled. Relax, you're probably thinking 'what the hell'. Just watch the video below, see everything is fine Laughing
I've rebalanced every weapon and its Elite counterpart so it still feels very C&Cish. I apologise for the AI though, I found an issue which I later fixed so the AI attacks with stronger groups much earlier on now, but feel free to skip to around 8 minutes or so.






Since this video I've also made some upgrades to the sidebar, such as removing the empty black glass cameo slots for ones that match the current theme and other visual changes like giving the minigunner an actual paradrop sequence.

Now for some stats; Elite weapons were all over the place in the original RA2 in my opinion, some were just a tad better than the standard, others were like enabling 'whosyourdaddy' on WC3. I've now made it so every elite weapon is 20% better in each aspect (damage, ROF, range) than it's standard version.

UPDATE 1/5/16; ModDB page created.

My latest post contains 2 new quick gameplay videos for China.

Last edited by XxpeddyxX on Tue Dec 13, 2016 3:54 am; edited 4 times in total

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Mon Apr 18, 2016 2:54 pm    Post subject: Reply with quote

-------------
East Asia
China

-------------
Infantry
-------------

Tier 1 - Barracks
Flametrooper

Basic infantry, able to clear out garrisoned buildings as well as occupy them. Attacks are relatively accurate and do moderate splash damage. The Chinese flametroopers start at veteran rank.
Spoiler (click here to read it):

Cost - 160
Strength - 260
Armor - flak
Weapon - Flamethrower
Strong vs Infantry and Defenses


Minigunner

Cheap anti-infantry & anti-air unit, like the flametrooper, minigunners can garrison neutral buildings but cannot clear them. Can capture neutralized vehicles.
Spoiler (click here to read it):

Cost - 200
Strength - 270
Armor - flak
Weapon - Automatic rifle
Strong vs Infantry and Aircraft


Engineer

Can repair allied structures back to their original state. Also able to capture neutral and enemy structures. Able to hotwire neutralized vehicles.
Spoiler (click here to read it):

Cost - 400
Strength - 150
Armor - none


Attack Dog

East Asia use attack dogs to guard their bases against spies and other infantry. Fast and able to scout unexplored areas with ease thanks to its sight range. Unable to attack heavy armored infantry.
Spoiler (click here to read it):

Cost - 160
Strength - 200
Armor - none
Weapon - Teeth and Scanner
Strong vs Infantry

Tier 2 - Radar
Tank Hunter

Basic anti armor infantry. Very effective against heavy armor but needs to be cautious when up against light anti-infantry vehicles. Able to garrison neutral structures.
Spoiler (click here to read it):

Cost - 300
Strength - 175
Armor - none
Weapon - Rocket Launcher
Strong vs Vehicles and Aircraft


Railgunner

The railgun damages all enemies in the path to its target, allies being an exception. Longer range than basic infantry but much slower due to the heavy equipment & armor. Cannot garrison structures and is unharmed by attack dogs.
Spoiler (click here to read it):

Cost - 400
Strength - 290
Armor - plate
Weapon - Small Railgun rifle
Strong vs All Ground Targets


Tier 3 - Tech
Hacker

The hacker can temporaily disable enemy vehicles and defensive structures but is unarmed otherwise and cannot defend himself. Hackers left near a Radar Facility can connect to the internet to bring in $8 per second.
Spoiler (click here to read it):

Cost - 800
Strength - 200
Armor - none
Weapon - Laptop and Jammer
Strong vs Vehicles & Defenses


China does not have a Hero unit at this stage, still thinking of ideas, will also add another Tier 3 infantry in the future. Suggestions welcome. More updates to come.

Last edited by XxpeddyxX on Sat Apr 30, 2016 3:31 pm; edited 1 time in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Mon Apr 18, 2016 4:48 pm    Post subject: Re: YR: Dominion Reply with quote

XxpeddyxX wrote:
veterancy adds further of 30% damage and 50% strength for each level of veterancy


This doesn't work. These abilities work like switches, if you relist a veteran benefit at elite, the game will not reapply that benefit, which means you just apply these at veteran and no changes on elite. To have the 30% elite dmg if you intend to maintain this setup, you'll have to manually recalculate every weapon to apply that difference.
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AS Discord server: https://discord.gg/7aM7Hm2

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sat Apr 30, 2016 8:48 am    Post subject: Reply with quote

Noted. Fixed it recently. I thought it was the same as TS, from my understanding in TS it gets applied each veteran level.

Anyways updates coming soon, nothing special though since I don't do 3D/new graphics; which seems to be the only thing people are interested in these days Very Happy

EDIT: Updated second post with Chinese infantry details.

Testing new AI



Got to test superweapons on this one



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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Tue Dec 13, 2016 4:12 am    Post subject: Reply with quote

Modified STLN SHP and gave him a bigger bow, will be a playable hero unit at some point. Any suggestions for the weapon or leave it as is? Explosive Arrow on a 300 ReloadRate and generic AP Arrows.

What faction do you think his style suits more?




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Crimsonum
Seth


Joined: 14 Jul 2005
Location: The fine land of Finland

PostPosted: Tue Dec 13, 2016 11:34 am    Post subject: Reply with quote

A bow seems very low tech for any of the factions, although recently it's become somewhat of a trope in video games (see Crysis 2 and 3 for example). Could work with Allies as Marvel's Hawkeye -like character.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Tue Dec 13, 2016 11:21 pm    Post subject: Reply with quote

The STLN is supposed to be a Sylvester Stallone wannabe, with the bow being Rambo's. Your argument is invalid. #Tongue
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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Sun Dec 18, 2016 1:57 pm    Post subject: Reply with quote

Nice stuff, I really dig the cameo style Smile

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Mon Jan 02, 2017 9:50 am    Post subject: Reply with quote

Quick update, been working on and off for the last 6 months.

Recently made some changes to my Soviet Heavy Tank (Rhino) I'm happy with it but may make more changes or remake it altogether.


Also modified die's M1A1 to replace my Medium Tank for the Allies. Will make further changes in the future.


Here's the East Asian vehicles in icon form, pretty much look the same ingame except for lighting/normals differences. Yumi (STLN) will be Asia's hero infantry for the time being, as they do not have one currently. Flame Tank is China's replacement for the MLRS, was lazy to include it soz. The APC is a Troopcrawler, I'll update the icon eventually.


And replaced paratroopers from Airport with Carpet Bombing instead.


I'm also only making 2 subfactions for each Side rather than the initial 3, because I'm lacking unit ideas so I'll try to incorporate the other units into the remaining 2 subfactions without ruining the synergy.

I hope to release a stable multiplayer version within 6 months. I'm coding the AI from scratch and America and Germany are done, AI test vid will be uploaded soon.

TLDR on Allies:
America: Heavy focus on air power, Tanya available at a higher cost, no access to Battle Fortress. A10 bombing run mini super via AMRADR. F22 replaces the Harrier, Aurora available via Tech, drops a supersonic missile, deals area damage and attaches a sonic wave to the target dealing DoT, stackable.

Germany: Prism weapons, deployable Prism Trooper exclusive to the Germans, as is the Prism Tank. Battle Fortress is buildable as is Tanya. Germany's Tanya has prism laser guns rather than pistols. No super via Radar, B2 Prism Bomber available via Tech, drops prism fragment bombs.

The Allies are the only side that do not have a main battle tank available before the Radar, as such their Humvees can be upgraded with TOW missiles once a War Factory is built.

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NimoStar
Pyro Sniper


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jan 10, 2017 2:31 am    Post subject: Reply with quote

I like the concepts and style of this mod.

I had done my germany prism-focused too.

As such, go on. Do not let yourself be discaouraged from lack of feedback.
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sat Mar 25, 2017 1:02 am    Post subject: Reply with quote

NimoStar wrote:
I like the concepts and style of this mod.

I had done my germany prism-focused too.

As such, go on. Do not let yourself be discaouraged from lack of feedback.

Thank you for the feedback! Yeah I like the idea of side specific tech Smile

Progress as been slow due to real life issues, basically remained untouched since last post in this thread. Hopefully will have something to show soon.

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