Posted: Thu Aug 14, 2008 2:02 pm Post subject:
Mechwarrior: Trials of War
A new mod based upon the Battletech universe is coming. Progress has been quick, and the coding is almost complete. Teasers have been included for your enjoyment.
This mod is still an RTS at heart. The bases will be more manageable and defendable, with 'mech piloting taking a more central role than base-building. This mod will make use of ETS for 'mechs using multiple weapons, and dropships will be available to reinforce you across the map.
More information coming soon.
Credits to Lin Kuei Ominae for most current graphical artwork. (Apologies for not putting this in when I posted ><) Also thanks to VK for ETS.
Recruiting graphical artists!!
(And a forum!)
clanfact.png
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The Clan Jenner IICs are ready for scouting
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Patrol.png
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A patrol of two light Firefly 'mechs and a Bushwacker 'mech
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BWLRM.png
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A Bushwacker 'mech destroying buildings with its LRMs
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Assault Column.png
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A Column of Assault 'mechs on their way to an enemy base
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- Somebody Else Last edited by Somebody Else on Wed Aug 27, 2008 11:55 pm; edited 6 times in total QUICK_EDIT
The Inner Sphere is the old coalition, whose older and less powerful 'mechs are more plentiful than the Clans. They are a little less costly but cannot stand up to Clan mechs, ton-for-ton.
Firefly 30t
A high-speed scout 'mech, with light armaments; a single LRM5 rack and four small lasers.
Wolverine 40t (Placeholder - Will be Arctic Fox - See MW4)
A light mech with a good punch at both long and short range, due to its two UAC2 Autocannons and four Heavy MGs.
Bushwacker 55t
A relatively versatile 'mech with several armaments for different encounters; An LRM10 rack, a Large Laser and an AC10 Autocannon.
Champion 60t
With a Flamer , LB10X Autocannon and two Medium Lasers, this is good at destroying buildings, and has a short range.
Catapult 65t
A long-range mech with 2 LRM15s and 4 Medium Lasers. Good at long range bombarment. Average armour and good speed.
Excalibur Artillery
Equipped with two LongTom artillery cannons, this platform has a long range and can decimate enemy 'mechs from afar, but at a high price.
Titan 75t (Placeholder - Will be Lao-Hu - See MC2)
Equipped with a Large Laser, Gauss Rifle and 3 LRM5s, this is a force to be reckoned with, highly effective at a long range, with good speed and low armour.
Sunder 90t
A heavy close-range brawler, equipped with 3 SRM6 racks, an AC20 Autocannon and two Large Lasers.
Annihilator 100t
One of the most powerful assault 'mechs ever made, with four LB10X Autocannons and two Large Lasers. Good for close range.
Trident 100t
With two Gauss rifles, 2 Large Lasers and 3 Medium lasers, this is sure to be a scary adversary, even at long range.
Clan
The Clans of Kerensky are rogue factions with access to the more modern and powerful of the 'mechs. They are however expensive, and you will not be able to field as many as the Inner Sphere.
Jenner IIC 35t
Armed with two SRM6 racks, this quick light mech can pack a punch at short range.
Shadow Cat 45t
One of the lightest mechs to sport a Gauss rifle, high speed and medium armour make this a nasty adversary for lighter 'mechs. Also armed with two ER Medium lasers for better coverage.
Nova 50t
A good all-round 'mech, sporting 6 ER Medium Lasers, it is average in all roles and excels at none.
Mad Dog 60t
A long-range support mech with little armour and fast movement speed. Heavy weaponry with two LRM20 racks and two Large Pulse Lasers.
Cauldron-Born 65t
Named after the old Zombies from Irish legends, it has a huge amount of armour, low speed and medium weaponry.
Redeemer Artillery Point
A fragile deploying artillery weapon that can move relatively fast, and use one of its two LongToms while mobile. Good for base sieging.
Summoner 70t
Armed with several different weapons, a good all-round 'mech. Armed with an ER PPC, an LB10X Autocannon and an LRM15 rack.
Timberwolf 75t
A more powerful long-range support 'mech than the Mad Dog, boasting two UAC5s and two LRM20 racks.
Supernova 90t
A powerhouse 'mech with good range and damage, another good all-rounder. Armed with 6 ER Large Lasers.
Dire Wolf 100t
The most heavily armed mech around. Sporting an LRM10 rack, four UAC5s, and four Medium Pulse lasers. Heavy armour and a relatively low speed complete this demon of a 'mech.
_________________
- Somebody Else Last edited by Somebody Else on Fri Aug 15, 2008 8:05 pm; edited 2 times in total QUICK_EDIT
Every piece of artwork used in the mod so far was made by LKO and I don't see any credits anywhere. You better change that up soon or face the firing squad. _________________ QUICK_EDIT
All credits to Lin Kuen Ominae for all current graphical artwork.
it's Kuei
Since it wasn't released yet, i've no problem that you forgot the credits. So don't worry. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Atlas has too many different weapons to be fairly represented in TS Catapult would be good though. Maybe the S'cat for Clan to balance it out a bit _________________
Heh, didn't see that civ in the picture. Will be resizing all civilians to realistic size (probably around 33%) and leaving civ buildings as they are. More updates later!! _________________
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Fri Aug 15, 2008 8:21 pm Post subject:
Please don't, they're barely distinguishable between each other when resized at 50%, specially when using bigger screen resolutions. This engine wasn't made to support units in an accurate scale, so my best advice would be keep the units of the same type in a similar scale, just like the game already does. However I'm not against of reducing the infantry size a bit, like a 70%. QUICK_EDIT
Ok, probably only resize to 70% I guess. Added Catapult and S'Cat to 'mech list.
Features:
- 3 Different drop-pod options for each side
- Multiple superweapons for each side - Two for Clan and three for IS
- Unique power plants for the sides:
-- Clan MCV can be upgraded for initial power to start a base, then an advanced power station for fuelling later tech.
-- IS have a standard, basic power plant that can be built in bulk for a discount.
- Scrap metal drops upon mech death - Clan and Inner Sphere 'mechs drop debris upon death that can be harvested for cash. Using the third and fourth tiberium types, Clan 'mechs drop black debris and IS 'mechs drop Gold debris! (graphics not complete... pictures to show logic working )
Thanks to areaSZ for the Titan remake, although it's only temporary. _________________
- Somebody Else Last edited by Somebody Else on Sun Aug 24, 2008 9:30 am; edited 1 time in total QUICK_EDIT
My first ever self-made art asset hehe. I present the first version of:
The Clan Morrigu tank
Armed with two ER Large Lasers and two LRM15 racks. ECM suite makes it difficult to detect in the field. This tank is available from drop-ship reinforcements only.
Any comments, criticism? Made completely by hand, I might add Need to enlarge the turret though, and add some detail, maybe change the colours a little. Based upon the image at http://chaosmarch.com/images/vehicles/morrigu.gif
I can't imagine how that Summoner can sustain firing 6 PPCs so quickly!
It would've blown itself to bits due to enormous excessive heat.
meaning, you might want to decrease the ROF for the PPC Somebody. As PPCs are meant to be slow firing but long range and MASSIVE DAMAGE. _________________ "War.... war never changes....." QUICK_EDIT
Hello, my names is fabrizio, i' am Italian and i need of help.
I can't speak english very well, is there anybody that speak italian ?
I wish to do two mods, one for red alert 2 Yuri ' s revenge and one for Tiberian Sun.
Please, could you help me in this idea ?
thiis idea is the first idea, then I haven't nothing tools, please help me.
Hi, welcome to the board! Your english is quite good, from what I can see. Unfortunately this isn't the right place to ask something like this but I can point you in the right direction:
First, the Newbie guide to Modding Tiberian sun. This is a useful thread that will show you some of the basic things you need to know, many of which also apply to Red Alert 2: YR.
Second, to start off with you should find yourself a copy of the .ini files used for the games, starting with Rules.ini for TS or Rulesmd.ini for YR. These are the most important ones and by putting them into your game directories you can change lots and lots of things about the games, just open them in notepad or something similar and they are relatively self-explanatory.
Hey, I wondered... how exactly do your units react with their multiple weapons with ETS?
Because in vanilla TS having 1 close range 2 long range means the unit will fire one long range shot close in and fire the close range shot, and with 1 long range 2 close range they will completely ignore the close range weapon. QUICK_EDIT
Unfortunately they still do that, but surprisingly it seems to work pretty well when you are playing, since the ROFs aren't too slow, and several 'mechs only have a single weapon. It's also okay with LRMs because in general they are not fired at close range anyway, if it wasn't for this bug I'd put a minimumrange of about 10. Hopefully Hyper can fix the firing system to make all weapons in range fire independently in his new patch? ^_^ _________________
Because in vanilla TS having 1 close range 2 long range means the unit will fire one long range shot close in and fire the close range shot, and with 1 long range 2 close range they will completely ignore the close range weapon.
that's wrong
Primary=ShortRange
Secondary=LongRange
the unit uses the long range as you described, but if you give it the stop command it stands still and keeps using the long range until the enemy is in range for the short range weapon
If the enemy is near enough for the short range weapon, the unit uses that weapon that has the highest verses value (of the warhead) against the target!
the same is true for
Primary=LongRange
Secondary=ShortRange
except that the unit won't try to close in to get near enough for the short range weapon
but if the target is near enough for the short range weapon, it again choses the weapon that has the highest verses value (of the warhead) against the target
So it actually works already in a very good way.
The unit uses always the weapon that has the best chance to damage the target.
To make it now balanced is up to you, because if you have a AP weapon with 10 damage and a HE weapon with 1000 damage the unit will still use the AP weapon against tanks because it has the higher verses value, while the HE weapon would actually do a lot more damage.
The only problem is that you can't have a unit that fires multiple weapons at the same time, but imo are alpha strikes not very useful in a RTS game anyway, because they would then work like a laser which damages everything with the same strength too. So there would be no stone-scissors-paper pattern possible. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I'm not specifically thinking about alpha strikes, but at the moment you can't have for example an LRM10, a Gauss Rifle and a Large Laser fire independently, without their ROFs overlapping. Thanks for the clarification LKO _________________
I was gonna ask what happened to the good ol' Madcat, but seeing as the Timberwolf is in there, its practically the same.
Looking forward to this mod, and believe me, I don't play TS normally. Sounds like it could be great to play (though I may be a little biased as I love Mechwarrior). Great to see you've done a mod already in the short time you've been around. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Because in vanilla TS having 1 close range 2 long range means the unit will fire one long range shot close in and fire the close range shot, and with 1 long range 2 close range they will completely ignore the close range weapon.
that's wrong
Primary=ShortRange
Secondary=LongRange
the unit uses the long range as you described, but if you give it the stop command it stands still and keeps using the long range until the enemy is in range for the short range weapon
If the enemy is near enough for the short range weapon, the unit uses that weapon that has the highest verses value (of the warhead) against the target!
the same is true for
Primary=LongRange
Secondary=ShortRange
except that the unit won't try to close in to get near enough for the short range weapon
but if the target is near enough for the short range weapon, it again choses the weapon that has the highest verses value (of the warhead) against the target
So it actually works already in a very good way.
The unit uses always the weapon that has the best chance to damage the target.
To make it now balanced is up to you, because if you have a AP weapon with 10 damage and a HE weapon with 1000 damage the unit will still use the AP weapon against tanks because it has the higher verses value, while the HE weapon would actually do a lot more damage.
The only problem is that you can't have a unit that fires multiple weapons at the same time, but imo are alpha strikes not very useful in a RTS game anyway, because they would then work like a laser which damages everything with the same strength too. So there would be no stone-scissors-paper pattern possible.
Damn, why did they cut that logic out of RA2? That would have been awesome... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
lol good stuff... well the Assets that Kuei have is from mechwarrior 3...so it is sure that stuffs like atlas or some mechs are not available...
i kinda have a private mod of this so i might help as well...
the only problem i have is that some features are not available...
so im thinking making it for YR...
and quote again to Kuei's codes...
it works...
example... having Lasers for short range...lets say range=10
and missiles for long range... range=20...
when target is in range of 20... the missiles will fired
when its closer... the laser will only be fired... _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour QUICK_EDIT
Great to see you've done a mod already in the short time you've been around.
Ahah, no, I've been around since Taktics was only a few weeks old, which is a good nine months, and been dabbling a little in TS since at least 2004, although never making anything on this scale.
And also, the Timberwolf is the Clan name for the Madcat. Madcat is the Inner Sphere designation, hence Timberwolf will be used Also a similar story for the Daishi (Dire Wolf), Vulture (Mad Dog), Blackhawk (Nova), and Thor (Summoner).
I thought of making it for YR but it is a lot more complicated, for example cameos need the text already on them, and the ra2.csf is irritating TS seems to have all the features I need anyway, although the dropships are a little buggy (!).
Uziel is famous for its dual PPCs plus an SRM6, I believe (as well as MGs, but they aren't worth including).
Still looking for graphical artists though. Need 4 more 'mechs and lots of buildings geno, if you want to help feel free _________________
innersphere names are the ones people are familiar with... well its also good using clan names...
i got some resources but not yet good to use...
i can help off with some stuff but not good with voxel or shp much... _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour QUICK_EDIT
Well, Mechwarrior 2 used the Clan names. M$ also changed some designs, for example the Vulture in MW4 has large arm cannons, but the Mad Dog from MW2 has more spindly lasers on its arms.
Doubtless there are others, that's just the ones I know offhand.
To be honest, geno, I've completed almost all coding now. I'm just looking for a way to make droppod logic work better (I'm thinking there may be a way with map triggers, although after an hour of searching I can't find what I want) and after that, it's simply balancing and artwork. If you can make things like load screens, menu screens, GUI etc, that would be awesome _________________
Droppoding mechs? Don't you mean dropshipping them?
In MW4 loading screen there's a good example of dropship...or you can use the giant spherical ones that are ingame... _________________
Err...the image above means no offence to the american people...It's a bit of what I feel about it's gov't >_> QUICK_EDIT
It should, but I never had the chance to see the dropship you're being carried in.
And I see really difficult the transformation job of droppods into dropships with out at least one glitch. _________________
Err...the image above means no offence to the american people...It's a bit of what I feel about it's gov't >_> QUICK_EDIT
i think you should use the Talon class dropship as replacement for the orca dropships...
the spherical ones are also good...
i see what you wanted for the droppod-dropship... but it would not be good looking dropship crashes at descent... lol and also their available for skirmish/multiplayer...
maybe use the droppods for the clan side, for their infantry jumpsuits
I've been thinking about doing that, and if I can get it to paradrop units it would work really well in SP, however I'm aiming for being able to drop in units in multiplayer/skirmish. Any way to make a targetable drop with map triggers?
I've thought about other methods for dropping units in the field, and one might be the "fake-selfdestructing-building-with-freeunit" method, although that would only allow single units to deploy, while I wanted to deploy more than that... Unless you can do more than one value for FreeUnit=x,y ?
Just a quick question, if you do a freeunit= on a 1x1 building with strength=0 (damage=1 on activeanim), does the unit appear on the cell that the building occupied? If so then I have a great idea
Damn, if only VK had done bug-free droppods ¬_¬ At the moment, the bug list is at:
- Reveals fog of war/shroud where pod enters atmosphere (and not at ground level)
- Does not show drop pod image when dropping anything other than infantry
- Pods occasionally land on top of each other, destroying one of the units
- Shows 'mechs running in midair while they are falling
- Can be targeted in shroud
- Can be targeted on cliffs (units die instantly when they hit it) _________________
lol mayor odd bugs your having their, but with the droppods, is it a glitch in the coordinates (I hvae no clue of what the game is structure, k!)
And it looks like fun this little game... so, plz tell me where to download a (playable) demo, so that I can have a loooooong glance at the graphical styles needed to be implemented _________________
To be honest, it's pretty much at a playable level already, albeit balance is "not quite right", but all the mechanics are there (apart from dropships, which I still haven't found a way of using). I've been monstrously busy over the last week (since saturday working 9:30-7 every day, and this week is probably not much better...) so when I have time I will get together a playable demo. I still need artists, even someone who does things like a loading screen or menu background etcetera would help enormously towards getting this mod together.
Have been playing it with a friend of mine, it's pretty mental at this stage Still got a lot to add. _________________
I just had an idea that might fix one or two of your problems.
If i understand you right, you use the droppods to give new mechs. Even if i'm not sure if droppods can actually bring vehicles (i thought they can use only infantry) you can try the following.
The sight problem of the entering droppods is afaik caused by the sight of the carried units. If i'm not mistaken you could reduce the sightrange of the carried units to 0 and have this way no droppod-sight-problem anymore.
Though you want of course units with sight, this is how it might work anyway.
-Droppods bring dummy unit with sight=0
-dummy unit automatically deploystofire having a dummy weapon with range=255
-dummy unit has in art.ini foundation=0x0 (this way the freeunit should spawn on the same cell) and gives freeunit.
-dummy unit selfdestructs using an activeanim.
For each unit you want to spawn via droppods you need a separate dummy unit that gives via freeunit the actual unit.
Since droppods use already the [DROPPOD] anim for the fade out/disappear effect after they landed, you could make a new anim that looks like the droppod is taking off again. You could even add some kind of door-anim to the anim before it actually takes off.
If the descending droppod has a vertical flight path (see DropPodAngle in rules.ini) the landing and takeoff should look quite well. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Yeah, in regular TS they can only do infantry, but ETS changed that. Thanks LKO, that method is great HOWEVER I'm not sure that VK coded droppods correctly, and I don't think the image of the droppod appears any more. This will have to be done with a buildup animation for the dummy building, I think, which is not really a problem, it's more customisable. Plus I've been fiddling with DroppodAngle and I can't get it above about 80 degrees, although I tried setting it to =3 and it came in from the other side, with some really odd graphical bugs.
I'll give it a go sometime soon Possibly tomorrow, if I can. Cheers! _________________
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