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Apocalypse Redux
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Dec 28, 2009 1:23 am    Post subject:  Apocalypse Redux
Subject description: announcing for Project Perfect Modders
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Apocalypse Redux is the revival of the old Apocalypse mod, a mod for YR 1.001 that recreates the three factions of the vanilla game. So far this mod does not use any unoffical patch like NPatch or RockPatch to make it easier to use and less prone to unidentifiable errors. The mod replaces a lot of units, more recreating the factions than just adding additional units, giving each faction a different personality.

The mod features the Allies of Europe, the Communist Confederation and Yuri's Fracture Factions.

Here's 4 units from the mod.

First is the Yuri Waste Miner. The Waste Miner protects itself from harm by pouring toxic waste around itself when attacked. The produced radiation is most effective against infantry but can also damage light vehicles (especially if theyre chasing the Miner, which keeps producing waste). It has medium ore capacity and is fairly fast.


(Credit to MadHQ for the original Grinder Tank voxel)

Below is the Allied MBT, the Black Panther. This tank is one of the few ground units the Allies field. It is well armoured but lightly armed, with only the standard 105mm weapon from the previous Allied MBT however it's real specialty is the ability to evade radar detection.


(Credit to Tony for the voxel)

Next is the Allied Rocketeer Captain (Hero infantry). The brave men who make up the Captains are veteran Rocketeers, plucked out of the ranks and given a new set of weapons. First they use a sniper rifle for picking off enemy infantry and light vehicles. Secondly they are given the authority to call in an airstrike on any target structure. Like Rocketeers they are still vulnerable to anti-aircraft fire.


(Credit to Mig Eater for the aircraft. Don't know who made the infantry)

Finally here's the Confederation Buffalo. The Buffalo is a well armoured infantry transport capable of carrying up to 3 regular infantry, or 1 Terror Drone. While it cannot fire at ground units it does have a very powerful anti-air cannon and, if surrounded by infantry, can drive straight through them. It's armour allows it to take some beating.


(Credit to Lefthand. Voxel and cameo may need some editing)

--------------------------

Since this is a shortened version, you can read the full news post (with faction info) at my Revora forum.

I'd also like to point out that the Confederation Infantry webpage has been put up, although definately WIP. Everything here is subject to change as well. Also you can watch out for updates on the ModDB page and OmegaBolt's Tech Center website!

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Mon Dec 28, 2009 1:40 am    Post subject: Reply with quote  Mark this post and the followings unread

You have my attention! Very Happy

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Mon Dec 28, 2009 5:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you have the Aeroflout logo used for the mod avalible in real Aeroflout colors? I'd really like that for a wallpaper. :3

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Dec 28, 2009 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know what the "real colours" are, but heres an image I found with a simple Google search.

BTW I plan to remake all the faction logos.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Jan 25, 2010 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

A new topic has been setup over at Revora for periodic updates. Update 01 has been posted, including...







A lot more at the topic on Revora Forums.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Mon Jan 25, 2010 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fascinating.

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Mon Jan 25, 2010 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice.... Very Happy soo you're gonna start from 0 ?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Jan 25, 2010 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you mean did I start the mod from scratch then yes of course.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Feb 02, 2010 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Another update has been posted, this one containing a few of the new Tech buildings.

Quote:


First is the Sensor Station. The Sensor Station provides tracking of enemy movement around the building, revealing enemy maneuvers and allowing the player to plan accordingly. They can also show hidden enemy units within the same radius and upon capture they remove shroud from a sizable portion of the screen.


Starports, as they are known, are gateways to another location on or off the planet. They give commanders another unit production queue, allowing them to build more units at the same time. There are a number of units producable through the Starport, including some special units unavailable anywhere else.


Credit to gamemate for the structures of course. Wink See more by clicking the link below.
View C&C Guild topic

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zenoniations
Disk Thrower


Joined: 16 Sep 2008
Location: 77th Battalion headquarter

PostPosted: Wed Feb 03, 2010 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

O_o
Awesome gamemate's structure.
I'm looking forward to play this semi-total conversion mod.
(Ah...where are Gamemate's pubic assets...Ah)

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Feb 03, 2010 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sweet buildings! It would be neat to see the chrono animation play in the Starport when a new unit is built.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Feb 03, 2010 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

zenoniations wrote:
(Ah...where are Gamemate's pubic assets...Ah)
They're not up for download anywhere, but if you can get hold of his mod then they're free to use.

Crimsonum wrote:
Sweet buildings! It would be neat to see the chrono animation play in the Starport when a new unit is built.
I could use the chronosphere shift anim, atm its like a blue haze. #Tongue

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Wed Feb 03, 2010 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
zenoniations wrote:
(Ah...where are Gamemate's pubic assets...Ah)
They're not up for download anywhere, but if you can get hold of his mod then they're free to use.

Gamemates site is still up and D/L link is still there:
http://fc.cncguild.net/

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Wed Feb 03, 2010 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Starports, as they are known, are gateways to another location on or off the planet. They give commanders another unit production queue, allowing them to build more units at the same time. There are a number of units producable through the Starport, including some special units unavailable anywhere else.


I don't think I've ever seen this sort of mechanic used in any Ra2 mod. :S
Is it like when you have separate build queues for Navy and land vehicles, only this time it's land vehicles and land vehicles?

Quote:
(Ah...where are Gamemate's pubic assets...Ah)


LoL? Surprised Laughing

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