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[YR] Psychic Warfare mod
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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Sep 15, 2010 4:50 pm    Post subject:  [YR] Psychic Warfare mod Reply with quote  Mark this post and the followings unread

A Command & Conquer Red Alert Yuri's Revenge mod.

This mod will focus on the psychic side of the plot. Which means the Psychic- Amplifier, Beacon, Sensor, Radar, Tower, legion.

The Soviets will gain a Psychic Beacon (Soviet image) and Yuri will get a Psychic Beacon (Pixelops image) and they can both use it as a superweapon.

This mod also contains several mission maps converted to multiplayer maps, new maps and a campaign. The campaign is already getting worked on, as you might have seen in one of my topics.
The plot will come, and maybe some new Psychic units.
The plot will also focus on the history of these structures, with you going back in time to destroy Yuri's Research Facilities both in the Soviet time as in the YR time. The campaign will start with a simple standard destruct mission. Then other missions will fellow with more strategic point in it (like the Tanya mission in Allied 05 (nukes destructing) and limited resources missions.

Ingame screens will come.

If there are any volunteers who like the Psychic side of Red Alert 2 and Yuri's Revenge, help is welcome, at all time! And for those who are willing to download it, you can sign up as a BT.

ARES required

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Last edited by Comr4de on Mon Oct 18, 2010 11:21 am; edited 1 time in total

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Sep 15, 2010 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well it's time to come to Ares then, cause they just implemented Super weapon clones. r817 has it. These guys release a new revision almost everyday. Make sure to check the site often.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Mon Oct 18, 2010 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

What do you think of this as a storyline: (attachement)

It's a rough version, it will need some editing in order to make it adapted to Yuri and other characters.
The story line is based on real things, if you payed attention in history classes you might have heared of this.
____________________________________________________________________

Also, I am looking for an AI modder, I have created a new country with both Soviet and Yuri units, I need mixed taskforces, attack teams on the Beacons/Amplifiers and I want to make the AI more difficult.

Is there someone who can achieve this?
____________________________________________________________________

I need your opinion on the fellowing,
I was playing with the codes of the BeaconSpecial and I had it set to capture the whole map, no cameo, just a timer. But then again, it would take away the effect of the SW, so I changed it back to the standard, one-base-at-a-time range.

What do you think, should I keep it this way or do I have to make it capture the whole map at once? However, I have added this type of SuperWeapon to the Psychic Amplifier.
Are there any other Psychic features you would like to see in the mod? You better can have it all-in-one Wink



Story Line.doc
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 Filename:  Story Line.doc
 Filesize:  35.5 KB
 Downloaded:  263 Time(s)


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Last edited by Comr4de on Mon Oct 18, 2010 11:51 am; edited 3 times in total

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Mon Oct 18, 2010 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

TL;DR.

AI coding is easiest. Just take a notepad, and write ye' all units ya know in YR, reorganise, look at da' AI, then you can pimp it up to suit yo' style, bro.

Dunno what to think. To me its a really, really minimini mod.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Mon Oct 18, 2010 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I never said it was a total conversion.

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Mon Oct 18, 2010 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, seriously comr4de, the psychic beacon getting one base per time for me is already OP, but lol, keep that way, ita an different SW. Very Happy

Oh and i really unsure about how you can expand more the psychic powers in YR, soo yeah, pretty much that and i still need to read the story XP. Smile

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Mon Oct 18, 2010 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is neat that someone is trying to make a psychic beacon superweapon. Whether it is balanced or not is of no consequence, just add a skirmish mode one like the psychic dominator and have a coded one that mind controls a large area for the hell of it.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Oct 19, 2010 8:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Darkstorm wrote:
It is neat that someone is trying to make a psychic beacon superweapon. Whether it is balanced or not is of no consequence, just add a skirmish mode one like the psychic dominator and have a coded one that mind controls a large area for the hell of it.


I actually created that one for multiplayer purpose, since the AI is not based on this mod, it won't act like it. I have been thinking about giving Yuri a Magnetic Missile (heavy magnetic powers, destroying units and structures, tears infantry a part because of the magnetism) and taking away the Psychic Dominator, it supposed to be a device which destroys a whole city, it doesn't.
It is for an game lenght limitation, instead of four hours battles, you now have battles from I don't know how long. So the Dominator, and perhaps the Psychic Beacon (Soviet one) will be used for game ending. I don't know what to use for the Allieds. A game mode for a Psychic Amplifier has already been made, capture the Amplifier, defend it until it deploys, win.

@ Shadow Hunter,
What do you mean? I don't understand Very Happy

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Oct 19, 2010 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well Magnetism has no harm on the human body afaik.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Oct 20, 2010 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread


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