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YR Red Orboros
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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Sat Dec 17, 2011 8:48 am    Post subject:  YR Red Orboros
Subject description: For there is no end to war
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Story

Red Orboros is an alternate continuity, picking up some time after the events of Yuri's Revenge.

The Second Great War (or the Second Patriotic War if your Soviet) came to an end a few years ago, with the Allies and Soviets joining forces to depose an even greater threat - the mad genius Yuri. With Yuri removed, both armies parted ways, and regressed back into a Cold War.

However, truth be told, things had not been kind. Both the Allies and the Soviets had been bled dry by the long war, in money, materials and manpower. Neither player was in any position to carry on the war. The Soviets in particular were suffering a great deal of social unrest, while the Allied economy was near collapse due to extortionate levels of spending during the war.

Then, in 1982, the Allied Markets crashed. It started with Walls Street, but then moved to the newly established London Market. Before long, the Allies had been rendered virtually pennyless. While the Allied leaders attempted to pump money into the banks, the money mysteriously vanished a short time after the deposit was made. This soon lead to protests. The protests became riots, and the riots became stampedes. This lead to the Allied nations having to band together and completely re-organise the army into a Paramilitary force designed to supress the worst of the all-consuming civil unrest. The Allies have had to adopt a stance of "benevolant dicatorship" in order to keep it's citizens safe and secure.

The Soviets meanwhile had been far from idle, with their own shared set of Setbacks. While starting to recover, Alexi Romanov was assassinated at his workdesk. He was given a Hero's Funeral and entombed in the Lenin Mausoleum. His successor, Premier Kazimir Markov, soon however rebuilt the Soviet Union, in part due to successful talks with Viceroy An Xun of China. This lead to the formation of the Red Star Protectorate, which has since come to encompass former Soviet Allies such as Libya, Egypt, Mongolia, North Korea and more crucially Cuba. While in nowhere near in as rough a shape as the Allies, the Red Star suffers from political unrest among it's leadership.

And from the darkest recesses, an old face peers from behind the curtain. Their plans will soon reach fruition. The uneasy peace cannot last long...

...For there is no end to war.

Features

[list=]
[*]Three Redesigned and Revised factions. with their own unique strategies and tactics.
[*]Revised damage system - the days of GI Base Rape are behind us!
[*]AI will be revised to handle the new units.
[*]Possibly a new Story Campaign - will be a single long campaign telling a single story as opposed to three seperate campaigns if implemented.
[*]Possibly a new Soundtrack, though this remains something LB doesn't like, so this may end up being axed.[/list]

Factions

Western Allies
(Faction Name subject to change)

The Allies still hold their values of Freedom and Prosperity at heart, and yet are ironically forced to use Paramilitary forces to surpress the almost daily rioting and civil unrest brought on by it's citizens.

Allied Units rely on Synergy to get the most out of their units - Allied units are specifically designed to work in concert with each other, making up for their weaknesses with another Unit's strengths. Conversly, they also have a very powerful Airforce and have easy access to higher technology units. Their only flaws are some rather mediocre statlines across all areas, making many of their units Jacks of All Trades.

The Primary Allied Countries are the United States, Britan, France and Germany. Minor Allied powers include Greece, Japan, Australia and Canada.

Red Star Protectorate

The Red Star Protectorate is more an alliance of conveniace. Lead by the Soviet Premier Kazimir Markov and Viceroy An Xun, the Red Star is a rising Juggernaught of economic power. However, there is much unrest among it's leaders. China especially seems to be becoming more and more ambitious...

The Red Star Protectorate are ungodly slow. With a lack of dedicated counters, the Red Star initially seem like a weak faction. However, the Red Star have access to the heaviest armoured units in the game. Even their basic infantry can shrug off damage that would shread apart an Allied Guardian! The problem however is their lack of speed, combined with their short range averages and lackluster counters and Artillery.

The Primary Red Star States are the Soviets and China. Minor Red Star powers include Egypt, Cuba, Libya and Palestine.

The Illuminate

The Illuminate are a sub-sect of Yuri's former Army. They are Transhumanists at heart, practicing painful rituals of mortification and vivisection on an almost daily basis to enhance the mental powers Yuri unlocked for them. It's a common belif that enduring pain only makes the mind stronger, and as such enhances an individuals psychic ability and thus "enlightens" them. It is the Illuminate's desire to spread this enlightenment to others, as directed by the will of the Oracle - a council of four individuals who have achived enlightenment. While incredibly disfigured, they ignore this pain as if it was never there, relying on telekinesis to move themselves.

The Illuminate use cheap tricks and dirty tactics. In addition to Mind Control, they have easy access to Chaos Gas, Damage over Time weapons and a large arsenal of Hover Vehicles. This means however that the Illuminate are the only faction without a navy, as their other units can typically ignore terrain, and thus attack from some rather unexpected angles. Illuminate units are also very expensive and are the least durable, making them an entire faction of glass cannons.

Units

While not all of the units are up for discussion right now, i've picked three from each to discuss.

Wells Light Tank

A tank of distinctly British manufacture, the Wells was designed as a more reliable alternative to the less economically friendly Grizzly. The Wells packs a decent ranged gun with decent firepower and speed, but is reletively average as a tank goes. While it works as your mainline tank at the games opening, you may find it better to use it as a second line tank later on.

Amplifier Tank

Adapted from the Dolphin's weapon, the Amplifier Tank was designed with mob supression in mind, using a Sonic Cannon to disperse unruly mobs harmlessly. In combat however, it becomes a medium ranged Seige Weapon, damaging heavy tanks and structures with ease. It's primary role however, is to supress and deal with mobs of enemy armour. Infantry are recommended to deal with these tanks.

Amplifier Tanks are also capable of damaging your own forces.

Eclipse

The Eclipse is the Allied Epic Unit. The Eclipse is a floating fortress with an EMP Cannon, capable of shutting down enemy Armour for thirty seconds - enough for a force of dedicated Anti Armour counters to demolish the force. It also comes supplied with Israili manufactured THEL Turrets, designed to protect it from other Flyers. However, the Eclipse is slow moving and a large target - should the Allied force retreat, the Eclipse is very likely to be run down and destroyed by Anti Aircraft fire.

Ragnarok Tank

Or the Apocalypse Mark II if you prefer. The Ragnarok Tank is (outside of Epic Units) the most heavily armoured and destructive weapon in the game, capable of destroying other weedier tanks with it's twin Depleted Uranium Cannons. The Ragnarok can also fire on Aircraft with it's missile launchers, which also work surprisingly well against infantry. The Ragnarok however is also very expensive and slow - if the Red Star player can mass up enough of them however, there shall be a glorious rampage before the force is annihilated.

Red Curtain Legionary

The Red Curtain are a multinational fighting force who serve as the mainline troops of the Red Star Protectorate. What they lack in speed and range they make up for with high firepower from their SubMachine Guns and thick armour. Only the finest defences for the finest of Collectivists!

Zéi Agent

Zéi Agent's are specially trained Chinese Sabouters. Much like Allied spies they can disguise themselves, but a Zéi Agent's real strength is in the pack of C4 he carries. A well trained Zéi Agent can infiltrate enemy compounds and surgically remove key defences before the Tanks come rolling in.

Kammos Magnet Cannon

An Illuminate Acolyte of great power may be used to pilot one of these devices. The Magnet Cannon is telekinetically levitated by the Acolyte, allowing it to cross all terrain with ease, including water. It also retains the former Mangetron's Magnetic Beam, allowing it to shatter structures and levitate vehicles to a watery grave. Defeating a well ran Magnet Cannon force may require some keen tactical precison.

Knight

Knights are a sad sight in the Illuminate - these Acolytes have wounded themselves to the point where their minds cannot cope with the pain. The Illuminate then binds such individuals inside a suit of Power Armour, serving to create a Heavy Infantryman. Knights establish themselves as the "Heroic" defenders of the Illuminate. While not as quick, Knights can absorb damage and deal it back thanks to their integrated Railguns - which despite their low damage output, damage all targets equally and can ignore walls. A Knight may die a glorious death, but he shall send many more before him.

Graveller Tank

The Graveller is a modified MAD Tank. A telekinetic Acolyte augments his own power with that of the Machine's, creating a seismic Earthquake. While this technique consumes the life of both Tank and Acolyte, the result is any vehicles and structures in the huge blast range are crippled, if not outright destroyed. Infantry remain unharmed.

Last edited by Sir Shockwave on Sun Dec 18, 2011 4:04 pm; edited 1 time in total

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Scorched Earth
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Joined: 14 Sep 2008
Location: California, USA

PostPosted: Sat Dec 17, 2011 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sounds good.

Markov, however, is such a hackneyed name now. Every time there are Russians in a game, there's a Markov who plays a big role. Another name, maybe?

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Sat Dec 17, 2011 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Scorched Earth wrote:
Sounds good.

Markov, however, is such a hackneyed name now. Every time there are Russians in a game, there's a Markov who plays a big role. Another name, maybe?


I picked one by chance, and it's kind of a last name.

Problem is, I'm terrible with names. Especially foreign ones. Besides, it came down to a vote between this and Strakov...which would make it a Privateer Press shout out.

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Lee
Jumpjet Infantry


Joined: 24 Feb 2005
Location: Nottingham, England

PostPosted: Sat Dec 17, 2011 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pics?

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Sun Dec 18, 2011 5:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Lee wrote:
Pics?


None taken yet - it's a one man project. Coding and getting everything working takes top priority, so there's nothing right now.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Dec 18, 2011 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Most mods are one man projects... you should probably fix the typo in the title and perhaps put which game this is for too.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Dec 18, 2011 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sir Shockwave wrote:
[*]Possibly a new Story Campaign - will be a single long campaign telling a single story as opposed to three seperate campaigns if implemented.


As an idea this sort of thing sounds cool, but it is shot down immediately due to an engine limitation (assuming we are talking of Yuri's Revenge here) where you can't switch side of player (side as in actual side instead of just a country) between campaign missions. An attempt to do so results in crash during map load process. So a campaign where you swap between different sides depending on mission is impossible. Just saying this.

As for other stuff, I'll wait for actual in-game content before making any further judgment.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Sun Dec 18, 2011 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Sir Shockwave wrote:
[*]Possibly a new Story Campaign - will be a single long campaign telling a single story as opposed to three seperate campaigns if implemented.


As an idea this sort of thing sounds cool, but it is shot down immediately due to an engine limitation (assuming we are talking of Yuri's Revenge here) where you can't switch side of player (side as in actual side instead of just a country) between campaign missions. An attempt to do so results in crash during map load process. So a campaign where you swap between different sides depending on mission is impossible. Just saying this.

As for other stuff, I'll wait for actual in-game content before making any further judgment.


As I said above, it's a possibly - as in "it might happen, but it's not the focus". Right now the priority is working in things and balancing the game.

Nice of you to inform me of this limitation beforehand though, which I suppose would bring up plan B, assuming I go ahead with creating said Campaign.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Mon Dec 26, 2011 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hope you all had a fine holiday. Me, I was freezing and alone for the entirety of it.

Regardless, now seems the time for a small update to start getting production back in gear. Here today are some small reveals concerning the Allied Motor Pool. Allied tanks for the most part are fairly average - with less armour than many Red Star vehicles, but greater speed. Consequently, they have less range than the Illuminate's vehicles, but pack greater firepower. A combined arms approach - with a buff or two here and there - helps the Allied armour general.



The new Mirage Tank is little more than a Self-Propelled Gun on a tank chassis. However, it has been upgraded with better armour. While it's far from suited as a mainline combat tank, it can now take more punishment from enemy weapons than previous generations.

Voxol Model: Lefthand's Mirage Tank



The Allies still keep a number of the venerable Tank Destroyers. While the cannon cannot traverse low enough to engage infantry (or Terror Drones for that matter), the tank is now being used in a rear line capacity, where it's long ranged gun and devestating shells can rip even Ragnarok Tanks to shreads.

Voxol Model: Lefthand(?)'s Tank Destroyer



A tank of distinctly British manufacture, the Wells was designed as a more reliable alternative to the less economically friendly Grizzly. The Wells packs a decent ranged gun with decent firepower and speed, but is reletively average as a tank goes. While it works as your mainline tank at the games opening, you may find it better to use it as a second line tank later on.

Voxol Model: ConMan's (?) Light Tank



The Zeus is the end product of a Greek/German collaborative project. The Zeus has a pair of hopelessly antiquated guns dealing pathetic firepower, so why bother building it at all? The Zeus is designed as a Shield for your other Tanks - of all the Allied tanks, the Zeus has levels of durability on par with Red Star vehicles. While it lacks firepower, combining it with Wells Tanks or similair will ensure that the lighter tanks can live long enough to finish their tasks while the Zeus holds them in place.

Voxol Model: Holy Master's Leviathan.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Dec 26, 2011 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sir Shockwave wrote:
Zeus
Well it would work if there was a 'draw fire' function like RA3 but most players target individual units as that is more effective.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Dec 26, 2011 6:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm.

You know, you just implied me a way that I could code that drawfire thing into AttachEffect.

EDIT: Well, afterr a second thought... no it wouldn't work. Goddamnit.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Tue Dec 27, 2011 8:38 am    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Sir Shockwave wrote:
Zeus
Well it would work if there was a 'draw fire' function like RA3 but most players target individual units as that is more effective.


Yeah, I know, we're limited by the engine, but you get the idea.

Graion Dilach wrote:
Hmmm.

You know, you just implied me a way that I could code that drawfire thing into AttachEffect.

EDIT: Well, afterr a second thought... no it wouldn't work. Goddamnit.


Glad to see I'm keeping somebody busy X3

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Mon Jan 09, 2012 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Another short news post update.

To match the request for in game content, today we'll be discussing the Allied Infantry - both the new infantry and changes made to the old infantry.



Going in anti clockwise order, the first infantryman is the Enforcer Battlesuit. Enforcers are heavy riot surpression platforms, though the tear gas launchers of the Police model have been replaced with a pair of miniguns. Enforcers are tough, but extreamly specialised in killing infantry. They're a tier 3 unit.

Model: An old Soviet Powersuit designed by OldFAQ. Unfortunately, this model may change - the SHP itself seems to have decayed, and required some cleaning up (i.e: fixing the shadows. From the looks of the screenshot, they're still not fixed).

Next up is a model for the Sniper. The Sniper is now a mainstream Allied unit, working to pick off important infantry from long range. When Elite, they trade out their old Sniper Rifles for American manufactured Barrett rifles, giving them very limited anti armour capability (and much improved means of killing off Battlesuits).

Model: The Protagonist's US Sniper model (avalible on YR Argentina).

The third infantryman in the picture is the Guardian. Guardians are the frontline Allied infantry, replacing the GI. Allied Guardians are police and peacekeepers first and foremost, and so carry around a submachine gun for basic anti infantry duties. They come into their own in an urban warfare situation however, using Grenades to force occupants out of garrisoned buildings.

Model: A modified version of justsomeguy's Delta Force (avalible on YR Argentina).

The fourth infantryman is the Defender, the current idea for a replacement for the Guardian GI as anti tank infantry. Defenders are specialised tank hunters, and so benefit from an escort of Guardians or (later in the game) Enforcers. They're uncrushable without needing to haul around an impractically heavy steel girder, while also keeping the rocket launcher the GGI had. The Defender however no longer has the Machine Gun the GGI has, making it very one trick.

Model: Denmon's Steel Desolator reskin (avalible on YR Argentina).

Finally, the Allied Medic, whose sole job is to heal dudes.

Model: ARGHHHH!!!!'s Medic (avalible on YR Argentina).

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Mar 16, 2012 9:52 am    Post subject: Update 16/03/2012 Reply with quote  Mark this post and the followings unread

Hey all!

I'm shunting gears back into production after an extended break. While we're here though, I suppose now's a good time to discuss the Red Star's Motor Pool.

Tanks are the Red Star's specialty - what they lack in speed and weapon range, they make up for with firepower and armour. Even the lightest Red Star vehicle can take a greater deal of punishment, allowing them to get close and deliver the pain with their weaponary.



With Russian Industry being hit hard, the Chinese have supplimented the legions of T-80 and T-90 Rhino Tanks with their latest MBT - the D34 "Battlemaster" Tank. Battlemasters have surprising speed for a Red Star vehicle, making them easy at hunting down Tanks and other Vehicles that would otherwise kite Red Star Armour Formations into oblivion.

Voxol Model: Daz's D34 (avalible on YR Argentina)



The Soviet Flak Track has been refitted with a new design. This one sports more armour and packs a better Anti Aircraft gun, but has lost it's Troop Capacity.

Voxol Model: Sprite's Half Track (avalible on YR Argentina)



When the Soviets were finally able to rebuild, the Committe celebrated by commissioning a new design for the now iconic Apocalypse Tank. Christened the "Ragnarock", what it lacks in speed it makes up for with sheer firepower and armour.

Voxol Model: raminator's Super Apocalypse Tank (avalible on YR Argentina)



The Tesla Tank has also been refitted. While the Tesla Tank sports little armour for a Red Star vehicle, it's Tesla Disrupter has long range and heavy Anti-Tank firepower. It can even fight infantry to a degree, but a foolish Red Star commander spamming these will soon regret his choice once his opponenent starts cranking out harder Anti-Tank Weaponary.

Voxol Model: Tony's Tesla Tank (avalible on YR Argentina)



The V3 Truck has since gone into Russian Reserve, and the V4 - a variant designed by the Ukrainians no less - has come to succeed it. The V4 may be slower, but as an Artillery Vehicle it has what few other Red Star vehicles have - reach, and an effective methord of dealing with Base Defences.

Voxol Model: Tony's V4 Launcher (avalible on YR Argentina)



The ultimate expression of the people, the Zhnshng Mobile Fortress is a feat of Chinese Engineering based upon the now decomissioned Battle Fortress that was in use with the Allies. The Mobile Fortress carries twice as many infantry as it's predecessor, and comes with the armour and fireport related goodness you'd expect it to have. It is however an incredibly slow moving vehicle, and there can only be one in place at a time, such is it's scarcity.

Voxol Model: carnage xploade's Behemoth (avalible on YR Argentina)

Hopefully there should be more updates in future...provided something bad doesn't happen.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Mar 16, 2012 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

wahahaha....my damn ugly apoc from 2005 #Tongue

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Mar 16, 2012 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

raminator wrote:
wahahaha....my damn ugly apoc from 2005 #Tongue


It was the best looking Apoc I could find that wasn't ridicuously big X3

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Mon Apr 16, 2012 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Me again. I've been going over the unit lists for the fifty-billionth time by now, though I'm sure there's going to be more and more revisions by times end. Suffice to say progress has stagnated as IRL stuff begins to pile up, as does my Online life. There have also been in-mod reasons for things not advancing, including (but not limited to):

  • Revisions of Armies. This happens mainly due to fluff reasons, but occasionally an army may have a critical failing somewhere that needs to be addressed (Are Red Star vehicles too slow to make use of their weapons? Is the lack of a Navy hurting the Illuminate? Will fanboys cry when I decide to replace *insert Classic Unit here*?). Another half of it are Graphics. Sometimes, a Voxol or SHP comes along and my reaction is "Dude, we've got to get that thing in the game somehow!". Othertimes, the resource I'm looking for doesn't exist - and I'm no Voxol/SHP Engineer, which rules out the DIY option.

  • Limitations of the Engine. While Ares DOES allow me to do a lot of things (and I have spent time learning the new commands), some key Faction features cannot be implemented due to this. So far, the only people I know who've cracked a few things are Mental Omega - and that version as far as I know isn't available to the Small Mods and General Public yet. Until then, many planned new units (including Heroes) have been placed on hold.

    And no, this is not me asking for a release date. I understand it will be out when it's out, and not before.

  • Time and Interest. I'm not going into all the details, but a lot has happened over the months since RO was officially announced, and much more will do so before even a Pre-Alpha build can be released. Both Reasons above also factor into interest significantly.

    This is also the same reason Media beyond this thread hasn't been created - I'm a very busy man.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Apr 16, 2012 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sir Shockwave wrote:
[*]Limitations of the Engine. While Ares DOES allow me to do a lot of things (and I have spent time learning the new commands), some key Faction features cannot be implemented due to this. So far, the only people I know who've cracked a few things are Mental Omega - and that version as far as I know isn't available to the Small Mods and General Public yet. Until then, many planned new units (including Heroes) have been placed on hold.

And no, this is not me asking for a release date. I understand it will be out when it's out, and not before.
[/list]


Only AttachEffect is unavailable to the public due to the public not being interested in Ares itself. AE is my code and I'm not willing to share compiled binaries with the public until 0.2 isn't released. Rest are available with FatMan build available from http://ares.strategy-x.com/unstable/ .

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Mon Apr 16, 2012 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Only AttachEffect is unavailable to the public due to the public not being interested in Ares itself.


Really? Wow O.O

Considering what one can do with it...

Graion Dilach wrote:
AE is my code and I'm not willing to share compiled binaries with the public until 0.2 is released. Rest are available with FatMan build available from http://ares.strategy-x.com/unstable/ .


Fixed. Also, I understand and wasn't asking you to. I did feel however the reasons for slow progress should have been made clear, and this was one of them.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Apr 16, 2012 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

At least that's how I feel. 90% of the recent testing was made by MO staff members and it's so unbelivable that only MO cares about Ares that enough.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Apr 17, 2012 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Heh I use Ares too, I'm kinda saddened that not alot of people still don't prefer Ares. Sure there's the massive fixing of the coding but thats more than worth the option of having a much more stable system. NPatch requires backing up of certain Files, For Ares its way easier and less of a hassle.

The BMP Screenshots are one of the biggest boons IMO specially for Voxellers and SHP Artists as it lets you have a much cleaner and more crisp screenshot for previews.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Tue Apr 17, 2012 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
At least that's how I feel. 90% of the recent testing was made by MO staff members and it's so unbelivable that only MO cares about Ares that enough.


From what your telling me, this sounds just as unbelivable given it's A) Powerful and B) extremely simply to use if you've studied the INI Files well enough.

Atomic_Noodles wrote:
Heh I use Ares too, I'm kinda saddened that not alot of people still don't prefer Ares. Sure there's the massive fixing of the coding but thats more than worth the option of having a much more stable system. NPatch requires backing up of certain Files, For Ares its way easier and less of a hassle.


I'd also heard NPatch can occasionally cause Corruption of important files, and is a lot less versatile in what it can do.

Atomic_Noodles wrote:
The BMP Screenshots are one of the biggest boons IMO specially for Voxellers and SHP Artists as it lets you have a much cleaner and more crisp screenshot for previews.


I have to try that sometime. It would make another profiling section easier to do.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Apr 17, 2012 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty sure everyone prefers Ares, it's just most mods were developed on NPatch and cannot be transferred easily. But in any case it's not the lack of users but the lack of feedback on bugs that need to be tested for the next version to be released. Unlike cncvk the Ares team aren't releasing untested code, for better or worse.

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Sir Shockwave
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Joined: 06 Sep 2011

PostPosted: Tue Apr 17, 2012 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Pretty sure everyone prefers Ares, it's just most mods were developed on NPatch and cannot be transferred easily. But in any case it's not the lack of users but the lack of feedback on bugs that need to be tested for the next version to be released. Unlike cncvk the Ares team aren't releasing untested code, for better or worse.


As I said, I wasn't asking. I can be patient, but I needed to come clean with my reasons.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed Apr 18, 2012 3:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Most probably once Saves have been fixed and certain logics they're looking for most people will migrate to Ares.

Bounty Logic & Custom Missile Types comes at the top of my head at the one of the most wanted stuff.

_________________
~ Excelsior ~

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Wed Apr 18, 2012 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Most probably once Saves have been fixed and certain logics they're looking for most people will migrate to Ares.


Agreed.

I took a look at the link Graion graciously provided above, and I'll admit my concerns upfront - I know they're unstable builds and all, but I'm concerned downloading all the 0.2 Files will end up overwriting each other, given they all have the name Ares.dll.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Mon May 07, 2012 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, time to spoltight a unit. One that's been worked on *very* publicly.



And his credits list looks something like this:

Code:
Judicator - Holy Master, Lin Kuei Ominae, ArvinCool, Cranium, Krow


Regardless, this is Judicator. He's a part of a little something else I have plans for, but for now he's just a very adept vehicle destroyer (so here's me improperly using him X3) with a Build Limit of 1. While Judicator's exact specifics aren't 100% worked out yet, they look like this on paper.

  • Possesses powerful Long Range Anti Tank weapon - possibly Prism weapon.
  • Secondary weapon constantly buffs nearby Allied Battlesuits. Exact buff is not known at this stage.
  • Tougher than the other Allied Heroes. HP and Armour still poor compared to Red Star, but above Illuminate.
  • Due to Engine Limitations, is in fact an Vehicle rather than an Infantryman.
  • Requires a Robotics Control Center like other Tier 3 Allied Vehicles to function properly(?).


Of course, given this is all still pre-alpha-alpha, it is all subject to change. Which brings me onto two more points.

Replacing the Commandos are the "Heroes" (for lack of better wording). Each side has three Hero units, which all perform different roles and have different niches. Unlike what they replace however, Heroes work best in groups of other units rather than as Solo "Seek and Destroy" type units.

The other is the changing nature of the factions, mainly to make them differant and expand out the faction differentiation more. To use the Allies as an example, they're currently a more Infantry-centric faction. They'll be using Guardians and Defenders as their primary assault force, with Battlesuits replacing tanks and providing the bigger guns. Allied Vehicles are primarily utilitarian, consisting of support vehicles. Advanced Allied Vehicles tend to be Robots, and thus require a Robotics Control Center to function - with the exception of the Allied Hunter Killer UAV (which is available earlier and requires an Airpad instead. They will still crash if the power is toasted though).

Why this change? It was mostly to match the fluff of the Allies having to regress into more of a Policing unit than an Army. This required some thinking as to how the Army worked - and thus, removed about 90% of any voxol designs I could think of, with some small exceptions. On the other hand, it helps the Allies to play differently from the Vehicle heavy Red Star Protectorate.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Wed May 09, 2012 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

RO has a ModDB page!

To avoid clogging the thread, future updates will be directed there instead of this thread.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu May 10, 2012 4:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok, but... do you need hosting in PPM?

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Thu May 10, 2012 1:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
Ok, but... do you need hosting in PPM?


TBH, it's a divided topic.

On the one hand, I am very much an "on again, off again" guy. I do take breaks which can span to weeks at the shortest, to months at the longest. I wouldn't call myself a "Casual Modder", but I'd most certainly call myself a Part Time Modder.

On the other hand, like the ModDB page, it promotes awareness about the Mod and provides motivation to get stuff done and not sit on my arse doing nothing.

I'm going to leave the decision in your hands I think Banshee. It would be nice, but I'm not 100% sure it's the right call.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu May 10, 2012 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
On the one hand, I am very much an "on again, off again" guy. I do take breaks which can span to weeks at the shortest, to months at the longest. I wouldn't call myself a "Casual Modder", but I'd most certainly call myself a Part Time Modder.


That's not really a problem. If you look at 100% of the mods hosted here, they do the same thing. Laughing

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Thu May 10, 2012 5:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
Quote:
On the one hand, I am very much an "on again, off again" guy. I do take breaks which can span to weeks at the shortest, to months at the longest. I wouldn't call myself a "Casual Modder", but I'd most certainly call myself a Part Time Modder.


That's not really a problem. If you look at 100% of the mods hosted here, they do the same thing. Laughing


Oh. Still, I leave it up to you. Would be handy for recruiting more staff...

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu May 10, 2012 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

That means yes. Send me a PM with the name and description of the main forum and subforums that you need for it.

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