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Fall 2004 NCM Mod Update *Completed*
Moderators: Triforce
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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Sun Sep 26, 2004 2:56 am    Post subject:  Fall 2004 NCM Mod Update *Completed* Reply with quote  Mark this post and the followings unread

Time for a update on the overall status of NCM Revolution. I'll divide it into 5 sections: Overall, GDI, Nod, NCM, and Work In Progress.

I'll be updating and changing the list through out the week, because there is so much to add and to make sure it is acturate.
(I'm trying to do it off the top of my head Razz )

Please do not post in this thread, use the Fall 2004 Updates Comments thread.

Triforce

_________________
The Cake is a Lie!!!
The Cake is a Lie!!!
The Cake is a Lie!!!

Last edited by Triforce on Mon Apr 30, 2007 10:55 pm; edited 2 times in total

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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Sun Sep 26, 2004 3:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Overall Updates to NCM Revolution

Terrian:

-Added new trees and rocks from TD.

-You can now see the ground type (grass,rough,sand,road) under Tiberium Viens

-FS fona added to Normal TS

-Added brand new fona types

-Added some fona from the TS Concpet Art

-Trees now have a health of 25 (was 200)

Animations:

-Some defalut TS animations have been unpixelated and improved

-All explosions loose translucency on the lowest graphic setting

-Buildings missing animations have been fixed (ex: HoN, Tib. Silo)

-New wepon animations added

-Tank and artillery shells have smoke trailers added

Sound:

-Abient fire sound added (From RA2)

-Unused explosion sounds added

Interface:

Enemy Units and Buildings show their real names

Gameplay Changes:

(Effects All Sides)

-Sandbags added

-Spotlight Towers Added

-Light Posts Added

-Pavement Cost Reduced to 25 (was 75)

-All Units Self-Heal when eilte

-Helipads Reload Slightly Faster

(Effects GDI Only)

-Drop Pods added to TS.

(Effects Nod Only)

-Reapir Bay Added

-Chemical Missile Removed

_________________
The Cake is a Lie!!!
The Cake is a Lie!!!
The Cake is a Lie!!!

Last edited by Triforce on Wed Sep 29, 2004 12:36 am; edited 1 time in total

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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Sun Sep 26, 2004 4:08 am    Post subject: Reply with quote  Mark this post and the followings unread

GDI Changes & Updates

-All new Cameos

-New Radar Logo and Animation

Infantry:

-Removed PeaceKeeper (swiched to NCM)

-Ghoststalker build limit now 2

Vehicles:

-Wolverine renamed to Assult Mech, weapon effectiveness increased, sight increased to 8

-Titan now has muzzle flash animation

-Hover MLRS now launches 6 missiles, overall damage is still the same. (damage per missile was lowered)

-Amphibous APC now requires Radar Tower to be built first.

-GDI Mobile Sensor Array radial color ring is now gold. (each side has unique version)

-Juggernaut added to TS, speed lowered to 3

-Limpet Drone added to TS

-Hover Tank has new voxel art, weapon still being worked out.

-MKII build limit of 1 re-added.

-Mobile War Factory Added to TS

-Hunter Seeker is GDI only and player controlable, weapon being worked out

-Ion Storm Tank weapon working, animation 50% working.

-Hover Harvester is now Amphibious Harvester

Air Units

-Orca Fighter has improved voxel art, weapon graphic improved.

-Orca Bomber has new voxel Art. (large single fan version)

-Orca Transport Added. Works like the TSR version, only it cannot paradrop units. It does act like a carryall, but is much slower and weaker, making it a poor replacement. Carries 5 infantry. Cost 1700.

Buildings

-Construction Yard Stronger. No super weapon can destroy it in one shot.

-Sandbags added.

-Spotlight towers now act like Mobile Sensor arrys, only with a much smaller range of 3 cells. They are also the only other building besides radar centers or super weapon buildings that can detect stealth units.

-Power Turbine power output returned to default settings.

-Helipad has a slightly differnet base now.

-Component Towers and all addons now require power to operate. They also can no longer detect stealth units.

-Upgrade Center stronger. No super weapon can destroy it in one shot.

-Dropship Bay can be built. Build this to call in Drop Pod Renforcements.

-Drop Pod Node Removed from TS and FS

_________________
The Cake is a Lie!!!
The Cake is a Lie!!!
The Cake is a Lie!!!

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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Mon Sep 27, 2004 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Brotherhood of Nod Changes & Updates

-All New Cameos

-Improved radar logo and animation

Infantry:

-Light Infantry made GDI only. Nod now has the Black Hand in replacement. Black Hand Soliders carry small lazer rifles, but damaged is still the same as the GDI and NCM counterparts.

-Dr. Evil Medic added. Due to the heavy losses from the CABAL attack, more importance has been placed on the basic Nod solider. However, all Nod personal will still give their lives in the name of Kane.

-Chem Warrior added. Uses the leftover Chem Warrior voices sometimes used by the Toxian Infantry. Weapon is effective vs. infantry,light armor, and wood class buildings. Requires Radar Center and HoN.

-Chameleon Spy buildable. This version is deferent from the defualt one, in that the Spy cannot enter buildings. Being a mutant, it is Tiberium proof and will not uncloak in Tiberium Fields. Requires Tech Center and HoN.

-Mutant Hijacker build limit now 2.

Vehicles:

-Nod Buggy voxel art edited. It now has a turret like in the movies. Renamed from Attack Buggy to Nod Buggy. Weapon effictiveness improved. Sight increased to 7

-Attack Cycle voxel edited. Removed the antena on the back and made the 4 missiles red. Renamed to Recon Bike. It is aslo now the fastest and best scout unit ingame, with a speed of 12 and sight of 9. Weapon can now fire at air units.

-Tick Tank voxel edited. Added double barrel to deployed and undepolyed modes. Also added new weapon for deployed mode, which has a faster rate of fire and is more powerful than the undeployed one.

-Mobile Repair Vehicle voxel improved.

-Mobile Artillery voxel edited to include 2 antenas.

-Heavy Tank Added. The Predator Heavy Tank is now a Nod unit, making it the best offenesive unit on the Nod side. Works best in large packs, but can be easly destroyed by advanced weapons without artillery support.

-Limpet Drone Added To TS.

-Mobile Sensor Array Recolored for Nod. Radial Ring is now Red.

-Cyborg Reaper Added to TS. Renamed to Cyborg Spider. Nod's attempts to produce CABAL's deadly Reaper have resulted in the Cyborg Spider, a less advanced and less armored version.

-MCV recolored for Nod. Only effective when built from the War Factory.

-Subterranean Demo Drone Added. Basicly a mini sub-apc drill on pair of mech-like legs with a bomb for a body. A single Demo Drone can cause little damage to a protected base, while 8 can take out a Construction Yard if all are placed next to it. The Unit is destroyed when the bomb goes off.

-Devil's Tongue voxel art improved. Armor increased slightly.

-Stealth Tank voxel edited. Unit speed and Sight increased to 8.

-Mobile Stealth Generator Added to TS.

-Red Scorpion added. Advances in laser technology have let Nod make a mobile version. Much weaker than its obelisk counterpart, but still a powerful weapon. Very little armor is installed. Best when used with other Nod vehicles. Weapon is 85% done, Animation being worked out.

-Fist of Nod added to TS

-Plasma Cannon Tank added. The most powerful tank Nod has, fires a charged plasma projectile similar to the Cyborg Commando's. Slow moving but fairly armored. No Anti-Air Weapons. Voxel needs to be reworked.

-Stealth Harvester added. A normal harvester with stealth technology. Like all secondary Harvesters, (Amphibous harv. Turbo Harv.) it has 50% less cargo room.

-Cluster Artillery. Unsure if this unit will stay or go.

Air Units:

-Harppy renamed to Apache II. New takeoff, landing and crash sounds added.

Buildings:

-Missile Silo health incrased to same as CY. Cost Increased to 2000.

-Pyramid of Kane added. Build this to get the Meteor Strom Super Weapon, and the most advanced Nod Units.

-Waste Facility Removed.

_________________
The Cake is a Lie!!!
The Cake is a Lie!!!
The Cake is a Lie!!!

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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Wed Sep 29, 2004 1:52 am    Post subject: Reply with quote  Mark this post and the followings unread

NCM Changes & Updates

-New Playable Side, NCM

Infantry:

-Minigunner. This is the basic NCM solider. Cheaper to produce than GDI & Nod (Cost=100), but less armored and powerful.

-Grenader. Powerful anti-infanry unit. Aso efective against light armor and some buildings. Cost 160. Unit can sometimes be a threat to its own team should it explode when killed.

-Bazooka Infantry. Great Anti-tank unit, but slow moving. Not effective vs other infantry. Cost 250.

-Batle Doctor. Heals infantry in the field, and will scan for wounded on its own. Cost 600.

-Mutant Peace Keeper. Hired by NCM to keep the Allied Civilian and Mutant populations from fighting, Peace Keeper tropps are skilled anti-infantry units, and also effective vs light vehicles. Also has the added bonus of healing in tiberium. Cost 1100.

-NCM Commando. The most eilte NCM infanrty unit. Skilled marksman and demolition experts, Commandos can take out a whole base with thier C4 packs. However, they carry no anti-vehicle weapon. Cost 1800.

-Mutant Commando. Allied with the NCM cause, the Mutant Commando releys on raw firepower to win a battle. Powerful vs both Infantry and vehicles, they are feared opponents. Like all mutants, Mutant Commandos can heal in Tiberium. Cost 2000.

Vehicles:

-Hummvee. Basic scout unit, effective vs infantry. Cost 350.

-Viper Light Tank. Needs new voxel art. NCM's fast assult tank, it can do laps around GDI's and Nod's slow moving tanks, but is lightly armored and carrys a smaller less powerful gun. Cost 550.

-Commbat APC. Needs new voxel art. Still working out the details on this unit.

-Rocket Pod Tank. Could use a new voxel image, but current is okay. Fires 12 weak, inacarute, missiles in the general direction of the enemy unit. Poor against moving objects, it is better used against buildings or aircraft with its scondary AA rockets. Cost 800

-Medium Tank. Voxel art done. Slower than the Viper Light Tank, but overall better. Mass production is the key to the Medium Tanks success. Cost 750.

-L.A.V.A.S. (Lightly Armored Vehicle, Artillery Support) A quick, medium range artillery unit used to back up NCM forces. Poorly armored, the LAVAS should stay well behind the main force. Weapon is somewhat acruate against moving targets. Cost 650.

-Mobile Sensor Array. (Grey color scheme) Stolen from Nod forces and reversed enigneered. Just like the GDI and Nod Counterparts.

-NCM MCV. The start of an NCM Base. Deploy to use.

-SSM Launcher. Voxel art may change. The most powerful artillery unit NCM has. Has a better range and much more powerful weapon than the LAVAS. Due to the size of the missiles, armor is thin, so it should be protected at all times. Cost 1000.

-Mammoth Tank. Voxel done. While GDI may have abandoned its first generation Mammoth Classs tank, NCM finds them extremely effective on the battlefield. Many upgrades have been made to te armor and weapon systems, allowing it to go head to head with the best of GDI and Nod Forces. Cost 1700.

-Mobile War Factory. Just like the GDI and Nod Counterparts.

-Turbo Harvester. Seemingly a normal harvester, unit it goes to move. The fastest harvester ingame, half of its cargo bay is uesed for a more powerful enigne. Cost 1600.

-Energy Cannon. Voxel done. Details about this unit are unavalable.

-Golith Tank. Voxel okay, could be remade. Details about this unit are unavalable.

Air Craft:

-Striker Jet. Main unit of the NCM air force. One round of powerful anti-vehicle missiles are fired, then it must return to reload. Cost 1600.

-Fortress Bomber. Unsure if this unit will stay.

-Super Chinnok. This was GDI's prototype before carryall tecnology came. Left to rust in abandoned bases, this unit can carry both infantry and vehicles, (5 infanrty or 1 vehicle at a time) making it a great addtion to NCM's air force. Cost 2000.

Buildings:

-Geo-Thermal Power. Provides power for the NCM base. Output is more than standard GDI and Nod Power Cores. No adavanced version avlable. Cost 450. No buildup animation or animations.

-Barracks. Build this to train NCM infantry. No buildup animation or animations.

-Tiberium Refinery. Smaller than GDI and Nod versions, but functions the same. No buildup animation or animations.

-Tiberium Silo. Just like the GDI/Nod ones. No new Image Yet.

-War Factory. Builds all of NCM's ground forces. No buildup animation or animations.

-Radar Dome Facility. Gives NCM players radar overview of the battlefiled. Image needs to be changed to remove scraped upgrade area.

-Helipad. Builds NCM's air force. No buildup animation or animations.

-Technology Center. Opens up advanced buildings and units. No buildup animation or animations.

-ICBM Missile Silo. Needs New Image. Build to produce the ICBM Missile Superweapon. Cost 2000.

-Advanced Tech Lab. Needs new image. Opens up the most advanced NCM units and buildings. Cost 2000.

-Guardian Turret. Turret animation needs work. The Basic NCM Base deffence. A powerful twin barrel gun effective aginst all vehicles. Cost 500.
No buildup animation or animations.

-Anti-Aircraft Site. Needs new image. Same as Nod's SAM for now.

_________________
The Cake is a Lie!!!
The Cake is a Lie!!!
The Cake is a Lie!!!

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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Fri Oct 01, 2004 11:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

NCM Revolution Work In Progress Items

-All New Computer/EVA voice for Nod. I'm trying to use the Nod EVA voice used in C&C Renegade and apply it to Skrimish Mode. Many of the voice samples are there, some will have to made from cutting up different files, and some don't seem to be avable at all (Clustr Missile, Ion Storm, Bridge Repaired) Theres still alot to work to do before I inclued it in the Mod.

-NCM Mission Maps. I have 8 Mission maps I made for NCM when I first stared it almost 3 years ago. Some of the maps are good, others are just converted skrimsih maps. I'm plan on fixing them up best I can so that there is some type of Mission to work through. I want to make an offical NCM Campain someday, so these would just be place holders.

-Improved AI. I have not spent alot of time working with the TS AI, so I am not sure if the first release of NCM will have any new AI at all. It maybe an addtion download at a later time.

_________________
The Cake is a Lie!!!
The Cake is a Lie!!!
The Cake is a Lie!!!

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