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Question to makers
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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Mon Jan 13, 2014 12:19 am    Post subject:  Question to makers Reply with quote  Mark this post and the followings unread

What are the things this mod wants added in the next version?

I'm wondering if the following are possible with the engine:

-Shock troopers
-Spies, thieves and dogs
-GPS satellite and paradrops/bombs
-Chrono Tank
-Phase transport
-GAPs
-anything else I missed?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jan 13, 2014 1:28 am    Post subject: Re: Question to makers Reply with quote  Mark this post and the followings unread

DoMiNaNt_HuNtEr wrote:
What are the things this mod wants added in the next version?

I'm wondering if the following are possible with the engine:

-Shock troopers
-Spies, thieves and dogs
-GPS satellite and paradrops/bombs
-Chrono Tank
-Phase transport
-GAPs
-anything else I missed?


1) Easily Doable

4) Theres already a Chrono Tank (It fires a railgun thing though)
5) Already in

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Jan 13, 2014 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

  • Shock troopers are indeed easy to add, but the reason I left them out is actually because the tesla weapon would look easy ugly coming from an infantry (those electricity sparks of the beam would be about just as big as the infantry itself).
  • Spies, thieves and dogs are indeed infantry I would've liked to add, but the TS engine unfortunately doesn't support them (spies can't properly infiltrate radars, thieves can't steal money without actually capturing the building and dogs can't leap towards their target or stand on the same cell as the infantry they're attacking.
  • The GPS/Spy Sattelite isn't supported by the TS engine. Parabombs aren't either, although they possibly could be faked; unfortunately we already made use of all of the original TS Superweapons and thus can't add any new ones.
  • As Atomic_noodles already mentioned, The Chrono Tank is already in.
  • The Phase Tank is also already in, as mentioned.
  • GAP Generators aren't supported by the TS engine. LKO and I have done a few tests for an alternative method to implement this; we used an animation instead of shroud, which was visible to all players except Allies, but this seemed to have too many downsides.


In short, I'd add pretty much all features from RA1 to DTA if it was possible and looked right.

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Last edited by Bittah Commander on Mon Jan 13, 2014 9:34 pm; edited 1 time in total

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Mon Jan 13, 2014 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh ok.

But wait - what do you mean it would look easy?

Dude, we gotta have uncrushable shock troopers. Those guys were awesome in RA! Maybe give 'em a build limit like the Tesla Tank - I seem able to only build three of the TTs?

---

Oh, and how bout land mines yo? Any experiments with those?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Jan 13, 2014 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, I meant ugly, not easy xD
And giving shock troopers a build limit won't make them any less ugly. Maybe I should make the soviet flamethrower infantry uncrushable instead?

Land mines can currently directly be built as structures when playing as Allies, but admitably it's very practical... but then again, the landmines in RA1 weren't very practical either.
Having a vehicle that deploys the mines is impossible however. For starters there is no way for vehicles to reload their ammo in TS
and even if there was, there is no way way for a vehicle to actually deploy a mine and also subtract this mine from the vehicle's total ammo.
The only way to make a vehicle deploy a mine in TS would be via a work around: the vehicle would have to deploy into the mine itself and then spawn another version of itself as the mine's FreeUnit (just like the Refinery spawns a Harvester as a FreeUnit), which would then (because it's a newly spawned unit) always have its full health restored. Additionally the mine layer would then either have infinite ammo or its "ammo" would deplete after deploying 5 mines and there'd be no way to reload them.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jan 13, 2014 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
Land mines can currently directly be built as structures when playing as Allies, but admitably it's very practical...

i think you mean impractical.

but yes, having a convenient working mine layer is almost impossible in TS.
I say almost as i still have one idea left, but i don't know if that is working well enough either. I'll have to test this first.


Concerning the GAP gens workaround, i still find it a very nice solution considering the TS engine restrictions, but most of the staff don't like it, so it won't be made public available (i think you can test it anyway with 1206 if you make RAGAP buildable).


I wouldn't like to see the soviet flamethrower being uncrushable. Then i'd rather see the shock trooper implemented even if the tesla weapon looks bigger than the infantry itself.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Mon Jan 13, 2014 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for replies, now I understand.

- - -

OK, so for the Tesla bolt anime, thats for the Coil and Tank - to give it to a soldier would make the bolt seem too large?

TBH, ztype it man. It can't be that ugly!

.....
.....
or is it?
Naw.

IMO, people proly wouldn't mind it.

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IN-GAME NAME: MAKINTOKE

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jan 14, 2014 3:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Regarding tesla troopers can't you just make a copy of the Tesla Particles and make a smaller one for it? Unless theres a limit to how many types of particles available?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Jan 14, 2014 4:32 am    Post subject: Reply with quote  Mark this post and the followings unread

@LKO: Yeah, I meant impractical (actually, I just forgot to type "not") #Tongue

Making the tesla particle image smaller wouldn't work very well, since that would make it stop looking like electricity then.
I could maybe instead make it look like a blue/white laser beam with particles that look like sparks along the way...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jan 14, 2014 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

also when making the tesla particles smaller, you need much more of them to create a seamless stream, which in turn raises drastically the amount of particles. And this will likely cause lags especially when you have the tesla troopers en masse on the battlefield.

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X-Mech Calendar (28 Mechs for GDI and Nod)
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