(Delphi is means Renegade 2 with "this" in the following quote)
Delphi-PG wrote:
Ishmael did a design for this in the RA universe back in 2003 before EA moved Westwood to Los Angeles. We even had a working proto type. It was awesome! Now if we only had a Chronosphere.
Ishmael-PG wrote:
Renegade 2 was going to kick so much ass... sigh.
We even had the giant ants back in the bonus level.
Ishmael-PG wrote:
We didn't get to model building for any of the Renegade 2 levels or models aside from a few that all of you have had access to (Prisim tank, etc.) for quite a while. The only partial level built was the Marin Headlands one we used in the internal demo.
Ishmael-PG wrote:
Renegade 2 was always set in the Red Alert universe.
So I know Renegade 2 was going to be in the RA universe and at the time EA/Westwood Pacific insisted on the Red Alert and C&C universes to be separate (seeming this was after the release of Red Alert 2, with which all the arguments about weather the RA and C&C universes were separate or not began).
Seeming the Prism tank was mentioned, I'm guessing Renegade was going to take place in between RA1 and RA2...
We all know now that's impossible, seeming RA2 just can't happen after RA1 (I guess EA tried to separate the universes because they knew nothing about the C&C story and figured they could make twice as much money with 2 different universes).
It was also stated by Ishmael that the original intention (after the idea of the C&C trilogy -TD, TS, TT- was scrapped) was to make the C&C time line like this:
Red Alert > Tiberian Dawn > Tiberian Sun > Tiberian Incursion
and when Westwood Pacific released Red Alert 2, their intention was to let RA2 occur in a different universe, which was created when someone messed around with a time machine again (just like Einstein did when he removed Hitler from time) in Tiberian Incursion. This is in my opinion indeed the only way for Red Alert 2's existence within the C&C canon to make sense, but unfortunatley I doubt this is also what EA was/is thinking. _________________ QUICK_EDIT
Once again, please put all of the 'whats official RA2' argument in another topic plz.
Now for my mod, an idea ive come up with (well Viper gave it to me) is to use a 'threat level' system, where by you have to upgrade your threat level at the Conyard. Each level gives you new units, also i have a basic GDI unit list up, here it is (plz note i havent chosen weather to keep or remove the Survayor and Rig)
Low - Light APC and Infantry (Rifle, AT & Engineers).
Guarded - Predator, Pitbull (Mg can be upgraded with AT missiles), Mobile Turret, Amphibious APC (Not in image yet, im lazy lol) and Orca Transport.
Good idea (sounds kinda like KKND techlevels),
but I think you have too many units.
Basically you have TS+ TW units, I think it would be better if you made evolution of TS ones and keep some TW ones, but wouldn't have more than typical unit type count +4 or so.
I'd like if each level added something new, not light APC, amph APC or
predator,titan,mamooth tank,titan2...
That would be better if you modded Supreme Commander and used it's style, or tried to make a Supreme Commander style TW mod (not a bad idea IMO, SC is much better than TW, but hard to mod) _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
I'm here to mod C&C3, into a better version, not into SC. Keep that game out of it. (It looks good but im not changing my mod )
As for the units, the reason i have used TW units early on is that in the campaign GDI starts at Low threat level, they also are restricted with their budget. So they are stuck with basic cheap units (TW stuff), once the war starts and escalates then they start producing their more powerful units (TS).
I've tryed to keep this as logical as possible, having the more powerful TS units at the end, so that GDI has to get the funding to produce them in the game. QUICK_EDIT
I'm just saying that if you'll have so many units (and so similar), you'll either get a more-less boring gameplay... simply put: Don't keep every one unit from both games (at least evolve them), and add something new.
(Take SC note as the only game that is good with many similar units) _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
Joined: 11 Nov 2005 Location: Buffalo NY, a yellow zone w00t!
Posted: Tue Mar 06, 2007 4:45 pm Post subject:
Holy_Master wrote:
Hi! i plan to Modding C&c3 Too, i plan to bring Some unit i hope i'll applier in C&c3 but EA dont do it as.
- Titan Mech
- Disruptor Tank
- MLRS
- Tick Tank
- Orca Bomber
And Cabal
personaly i like the most of EA unit list on C&c3 but i still want they to bring back my favor too.
if you interesting you can disscus with me about it may be we can merge an idea and mod it.
i can modeling and texturing but my texturing skill not so much good i'll glad if some one can help me with normal mapping i'm sure the game using it.
(OMMG those renders are awesome! _________________
-Wraith88 on EA forums QUICK_EDIT
some tiberian creatures would be cool, like tiberium fiend,etc cuz in the demo there are none and i guess in the game neither
btw where do you get cabal art concept? i've been searching the for it, and no links that actually work, not even 1 picture:S QUICK_EDIT
I've got 1 or 2.
Ive been playing the GDI Campaign (hehe I got the full game, KE ) and GDI seem to be a very spaced based side (as we already knew, but moreso then in TS), so perhaps we should use that somehow
EDIT: Actually, thinking about this space based idea, perhaps instead of GDI building everything, perhaps have it so they are droped in from space by the large dropship. Either by building the tank then it comes down on a dropship bay or by using the reenforcement system already ingame (like how airbourne troops can be called in), Either way the MMK2 will come in via reinforcement way (via Heavy Dropship)
As for that threat level stuff, as you go up a level you will either be able to upgrade the unit the the new leveled unit or build the new units, i havent decided yet (personally i prefer to have both myself )
Either way, I need modelers/texturers for the mod to work QUICK_EDIT
They already have it, except only for zone troopers, however i do agree that the droppod ability from TS should be re-added for standard inf too QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Wed Mar 28, 2007 1:31 pm Post subject:
the droppods, in case you havent noticed yet, use rockets to slow it down, instead of just letting it smash into the ground. (for tanks only, of course) _________________ Please, read the signature rules of the forum. QUICK_EDIT
Shouldnt be too hard to fix, do you think the 1 in TW looks better, or grab TS's DP? or make our own but using the TS's one to work from (evolve it) QUICK_EDIT
from memory its only been 10 years, in military terms that isn't alot. Depending how long the drop pods were around when TS started they could still be used in TW era. QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Thu Mar 29, 2007 12:52 pm Post subject:
well, they sure as hell arent large enough to drop a tank in, so at least for vehicles you need new ones. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Infantry:
General updates:
Bunker effect for all armed infantry (Medic/engineers dont get it)
Rifle
Bazooka
Engineer team - More then 1 man in a squad
Medic
Granadeir - longer range
Sniper
Zone Trooper - Invulnerable to tiberium
Commando - No build limit, may be Invulnerable to tiberium.
Vehicles:
General updates:
Pitbull - Start as MG & can be upgraded to rocket launcher
Predator - Missile launcher now upgradable (weak against aircraft), Railgun upgrade not avaliable
IFV - Current APC
Harvester
MCV - Refer to Kodiac
MDP - Replaces the Rig's origional position as mobile defence, selective armaments.
Mobile Barracks - Re-deployable barracks.
Rig - Replaces the survayor, its now a mobile outpost (not a defenceless truck)
Mammoth MKIII Tank - 20% cheaper 10% faster
Juggernaught MKII- Turn off chicken and dog animations, make new animations. Doesnt need to deploy to fire normally but to fire for the snipers it deploys.
Wolverine - Slow, watch tower weaponry, strong armor against MG/rifles. Deployable in heavy droppod
Titan - Starts with AP 120mm cannon, upgradable to railgun. Slower then Predator, stronger, longer view distance.
Amphibious APC - Stronger then the IFV, is amphibious, troops cannot fire from it, it carries 4 squads.
Hover MLRS - Fast hover unit, weak, fires area effect rockets (no/limited AA)
Disruptor - 'Sonic' tank
Mammoth MKII Walker - Comes in via heavy dropship (special ability from offmap). Slow, heavily armoured, armed with Railguns, AA missiles & chin MG.
Aircraft:
General updates:
Orca Gunship - 30mm cannon, weak AT missiles and can change to a FFAR pods for infantry.
Orca Fighter - Heavy AT missiles (1 missile 1 normal tank), longer range.
Firehawk - Heavy bombs (good against buildings) and can change to AA (more powerful then currently)
Orca Transport
Carryall - Auto carries Harvester (if possible)
Dropship
Heavy Dropship - Only air unit that can carry the MMK2
Kodiac class Command Center- Airbourne MCV
Buildings: Deployed Kodiac
Crane
Power plant - Turbine upgrade done at tech center
Refinery
Barracks (mobile) (medics come out to heal nearby troops when in building form)
Tech Center
Dropship Bay (Normal repair drones), builds dropships and vechicles
Airbase
Orbital Uplink (Both Space uplinks in 1)
Vulcan (Possibly as component tower upgrade)
AA (Possibly as component tower upgrade)
105mm Auto Cannon (Possibly as component tower upgrade)
Disruptor
Note: This list is a WIP list and is subject to change. QUICK_EDIT
sounds awesome, i was making a mod called tiberian twilight evolution a hell of a long time ago for generals, i still havent removed its banner yet, well because i hadnt come here for ages since i stopped workin on the mod and havent bothered removing it. anyway i had a hell of a lot of ideas, ill link you to the site, bare in mind some of these ideas were made before i even knew C&C3 existed, funny that it has some similarities like the nod war fact.
Some concern to the balance like unlimited commandos and Mammoth tanks cheaper and faster that would need some adjustment. Commandos own infantry and Mammoth tanks own when massed already.
Plus compatibility with the original campaign objectives. Hopefully everything works out. QUICK_EDIT
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