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Yuri
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What do you think?
It rocks! I love it.
16%
 16%  [ 1 ]
It's pretty good.
33%
 33%  [ 2 ]
Meh, could be better
16%
 16%  [ 1 ]
It sucks. I feel that it's inadequate or disappointing.
33%
 33%  [ 2 ]
Total Votes : 6

Author Message
the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Thu Feb 28, 2008 6:48 am    Post subject:  Yuri Reply with quote  Mark this post and the followings unread

Bwahaha! I have finally finished my very first mod of Yuri's Revenge! All that's left is a little tweaking of weapon power and armor, but the mod is entirely complete! This is the Counterbalance, essentially since there were some severe balance issues in the game, I decided to smooth them all out with this modification. Up to Date as of: 03/01/08

-----New Special Units-----

* US Marine -- The United States found that their paradrops, while handy, were just too risky to run and so they relegated them for special operations, but at this time, the US Marines had their debut on the battle field. They're fast, and their gun can eliminate most infantry quickly and efficiently. Cost: 500

* Challenger Tank -- After the grand overhaul of the British to enable all the other allies to train snipers, Britain looked to improve it's tank regiment. Hence, the stronger and better Challenger tank was produced by Britain as a replacement for the Grizzly. Cost: 800

-----New Standard Units-----

-----Allies-----

* Allied APC -- Armed with an anti-armor canon, the Allied APC was developed to transport units across land quickly and efficiently, rather than using the slower NightHawk Transports alone. Cost: 500

* Allied Attack Helicopter -- The allies felt that their air power was lacking, so they developed the standard attack helicopter to be used on the battlefield. Armed with anti-armor missiles and an anti-personel machine gun, this light-armored air craft proves itself time and time again on the battle front. Cost: 1400

* Allied Mammoth Tank -- Forever the mammoth tank. Allies were frustrated by being dominated by the superior soviet Apocalypse tanks and hence designed one themselves to combat the heavy behemoths. Featuring the famed double barrels and an anti-aircraft missile launcher, now the Allies have something to fight back with. Cost: 1750

-----Soviet-----

* Soviet Robot Tank -- The soviets stole the concept from the allies to be used against Yuri: a robotic tank. Armed with its standard anti-armor gun, this soviet model was fashioned after the Allies and hence does not require a control station in order to be able to function. With mobile power supplies, these robots don't have the same drawbacks as the allied models do. Cost: 800

* Soviet Attack Helicopter -- Since the Allies commissioned their attack helicopter, the Soviets followed suit and built their own version of the helicopter in order to combat the Allies' new weapon. Armed with similar anti-armor missiles and anti-personel machine guns, they are certainly a match for their allied counterparts. Cost: 1400

* Soviet Hind -- Soviets were nearing desperation in having the mobility that the allies possessed. Sure, Mother Russia was a military tyrant but if the enemy could sneak behind their lines, what was the point? The soviets introduced the Hind as an air transport to carry their troops quickly. Cost: 1000

* Spetznaz -- The Russians finally decided to let their special operatives off the training grounds and into the field. The Spetznaz employ C4 to detonate structures and destroy them quickly while they carry an AK 47 to do away with the infantry along with special bullets to attack armored vehicles. Cost: 1000

-----Yuri-----

* Yuri Ore Miner -- Yuri learned of the Allies gaining more access to snipers and so he decided to make plans for an ore miner to replace the general work force of slaves. He found them quite inefficient, though not totally useless and so he employs war miners now to gather his ore, favored over the slave drivers. Cost: 1400

* Yuri Transport Disk -- Yuri was frustrated that he had to rely on amphibious transports as the only way to transport his soldiers across the battle field. Then was born the transport disk. Yuri had simply used the plans of a standard hover disk but modify them to carry people instead. It carries 8 soldiers into battle and ready for combat but lacks any sort of weapon system. Cost: 1250

* Yuri Attack Dog -- Spies were getting better. Now they were trained to resist Yuri's psychic probings and successfully infiltrate his facilities virtually unhindered, yet the dogs olfactory sense of smell trumps even the spy's new training to resist the psychic effects of Yuri's technology. Cost: 200

* Gattling Submarine -- Yuri lost the Soviets engineering when he was building his Boomer Submarines. Though not completely gone, the Boomers were relegated to a lesser status and so Yuri needed a new navy. One of the first ships out of the box was the Gattling Submarine. Essentially, it would surface and use a gattling turret in order to shoot down air craft. Cost: 1000

* Sea Sled -- Yuri had his water-based anti-air defense and now he needed something to fight the ships that roamed the high seas and so Yuri came up with the Sea Sled. It skims across the water at high speeds and can drop torpedoes into the water for devastating effects. Cost: 750

-----New Buildings-----

-----Allies-----

* Battle Bunker -- In order to match the Soviet's ingenuity of making bunkers available on the battle field, the Allies matched them with their own concrete bunkers. In each bunker can hold up to 5 soldiers. Cost: 500

-----Soviet-----

* Soviet Sensor Defense -- The Soviets felt that their technology was severely lacking, depending on spy planes to reveal the enemy, but planes can get shot down. This is why the Soviets linked their spy network to a sensor array in order to expose valuable locations and information on their enemies. Cost: 1500

-----Yuri-----

* Yuri Ore Refinery -- Yuri saw weaknesses in his slave mining operations - the slaves themselves. He decided to cut the middle man and go straight for the gold and so he employed War Miners to do his mining. Armored and sniper-resistant, Yuri could now be confident in his ability to gather ore. Cost: 3000

-----New Spy Technologies-----

* Allied Stole Allied: Chrono Commando (Cost: 2000)
* Allied Stole Soviet: Tesla Commando -- The Allies loved their special ops. Guerrilla tactics were their strong points. And so, should a spy breach a Soviet tech lab and steal the designs to the Soviets most revered soldier, the Tesla Trooper, the Allies could put a well-trained man in the suit and give it a few upgrades to increase its efficiency. (Cost: 1000)
* Allied Stole Yuri: Stealth Commando -- The Allies are all for a super secret method of attack, destroying something without explanation. What commander doesn't? Well, the Allies are working on stealth technology and find a great abundance of work done by Yuri in the endeavor. Combining their progresses, the Allies came up with the Stealth Commando. (Cost: 2000)

* Soviet Stole Soviet: Conscript Vanguard -- Feeling that the Conscript needs a real face lift, the Soviets were working on a second-edition of the standard weapons and armor to be given to the conscripts but haven't found a viable method. However, when they see another's plans and combine them, the result is the Conscript Vanguard. (Cost: 250)
* Soviet Stole Allied: Chrono Ivan (Cost: 1750)
* Soviet Stole Yuri: Psi Commando (Cost: 1000)

* Yuri Stole Yuri: WASP -- In retaliation to both the soviets and the allies developing their own attack helicopters, Yuri set out to make a bigger and better helicopter than anyone else, but he needs a few ideas from some of his commanders. His spies infiltrate another battle lab and his plans are complete. (Cost: 1500)
* Yuri Stole Soviet: Bio Trooper -- Dressed in the Tesla Trooper suit, the Bio Trooper is a force to be reckoned with. He fires a single radiation beam that instantly mutates infantry into Brutes that serve under Yuri's command. (Cost: 2000)
* Yuri Stole Allied: Reaper Tank -- Yuri was busy developing a bigger and better tank than either of the mammoth tanks that the soviets and allies had. Stealing the new allied technology, Yuri was able to complete his Reaper Tank complete with 160mm main canon and anti-personel machine gun. (Cost: 1950)

* Stolen Everything: Centurion Siege Crawler -- Big, powerful, and mean. Complete with two firing positions and a huge long-range main canon, this crawler means serious business. The Centurion Siege Crawler is immense in size and carries two soldiers inside that can fire from the gun ports. The armor is thick, and the crawler is slow, but it makes up for all of that in sheer power. (Cost: 3000)

-----General Changes-----

* Spies can be trained by everyone
* Snipers are no longer the British Unique
* Brutes were made slightly stronger to increase survival rate
* Guardian GIs have reduced cost of 300 and only target armored vehicles with their rockets.
* Conscripts have slightly increased power
* Prism towers have increased power
* Paradrops all made to 8 of the basic infantry (Initiates, GIs) and 10 Conscripts
* Boomers require battle lab before being built
* Yuri Reveal recharges faster
* Hover Transports no longer require the naval yard to be built
* Sensors on Yuri's Psychic tower and clones have been removed
* Sandbags, fences, hedgehogs, and country flags can be built by all.

-----Screen Shots-----

The following are screen shots of the various new units found within the game.

Centurion Siege Crawlers


Bio Trooper, Reaper Tank, WASP, Yuri Ore Refinery


Bio Trooper in action


Soviet Attack Helicopters, Conscript Vanguards

Last edited by the1corrupted on Sun Mar 02, 2008 4:27 am; edited 6 times in total

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Thu Feb 28, 2008 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

sounds interesting, any pics?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Feb 28, 2008 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

AI is on it's way, I now have some more info thanks to your post #Tongue

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Feb 28, 2008 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its not really 'balance' when you just make all the sides identical.

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Thu Feb 28, 2008 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree with Tratos. This is why most YR mods lately suck, because they just add Battle Bunkers and Airpads to every faction and give Yuri an ore refinery...what's so wrong with DIVERSITY?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Feb 28, 2008 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey, some people prefer balanced sides, not lots of us, but some. So why not have another balance mod, it is pretty well balanced so far as i can see too. Not that it hasn't been done to death though...

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Thu Feb 28, 2008 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright, well, it's not that I gave EVERYONE an air pad or EVERYONE an attack heli or something of that nature. Russians lacked any sort of air superiority or some method to counter the Allied air strikes other than having Boris call in an air strike. Not that that's all so bad, but if you're the soviets and the Allies pound you with a combination of ground and air power, you want a piece of that action too. Plus, I had to add several spy techs to make each faction have a unique contingent of special units. I did consider giving Yuri a Map Revealer and some sort of radar-blocker, but that's too much like the allies. Besides, psychic reveals are sure-fire ways to reveal the map rather than depending on a spy plane. I gave the soviets a revealer because planes do get shot down. I also felt that Yuri's Boomers were too powerful, so I decided to make them advance-tech and replace them with two other units. I made the conscripts tougher to combat other infanty. While they won't wipe the floor with anyone, they do have a better gun. Brutes, on the other hand, were deemed entirely worthless for 500 credits, so I upped their armor and strength so they can survive bullet fire better, but again only a tweak so they're not the destroy-all type of unit. Yuri was almost completely fine with what he had, but it was the allies and the soviets that I tried to focus more of the balance to. And the Soviet Robo Tank.. You had to see that coming. Soviets are great at tank building, and so building a robotic one just comes naturally. And since the allies can now train snipers endlessly, your slave miners would be stuck between a rock and a hard place as you just watched your slaves all be picked off and you have zero income.

EDIT: Damn, this post wasn't supposed to be so long...

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Feb 29, 2008 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Isn't Mental Omega a balance mod? And isn't it very popular? I do think so... I'd say that most RA2 mods are balance mods because Yuri is very unbalanced, and many ppl want to fix this. And not all ppl have the time, knowledge or resources to create a total conversion mod like TACKTICS Rolling Eyes

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Feb 29, 2008 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yay yuri scheme fighters for soviets and that soviet aircraft pad flag which has a horrible remap when soviets aren't red players and oh whats this? a centurion firing a shell?

Wow the originality never ceases to amaze me ....

I could mention how the color scheme on the hind is so wrong that it looks ugly

Nothing makes this mod stands out at all ..

MO has a campaign at least and some RP features. I personally think it has a horrible economy system and that most of the people who post there have just been spammers or idiots that can't work a simple patch without been guided like a baby.

You don't need conversion style artists and 3d graphic gods to make a good mod. You can get a decent mod using decent, correct scheme public assets with edits and some generally new ideas.

The refinery idea I have no issue with but if the miner is some generic thing that ugh ..

Otherwise its another millionith mod with some form of generic steorotype units which never seem to go public. (download beta, etc)

Might also help to actually use paragraphs too if you write a lot.

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Last edited by Allied General on Fri Feb 29, 2008 5:45 pm; edited 1 time in total

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Fri Feb 29, 2008 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

the1corrupted wrote:
Alright, well, it's not that I gave EVERYONE an air pad or EVERYONE an attack heli or something of that nature. Russians lacked any sort of air superiority or some method to counter the Allied air strikes other than having Boris call in an air strike. Not that that's all so bad, but if you're the soviets and the Allies pound you with a combination of ground and air power, you want a piece of that action too. Plus, I had to add several spy techs to make each faction have a unique contingent of special units. I did consider giving Yuri a Map Revealer and some sort of radar-blocker, but that's too much like the allies. Besides, psychic reveals are sure-fire ways to reveal the map rather than depending on a spy plane. I gave the soviets a revealer because planes do get shot down. I also felt that Yuri's Boomers were too powerful, so I decided to make them advance-tech and replace them with two other units. I made the conscripts tougher to combat other infanty. While they won't wipe the floor with anyone, they do have a better gun. Brutes, on the other hand, were deemed entirely worthless for 500 credits, so I upped their armor and strength so they can survive bullet fire better, but again only a tweak so they're not the destroy-all type of unit. Yuri was almost completely fine with what he had, but it was the allies and the soviets that I tried to focus more of the balance to. And the Soviet Robo Tank.. You had to see that coming. Soviets are great at tank building, and so building a robotic one just comes naturally. And since the allies can now train snipers endlessly, your slave miners would be stuck between a rock and a hard place as you just watched your slaves all be picked off and you have zero income.

EDIT: Damn, this post wasn't supposed to be so long...


Making every side the same is not balance, making every side different whilst maintaining that each has an equal chance to win IS balance. Every side doesnt have to have a counter to everything else. Just gonna nit-pick your post now:

Quote:
Russians lacked any sort of air superiority or some method to counter the Allied air strikes other than having Boris call in an air strike.


This is countered by the fact that soviets have superior armor units, they also have very cheap anti-air.

Quote:
Not that that's all so bad, but if you're the soviets and the Allies pound you with a combination of ground and air power, you want a piece of that action too.


Then play Allies? Or use the soviet air units (siege chopper/kirov) both of which happen to be the most powerful air units in the game.

Quote:
I gave the soviets a revealer because planes do get shot down.


Yes, but when they are successful, they reveal a much larger area, its the risk you take, don't like it, play allies or yuri.

Quote:
And since the allies can now train snipers endlessly, your slave miners would be stuck between a rock and a hard place as you just watched your slaves all be picked off and you have zero income.


This is a problem you yourself created when you let all allied houses train snipers. The problem could of been solved by just defending your slaves better against allied houses, a handful of gatling tanks make quick work of snipers.

All in all this mod is just like others of its kind, "i cant be bothered to figure out unique tactics with the side i like playing so ill just give all the benefits of everything to all 3 sides".

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Sat Mar 01, 2008 1:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Tratos: Soviets don't have cheap anti-air, just a little bit more of it. As for the Kirovs, they're expensive to build and take forever just to get across half the map. When they've left your base, you need to escort them or they get shot down by enemies who move to intercept them. As for the plane risk, if both the allies and yuri have a sure method of revealing the map, why is it that the Soviets are left out in the dark? The Soviets are awesome in the way that they usually use the "overpower" tactic against enemies.

Allied General: Eh, I did feel that I was making things less "unique" and just more of the same, just with different masks. However, it's difficult to find voxels and SHPs of stuff that would fit the need for uniqueness. Over half of all the voxels out there are tanks, and I don't want some 50 different tanks in the game itself. Although...

Random Mod Idea: Tank Wars. Basically, all you can make are tanks and you try to blow everyone up with them.

This is my first mod and it's only in alpha. I just wanted to get people's takes on it.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Sun Mar 02, 2008 3:13 am    Post subject: Reply with quote  Mark this post and the followings unread

the1corrupted wrote:
Tratos: Soviets don't have cheap anti-air, just a little bit more of it. As for the Kirovs, they're expensive to build and take forever just to get across half the map. When they've left your base, you need to escort them or they get shot down by enemies who move to intercept them. As for the plane risk, if both the allies and yuri have a sure method of revealing the map, why is it that the Soviets are left out in the dark? The Soviets are awesome in the way that they usually use the "overpower" tactic against enemies.


Only yuri's reveal is 'sure-fire', blow up a spysat and how much of the map can you see? Spyplane is different for the sake of being different so that the soviets arent just clones of the allies with a different badge.
Your not supposed to just be using kirovs on their own, use them as an accompaniment to your ground attack, or as a distraction.

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Sun Mar 02, 2008 4:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I found the air pad to be unnecessarily frivolous and completely pointless in existence. It was a luxury item and so it has been removed >_>;; Regardless, I did enjoy making this mod.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Mar 02, 2008 4:30 am    Post subject: Reply with quote  Mark this post and the followings unread

If you make subfactions I could see a use of an air pad, which now thinking about it is what they should have done rather than "1 unique unit".

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Mar 02, 2008 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uhmm, do you still need that AI or not? If yes, should I remove the MiG attacks then if the soviet airfield is removed?

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Mon Mar 03, 2008 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes to both Dutchy, your help is greatly appreciated Smile

Also: I did consider at one point adding sub factions of Yuri but that's A: Been done before and B: Way too much work. Also, there's code in the game to have country-specific bonuses, and I might play around with that, but do note that if you use the VeteranInfantry/VeteranUnit tags, the icons do not change...

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