hmm, interesting. Your all awear that the mrls cant ACTAULLY shoot into the air (the acutal one that is). wouldnt it be easier to make a unit that IS GDI's anti air unit and just modfy the mrls to make it the artillery. hell it IS the prefured american artilley unit.
just makes sense to me.
oh, and make the prototype wolverine! (you know, the one with the laser... and i KNOW you can make it animated... the dinos are, lol).
hmm, just making a new apc for nod? sounds kinda strange, considering the one its currently based on in real life is a pile of arse anyway, lol.
-Liam QUICK_EDIT
WHYY??? Because...the past is now in the past...Not thinking of others (newbies) reading the forum...I don't like to read the same shit over and over...and quite frankly didn't like anything I wrote anyway...(if you can't add to HIM *hint* *hint*....then no point in even trying)...Sorry if its hard to read the forum...Once its all said and done with...you can delete all the posts...
Not the point. It disrupts the flow of the forum. We don't hold your old posts against you, and removing them is a lot more annoying than whatever you may have posted that you don't like now. _________________ Last edited by Nyerguds on Thu Nov 05, 2009 3:28 am; edited 1 time in total QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Wed Nov 12, 2008 6:05 pm Post subject:
whiteshoes-n-gloves wrote:
hmm, interesting. Your all awear that the mrls cant ACTAULLY shoot into the air (the acutal one that is). wouldnt it be easier to make a unit that IS GDI's anti air unit and just modfy the mrls to make it the artillery. hell it IS the prefured american artilley unit.
just makes sense to me.
Basically you're right, but the problem is, in TD all missiles can target both air and ground targets (the SAM site is a special case). If we kept the MLRS as artillery unit and gave GDI a anti-air unit on top of that, GDI would have two units that can target both air and ground, and both have a high range of fire (giving the AA unit a lower range than the MLRS wouldn't make sense).
So in terms of realism, making the MLRS as arty unit would have made more sense, but in terms of gameplay, it makes more sense the way we're doing it, and I think that's what matters in the end.
whiteshoes-n-gloves wrote:
oh, and make the prototype wolverine! (you know, the one with the laser... and i KNOW you can make it animated... the dinos are, lol).
there would be several problems, the main problem being that giving GDI a mech with a laser would seriously hurt the balancing, just like Destiny said.
whiteshoes-n-gloves wrote:
hmm, just making a new apc for nod? sounds kinda strange, considering the one its currently based on in real life is a pile of arse anyway, lol.
I simply don't like the idea of both sides using the same APC. Besides, it will be based on a real-life "not-so-good" vehicle as well QUICK_EDIT
lol, you know what would make ALL the units make more sence (someones going to rip me out for this one, but it still makes sence).
make the nod light tank a gdi unit, make it shoot gun and make it an apc and then give NOD the other one. (as the light tank is the Bradly, the american APC, and its turret is a machine gun, not a cannon, lol). And for the Nod light tank, just put in the Russian T-72, it's a soviet tank that theres ALOT of kicking around the place, so if someone was buying up weapons, this is what they'd probly get.
and you CANT make something that only shoots into the air? kinda anoying... do you really think a grenade launcher should be what's being used as an artillery? Seems like quite a weak powered unit to me... perhaps I'm wrong though, as I don't actually know what your using. Im not awear very westernised armies used such things anymore. Though, I havent reasurched it. Just make sure it's something that actually fits the bill of the unit that could be found in Britten or America.
Oh, and though I was kinda joking about the mini mech, it'd still be cool to get, even if only as an unbuildable unit, that you get 1 or a few of to "test" in a mission.
-Liam QUICK_EDIT
So you want the GDI and Nod to switch around the light and medium tank? Stating the obvious this would wreck the style of gameplay both sides have. And wait... where is there a unit that uses grenades as artillery? _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
lmao, there was? My TFD manuals says it does not exist. Only that damn grenadier who dies like...lol. _________________ Please, read the signature rules of the forum. QUICK_EDIT
So you want the GDI and Nod to switch around the light and medium tank? Stating the obvious this would wreck the style of gameplay both sides have. And wait... where is there a unit that uses grenades as artillery?
Just ignore Liam. He is an avatar of the Un-Balancer... the evil Demon-God that tries to destroy gameplay in fresh new games and mods.
Grenade artillery will be made by Raminator, and coded by Nyer's haxxx skills. QUICK_EDIT
Does he make a cameo appearance in-game with a scyth and moves at twice the speed of an Orca? _________________ Please, read the signature rules of the forum. QUICK_EDIT
no, you've all completely misread me. The light tank looks like the bradley in game and in the vid clips, but DOENST act like it in game (in real life its the american apc, its gun is anti infantry and it carries troops). It would make sense if it was a GDI unit AND acted like the current apc in all regards. This leaves an issue that then nod has no light tank picture, answer, make the T-72 to replace the old graphics, again, same stats, different look. Then we move on to what the change was going to be, differnt graphics for nods APC, again, I'd say go Russian, but you can find any old armoured transport pile of junk for them, I leave it to you. Nod doesnt have to be so millitarly put together, theyd buy anything theyd get there hands on id say.
-Liam QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Nov 14, 2008 7:43 am Post subject:
whiteshoes-n-gloves wrote:
no, you've all completely misread me. The light tank looks like the bradley in game and in the vid clips, but DOENST act like it in game (in real life its the american apc, its gun is anti infantry and it carries troops). It would make sense if it was a GDI unit AND acted like the current apc in all regards. This leaves an issue that then nod has no light tank picture, answer, make the T-72 to replace the old graphics, again, same stats, different look. Then we move on to what the change was going to be, differnt graphics for nods APC, again, I'd say go Russian, but you can find any old armoured transport pile of junk for them, I leave it to you. Nod doesnt have to be so millitarly put together, theyd buy anything theyd get there hands on id say.
-Liam
imo the ingame version does NOT look like a Bradley.
if we go by realism, we'd also
- have to make the bradley fire its gun at high velocity and with anti-vehicle capabilities
- give it missiles against tanks
- make it the same speed as the M1
but a troop carrier with strong fighting capabilities is a nightmare for balancing.
We *might* replace the light tank graphics with T-55-based graphics rami has already made, that would "fix" the problem.
IMO the only reason WW used the Bradley as Light Tank was that they were a lazy bunch.
and yes, the Nod APC will be based on russian APCs. QUICK_EDIT
sweet, that sounds pretty good to me. as I DO still see GDI when I see the apc that they are currently using.
and on the bradly note, Im awear taht if we're going for absolute realism, this would be a crazy crazy game. Tanks would shoot across entire maps, atrillery would level buildings in one shot, single missiles would blow away almost any unit, helecopters would rule any area not coverd by a sam and most importantly, this would be nods ONLY way of dealing damage, as anything else realisticly cant stand up to a medium tank (abrams), let alone the sci-fi awsomeness of the mammoth, lol.
The point I was really getting at was, the light tank, as it is, is fucken wierd.
-Liam QUICK_EDIT
I can't wait till its finished...but don't add any robotic units like the one shown above. Let's keep C&C in the realm of its natural settings. Last edited by burton6747 on Tue Nov 18, 2008 1:31 pm; edited 1 time in total QUICK_EDIT
C&C was ment to have one Titan on rollerskate legs, multiple Wolverine/Zone Trooper soldiers, jumpjet soldiers and even a guy with robotic machineguns on his back. QUICK_EDIT
stealth tanks, giant laser towers, green crystals stelon from a 1950's sci-fi film, giant particla cannons in the sky, yeah the game was meant to be modern day. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Nov 18, 2008 7:24 pm Post subject:
Phobonaut... learn the difference between "concept art" and "stuff cut from a game". It's about the same as the difference between brainstorm ideas and a solid design. Much concept art is made in very early stages, to get the feel of the project.
If you look at these concept arts you're talking about, it becomes VERY clear that they simply decided to make a prequel to the game idea they had, and kept pretty much all of that stuff for TS.
Also, TD was not "made on top of Dune II". The game engine was completely rewritten for TD. _________________ QUICK_EDIT
Well, I'm a wannabe-artstudent so I view the brainstorm concepts at all stages as "the game", and programming and 3d modelling as a 'minor finishing touch'.
Besides, RTS games in general haven't changed much on the Dune II formula, only RoboRumble (completely customisable units) and Company of Heroes/Dawn of War were truly different. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Nov 19, 2008 1:00 pm Post subject:
Well the only class I've found in Dune II was the fileclass... for the rest, every piece of data seems to be in its own exe section... without any visible references to it... gahh, the horror.
Oh, btw, my statement that Tiberian Dawn was made as prequel to an already-planned Tiberian Sun is further reinforced by the fact the very first release of C&C already included a teaser for TS. _________________ QUICK_EDIT
Hmm...I don't think it's possible to have the queuing system for the sidebar...back to the ol' click-and-click-and-click again, I see.
No, dismiss that if you can. I have entirely no experience in what Nyers can do. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Besides, RTS games in general haven't changed much on the Dune II formula, only RoboRumble (completely customisable units) and Company of Heroes/Dawn of War were truly different.
eh?
Ground Control, Homeworld, World in Conflict, Joint Task Force, EndWar etc?
(well all those games were RTT games and not RTS) _________________ QUICK_EDIT
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Wed Nov 19, 2008 9:12 pm Post subject:
yeah RTT games are fun for a while but then it gets very boring and repetitive later IMO, I just stick with RTS because theres more opportunity to mess around with. _________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Wed Nov 19, 2008 11:16 pm Post subject:
Oh, unholy phuck, getting in sidebar unit queing would be a satan send.
Nyer, or Reaperrr, or ANYONE!!!!! It would be so ztyping cool to implement this, this- revoLUTION! _________________ Destroy to create. All for the hunt to dominate!
Would it be easier to reprogram td to have a queue or to a tc bring everything to TS? And since the latter has already been done, I'm gonna go with that. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Thu Nov 20, 2008 5:26 am Post subject:
This isn't about remaking TD.
Even if I found the logic executed when clicking on an icon of a construction type that's busy (might just be tracing the sound ID of "unable to comply, building in progress") and even if I could adapt it to start building that next one immediately after the previous one finished, there's still the problem of both giving the abililty to cancel the queued units, AND of representing it visually. Especially that last one seems quite impossible seeing as I haven't even found out how to expand the icons list beyond four. And now you're asking me to somehow draw numbers over it or something while I don't even know how the icons themselves ARE drawn. _________________ QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Thu Nov 20, 2008 6:38 pm Post subject:
Nyerguds wrote:
This isn't about remaking TD.
Even if I found the logic executed when clicking on an icon of a construction type that's busy (might just be tracing the sound ID of "unable to comply, building in progress") and even if I could adapt it to start building that next one immediately after the previous one finished, there's still the problem of both giving the abililty to cancel the queued units, AND of representing it visually. Especially that last one seems quite impossible seeing as I haven't even found out how to expand the icons list beyond four. And now you're asking me to somehow draw numbers over it or something while I don't even know how the icons themselves ARE drawn.
Hmm. I understand.
Well, I guess we can all live life without it. But Nyer, I wouldn't be that surprised to learn that later on, after you seemingly figure out everything that there is to TD, you post here on PPM, that you've found out how to make build cues for TD.
I predict it getting build-qeues in TD will be just like in APB situation, where although for years true fixed wing aircraft couldn't be made in Renegade, Bluehell Productions proved them wrong; they finally figured it out, or a work around. _________________ Destroy to create. All for the hunt to dominate!
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Fri Nov 21, 2008 12:44 am Post subject:
Really? How come?
Unit Spammage? I personally would like to have an easier & faster time getting forces made.Makes the game smoother. _________________ Destroy to create. All for the hunt to dominate!
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Nov 21, 2008 2:17 pm Post subject:
Nyerguds wrote:
I just don't think I actually WANT to add it <_<
And I don't want you to add it, either
DoMiNaNt_HuNtEr wrote:
Really? How come?
Unit Spammage? I personally would like to have an easier & faster time getting forces made.Makes the game smoother.
IMO one of the great things of TD/RA1 is that they aren't as goddamn fast-paced as most modern RTS are. That's one of the reasons why I still like them more than the later C&Cs. QUICK_EDIT
So you guys have patience, ah. I couldn't bear TD's gameplay (And the sidebar) and uninstalled it from TFD. Guess to me TD is limiting macro/maximizing micro...I dunno. _________________ Please, read the signature rules of the forum. QUICK_EDIT
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