Posted: Fri Oct 31, 2008 7:14 pm Post subject:
Red Alert 2: Chronostorm
After nearly a month's delay, the first release of my new MOD is ready to go! Read below for more info.
First off, this is my current storyline. Since this is Beta and the campaign won't be finished for awhile this is subject to change, but I think that this will work for now. Anyways:
With the war over, and Yuri sealed away in time forever, it seems like mankind can once again rest in peace. The mutual alliance created between the Allies and Soviets has surprisingly held.
Now, in the aftermath of a devastating era of conflicts, there is finally a resting period where the world can recuperate and bring itself back to the way it was before the whole mess of the world wars happened.
However, The legacy of Yuri isn't completely dead just yet. Yuri had a special research and development team, who call themselves "Avengers", and they still have the weapons and the resources to fight.
Despite them being under Yuri's command, the Avengers are quite different than Yuri's own army. They have tons of 'otherworldly' technologies, but none consist of Yuri's psychics, mutagenics, kinetics, or the like. It is like a new faction entirely.
Nonetheless, after Yuri's defeat, they are bent on nothing more or less than the utter destruction of the nations that sealed Yuri away. The world must once again brace itself for a catastrophic conflict.
The Avengers also have timetravel technology. We're going to have to use our time machine to battle against thiers.
So as you can see, it is still a Red Alert game. It is very much like an expansion pack to Red Alert 2: Yuri's Revenge. What the mod focuses on gameplay-wise was really cleaning up the balance in the game; if you were a very experienced player like I was, you would agree that there were many gameplay issues. Another focus on the mod was adding new units wherever necessary. For instance, the soviets get a main airforce now (besides kirovs and choppers), both factions get an APC, brand new anti tank infantry (which really helps infantry equal tanks on the battlefield) and close range infantry that decimate other infantry at close ranges. Another addition to the mod was an extra tier of units. The Allies and the Soviets are both different in the new techs. The allies get very advanced aircraft, like the Laser Chopper and the EMP bomber (try attacking a large group of oncomming tanks!). The Soviets get new experimental weapons, like the Lightning Storm Tank, the Sonic disruptor (With the help of NPatch, it is almost exactly like the TS disruptor), and the stealthy Flame Wall Tank (Great for assaulting an undefended base or outpost).
However there is one thing in my mod that has never been done before in RA2/YR, and that is a working upgrade system. It works very similar to The Generals and the CNC3 upgrading system, except for one minor flaw (which is due to engine limits), and that is that a new upgrade only affects NEW units, not ones currently on the battlefield. Nonetheless, buying the upgrades will undoubtedly give you the upper hand on the battlefield, with upgrades like the Allied Augmented Shells upgrade, which increases the attack power of all grizzly and robot tanks, or the Apocalypse EMP shells upgrade, which grants the Apocalypse the ability to shut down any tank it attacks for a short time, making the tank even more fearsome (Did I mention that I gave it general upgrades to make it more useful?).
Finally, I would like to mention that I did give some attention to naval. Not onlu do all factions get an upgrade to one of thier naval units, the Soviets get a brand new ship, the heavy cruiser, which fills in the the gap of the soviet's naval. The last thing here is that I have introduced amphibious units. That's right; Shotgun APCs and Shredder APCs Are amphibious. The allied robot tank (Which got a buff to make it worth it) and the Soviet Ripper tank hover over water, and the Avenger's Splitter tank, Inferno tank, and Speeder all hover and can cross water. Please note that the amphibious tanks are slightly weaker than the land based variants to make up for thier much higher versatility.
Now, without futher ado, here are some pictures showcasing many of the new units in the mod:
Allied Shotgun APCs: Great Anti inf (and anti tank if you attack crazy ivans )
Grizzly And robot tanks attacking with thier Laser Capacitors upgrade:
Brand New Allied Oblivion Tanks attacking:
New Allied Laser Harpies:
New Prism Troopers and Grenadiers Cleaning up a soviet base:
New Sidewinder Troopers assisting an Apocalypse assault:
The Russian Tesla Fighter, a faction-specific variant of the Soviet Missile Fighter:
One of the new soviet experimental units, the Lightning Storm Tank (No, that lightning bolt was not coincidental!):
Another one of the soviet experimental tech units, the Disruptor from TS:
And last, but certainly not least, a pretty good shot of what a late game Avenger's assault might look like:
Also, a BIG note: This mod REQUIRES NPatch Autumn Edition to play! No Exceptions!
Alright, so now, without any futher ado, here is the link to the mod download site:
When it loads, simply click on the 'click here to start download' button
And lastly, as I have no intention of claiming works that weren't mine, all art assets (excepting only the Lightning Storm Tank, which I made myself) were downloaded from the public at YR Argentina Last edited by WoRmINaToR on Sun Nov 09, 2008 5:29 am; edited 2 times in total QUICK_EDIT
Please put some pics of the new side/changed yuri side, it'd be interesting what you did with them.
Quote:
However there is one thing in my mod that has never been done before in RA2/YR, and that is a working upgrade system.
I see someones using NPatch features
I'd recommend you made more of the work yourself though, instead of getting almost all from yrarg. Also please put effort in, it shows up bad that you did nothing to the disrupter from TS, not even a recolour. QUICK_EDIT
Good beginning mod I'd say
Please put some pics of the new side/changed yuri side, it'd be interesting what you did with them.
Well, I did have one pic at the end of an Avenger's assault, but I'll go on sometime later today and give you a few more.
Quote:
I'd recommend you made more of the work yourself though, instead of getting almost all from yrarg. Also please put effort in, it shows up bad that you did nothing to the disrupter from TS, not even a recolour.
I would, but I just cannot seem to grasp SHP editing very well. I can do voxels to some extent; I did alot of recolors and some other edits of the voxels I downloaded from YRArg, but at this stage in the mod's development, graphics are less important than gameplay, which is what I want feedback about.
P.S.: The TS disruptor edits are on my To-Do list, but only when I can get some solid feedback on the gameplay of the mod. QUICK_EDIT
oh, yeah. Those are the other weird thing about the Upgrading system. Those Yellow thingies are the byproduct of purchasing an upgrade. They are indestructible and can do nothing except for provide the upgrade they are attached to.
They origionally were completely invisible. Since I had problems finding a way to make it so you could only buy an upgrade once, I made it so it placed something visual, so you could check all those little yellow thingies and see if you bought a certain upgrade.
I then found a way to remove the icon for the upgrade from the build list completely, but I never got around to removing the little yellow thingy... and I'm not sure if I should anyways, because then you would end up having to assume that if you had the prereqs for an upgrade but didn't have it in the buildlist, that you had bought it.
And before you say anything, BuildLimit= did not work. It was the first thing I tried... _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Joined: 24 Oct 2008 Location: Wars World!!! Posts: -99999999
Posted: Sat Nov 01, 2008 7:03 am Post subject:
Those yellow thingies looks like swordsman that is ready to attack. _________________ Awesome banner made by m-.. I mean AltomareXD!
MY MOOOOOOOOD!!!!!!11!!1!!1111!!!11!!!1 QUICK_EDIT
Yeah, I used Negative Prerequisites to remove it from the list. As a matter of fact, NegativePrerequisites was the only reason that I couldn't have my upgrading system the way it is without NPatch. If you play my mod without NPatch and you purchase all the upgrades as Allies, you end up with 4 different grizzly tank icons in the vehicles tab.
And it might work to make the upgrades actual structures but at least until now, I was trying to emulate an upgrading system like the ones you see in Generals or CNC3. There are obviously limitations with this since RA2 was not designed to work with upgrades, but it still works pretty well even with the few minor glitches (which make little difference anyways).
However, I will take your idea into consideration for future updates. QUICK_EDIT
That would be insanely awesome. How do I do it in YR, though?
Anyways, some more eye candy; this time, showcasing the might of Yuri's successors, the Avengers:
Heavy amphibious assault backed by the only tank from Origional YR that The avengers have, the Lasher(with some upgrades). The Lasers are from the Splitter tanks:
Hurricane Attack buats bombarding offshore targets (just look at all the shells!):
In order from Left to right: First, the Stormrider, a big, heavy, artillery-like capital ship. Then, the Pulse bomber, a kind of carped bomber that drops plasma shells. Them, lastly, the laser drone, little mini drones that do rather minor damage and are lightly armored, but great for harassing undefended targets, especially in large groups. Also, they do not have any limits on ammo.
A huge aircraft assault. Stormriders are on the bottom left corner and the laser drones are hard to spot but they are everywhere.
Way too many lasers though, I mean you put them on tanks, planes, and sooo much else. Perhaps you might want to use the other effects (NPatch allows you to put custom colours for radiation, sonic, and electic shock), and fix the FLHs, in your first and last pic. QUICK_EDIT
The FLHs are fine, it looks weird because the lasers were fired several frames before I took the screenshot, and the units that fired the lasers were moving (The laser shows the position that they were in when they fired, not the position they are at in the screenshot).
Well, the only lasers I added were for the allied Laser Capacitors Upgrade, the Prism trooper, the Laser Chopper, and the splitter tank, the desintigrator cannon (which will be changed when I figure out what to do with it) and the laser drone.
So now all laser units here: Prism Tank, Prism Trooper, The Laser Chopper, Splitter Tank, Laser Drone, And units with the laser capacitors upgrade.
I am definitely considering removing Lasers from the Avenger's Faction design althogether, but for now, I am figuring a specific weapon effect to replace the Desintigrator Cannon's Laser (And still keep its role and fit with the Avenger's faction design)
Anyways, you said earlier that I could attach the upgrades to a building, how would I go about doing that? QUICK_EDIT
Well its not really a new idea the upgrade concept, as I've got it in my mod and several other mods in development and it was used in some obscure czech mod in ages past but you are right that negative prerequisite helps a lot.
You basically use a 0x0 foundation building for the upgrade. You can also use buildlimit=-1 so you can only build it once.
TS upgrade logic only supports power, weapons (must have secondary, same type weapon) and superweapons.
Check modenc for upgrades
It doesn't work as a prerequisite and if it did it was extremely buggy i.e. after you build something it disappears.
Also upgrades can't have build limits.
Also the yuri lasher has a ra2 light barl bug cos there is no blank ltnkbarl.vxl _________________ QUICK_EDIT
hmm... really? I didn't know that other mods had an upgrade system... Well when I thought of it, it was origional to me :p
Anyways, good tips.
Now, I got a little treat for ya... A mecha/walker unit that I made myself from scratch! (Animation isn't complete yet, but here it is!)
_________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Yes, it's a voxel, and yes, it needs work... It is not fully complete yet. That is just the basic design of the model. Texturing and that stuff comes next (and remaps; if you noticed, it has none right now).
And just wondering, what do you think needs more work? The body design, or the texturing? _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Alright, well I know it has been awhile (nearly a week) since I last updated you guys, but today I have a big update; a whole slew of graphic updates, including 4 new unit graphics, and tons of cameos for units that needed them.
Now some screenies of the new units:
First off, my second shot at the Devourer Mech. This one with nice remaps and some good textures, and then its counterpart, the Titan, with 4 (!!) barrels:
New plasma shell graphic and a new (and much nicer) plasma explosion animation:
Next up, the new voxel for the Splitter tank, thanks to Rawlo:
This is the new voxel for the Allied Oblivion Tank, a mix of the Apocalypse and my Shredder APC:
And lastly, thanks to WeeRaby2k, a nice allied recolor of the Howitzer:
So now, go up and download the latest version of the BETA to see all these new graphics ingame!
Aside from that, some small balance tweaks were made with the Titan and the Prism Tank.
Also, I was looking forward to getting hosted here sometime. How would i go about getting hosted? QUICK_EDIT
The legs are thin, and the design needs more detail (especially backside).
The textures are none/plain by the back, and the feet.
There are no shadows.
and the normals are... well they are incorrect.
Joined: 24 Oct 2008 Location: Wars World!!! Posts: -99999999
Posted: Sun Nov 09, 2008 10:02 am Post subject:
I think I saw that Mech somewhere else. That was a Japanese Forum named DIY. _________________ Awesome banner made by m-.. I mean AltomareXD!
MY MOOOOOOOOD!!!!!!11!!1!!1111!!!11!!!1 QUICK_EDIT
Well then it is just a coincidence; I made this myself completely from scratch.
And yes, the normals are weird, but I just cannot seem to find a good set for the normals... Autonormalizers don't help, and I haven;t been able to do it succesfully myself...
And for the detail on the back, what would you suggest? I know what you mean there, I just noticed how plain it was, but I can't think of anything that could go well there. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
I think I saw that Mech somewhere else. That was a Japanese Forum named DIY.
No surprise, I'd bet there are lots of mechs on a Japanese forum
Quote:
And for the detail on the back, what would you suggest? I know what you mean there, I just noticed how plain it was, but I can't think of anything that could go well there.
Not sure, maybe just make it less flat... QUICK_EDIT
Well I don't have alot of time to dedicate to making the graphic (school got my tail), so if you have any other input that isn't graphics related (like actually playing the mod and telling me about the gameplay), I'd love to hear it.
Also, since it has thus far gone unnoticed, I would like to reiterate that I am looking forward to getting hosted here. How would I go about getting hosted? _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
@ - geno -: As I have mentioned many, many times in this thread graphics are WIP. What I really care about feedback-wise is gameplay, but nobody seems interested at all in testing the mod at all... Maybe they miss the download link?
@ Phobonaut: The story was another part of my mod that was still kind of WIP, but I want to at least stick to the idea of Yuri having a secret team that tries to agenge his defeat. Perhaps I could have them steal the time machine and then (in the campaign) force the player to go back to past times and defend the world from thier assault?
I could even do a "Deja-vu" campaign, where I take the terrain and set-up from older missions from this game and then add a twist where the Avengers show up and wreak havoc on the mission, forcing you to complete the origional objectives while holding off assaults from the Avengers (or perhaps having the objective to defeat thier prescence in the area).
Or I could do a mix of "Deja-vu" missions and then add some new, origional missions in. I know how the RA2/YR campaign goes, so even if I do Deja-Vu, the origional campaigns will need some polishing. I also should add some origional missions and concepst to spice things up... The YR campaign was pretty monotonous in its set-ups (Build a base, go destroy the enemy in the area after doing some little errand)
I know that last bit was a weird train of thought, but bear with me... _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
I understand your concerns, but is it really a problem when the other mod was not only made many years ago, but made for vRA2, and in a completely different language (Thai?)? _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
No, what you think if thai gamers download this verison and then Banshee can get in trouble because they think he host it xD.
Anyway, change the name. What is so hard to change it? So if this mod is dead, we would call a new Tiberian Dawn mod for Star wars meets Command & Conquer make from nyer? Do we because is dead?
Anyway you get my point and change it please or IS kinda sucks to "thief" name. _________________ Can you hide from me ? QUICK_EDIT
Hmmm... The Pulse Bomber reminds me of an early, beta Starcraft unit that was replaced by the Wraith. Was it based on the Terran Pheonix, by any chance? QUICK_EDIT
Anyway, change the name. What is so hard to change it? So if this mod is dead, we would call a new Tiberian Dawn mod for Star wars meets Command & Conquer make from nyer? Do we because is dead?
Major difference is that most ppl have actually HEARD OF Star wars meets C&C QUICK_EDIT
Look, I understand your concerns, but that is an ancient, dead mod that hardly anyone has even really heard about. If it becomes a major issue (major meaning that more people than just you start making a fuss about it) then I'll look for a new name. Otherwise, I'm sticking with the current name because it fits perfectly with my current storyline and campaign plans.
Anderwin wrote:
What is so hard to change it?
The reason I am reluctant to change the name is because the name of the mod relates very closely to the storyline and the campaign, not to mention the design of the game in some cases. Changing the name of a mod when the storyline and the mod have already been made is not a decision to be made lightly and not one to be made based off of the whim of one or two members. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
in my opinion mod names are like human names. more than one person is named nick, Jessica etc. so why should it be any different for mods. _________________
Retired YR Player
Steam Account : MAS93
Xfire: msbiohazard QUICK_EDIT
Just so long as I make the distinction that I made this particular mod and that it has nothing to do with that other thai mod, I don't think there will be any problems with it. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Well i know it has been awhile since I updated you guys; I have a large update comming soon. So, in the meantime, to increase the amound of info you guys have about this mod, I am going to start showcasing one new unit from the mod every few days.
So, I thought I would start off with a unit from the avenger's arsenal, seeing as they haven't gotten much spotlight lately.
So... I present to you... the Inferno Tank (Not a generals rip :p)
Inferno Tank
Quick Stats:
Cost: 600
Prerequisites: Warp Pad (War factory)
Strength: 300
Armor: Heavy
SpeedType: Hover
Speed: 10 (Slower than you think because of hover)
Weapon: Inferno
Damage: 15
ROF: 5
AG: Yes
AA: No
Good Vs: Infantry
Weak Vs: Heavy Vehicles, Structures, Aircraft
Description
While the Avengers are for the most part a separate faction from Yuri, The Avengers have utilised many of Yuri's best technologes. Although the Avengers have none of Yuri's famous mind control units in thier employ, not all of Yuri's psionic technologies were mind control. Nowhere in The Avenger's army is this more apparent in than the Inferno Tank. This tank uses the unique technology that Yuri's initiates used, further advanced to be used in a tank's turret, where instead of a psionic mind, there are a series of energy panels designed to perfectly reflect and focus heat on its target, producing an almost identical effect that is even more deadly against infantry.
Inferno Tanks burning up a batallion of conscripts
However, since the heavy metal armor that tanks are equipped with is resistant to small flames, Inferno Tanks will have a hard time damaging tanks, and the structures that all military factions use are not flammable enough for a small fire to burn them, so they are weak against structures as well. Another note is that The heat weapon cannot be focused on an air target, so watch out for aircraft as well. On the other hand, it is also outfitted to be able to transport infantry, and it can hover over water, granting it extra versatility.
The Inferno Tank can hover over water
Notes
- The most powerful anti infantry tank in the Avenger's arsenal
- Vulnerable to tanks, aircraft, and cannot damage structures
- Can hover over water
- Can carry up to 5 passengers Last edited by WoRmINaToR on Thu Nov 27, 2008 11:10 pm; edited 2 times in total QUICK_EDIT
I mean if its such a hassle just add like RA2:YR Chronostorm but to be honest its another useless post by you Andrewin which has no benefit to anyone except yourself. Also clearly everyone else agrees as well thats its pointless. But hey if you want to me copyright your username for laughs I probably could.
Its like the name isn't even unique (ra2 final allied mission) etc and plus the reference is really obscure and stupid to say the least.
Also at least he isn't ripping assets and calling it his old mod like other people do on foreign sites. _________________ QUICK_EDIT
Its like the name isn't even unique (ra2 final allied mission) etc and plus the reference is really obscure and stupid to say the least.
When I first made the name, It didn't even occurr to me that there was an allied mission named chrono storm. So the name isn't really a reference to the mission, I just thought of it one day and stuck with it. Then later I found out about the last allied mission QUICK_EDIT
Guys, stop the flaming before it even gets started. I will have none of this childish prattle in my thread. If you must, duke it out in another thread.
And the only TS unit I had in this mod was the disruptor an dit has already been removed and replaced with an EMP tank _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Is called Mobile EMP, I was in a hurry so I just wrote EMP tank.
You... realise it's a treaded vehicle capable of delivering an EM pulse, instead of an tank shooting EMP grenades (you know, a tank, box with treads and a big gun)? QUICK_EDIT
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