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Tiberian Sun Burning
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Nov 15, 2008 9:51 am    Post subject:  Tiberian Sun Burning
Subject description: A TS mod. Graphics - Gameplay - Naval Combat
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Current Features:

Fully implemented Naval combat.

Significantly faster gameplay.

Unit graphics overhaul.

Modified and extended temperate theatre tileset.

New maps. (About eight so far)

New sidebars

Mean AI

New units

Wide array of bug fixes and gameplay improvements.

Features to be Implemented

Modified and extended snow theatre tileset.

More maps.

New buildings.

More Forgotten/Civilian vehicle art
-----------------------------------------------------------------------------------

Mod progress is hinging mainly on how fast I can get some 3d modelling skills.

Last edited by Paranoia on Wed Oct 14, 2009 10:14 am; edited 6 times in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Nov 15, 2008 9:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I Don't mean to sound like Mr. Demotivation but this has been done many times before, maybe you should try turning this into something else rather than just a TS Graphical enhancing mod?

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Nov 15, 2008 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Heh, i thought someone was bound to say that. This is essentially a Mod that i've made for myself that i thought i might as well release to the public. And i do think my mod is unique in its modification to gameplay dynamics.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Nov 15, 2008 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey, do what you want to do. I'm just saying people may not be all that interested in a mod of which has a concept that's been done many times before. Though I must say, some of the voxels look quite well done. By the way, those black spots on the radar (Not the shroud), would that happen to be the crack terrain I see? If so you need to Auto-Color it in a TMP Editor.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Nov 15, 2008 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, thats the cracked terrain. I thought i had to edit the colour of it somewhere. Cheers Aro, ill get right on to that.

I understand it could be hard to get interested in a mod with an old concept. I do realise many mods have been based around this concept in the past, what i'm trying to do is do it better and take it further.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Nov 15, 2008 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

*hint* Keep private mods private *hint* #Tongue
No serious, mostly private mods are better kept private unless it's really special Wink

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Javier
My Rank Will Never Change


Joined: 24 Oct 2008
Location: Wars World!!! Posts: -99999999

PostPosted: Sat Nov 15, 2008 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

The Pyramid doesn't seem to fit in the game.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Nov 15, 2008 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you aware that the Pyramids where in Vanilla TS?

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Nov 15, 2008 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
*hint* Keep private mods private *hint* #Tongue
No serious, mostly private mods are better kept private unless it's really special Wink


This is really special, then.

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Sat Nov 15, 2008 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

You dudes gave me an idea, or forced me to think(rare)...I posted it in media hut.

Besides the ominus un-interest looming over this mod.....the voxels are great!.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat Nov 15, 2008 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well,I started my mod from same "stuff". Good luck.

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Robopope99
Jumpjet Infantry


Joined: 05 Feb 2007

PostPosted: Sat Nov 15, 2008 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

honestly its not a bad start, looks good from what I can see.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sun Nov 16, 2008 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I have realised my presentation is hardly conducive to gaining interest. I've edited my mod announcement to make it more errr advertisy...

Ah yes! and i would greatly appreciate if people could make creative suggestions regarding possible units for crate goodies.

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DoMiNaNt_HuNtEr
General


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

PostPosted: Sun Nov 16, 2008 6:02 am    Post subject: Reply with quote  Mark this post and the followings unread

You know what? I just started playing TS recently, and I'm fired up; I figure most people here have been playing mods for TS kinda like this for a while, and I understand why they may see this as nothing special.

But I do not feel the same; besides, the voxels are nice, and you got rid of that blue on the Light Infantry, thank you! Definitely make the Cyborg less chunky and darker, or just darker.

I'm just gonna post off some suggestions: try to get the AI to NOT spam one unit. It can be effective, but it's gay. Smarter base setup (superweapons & important structures placed in the middle or back) would be cool, not sure if it's doable.

Oh, and if possible, make the maximum tech be at 9, and make Tech level 10 add superweapons only. Or make a check box, if possible.

Added civillian interest would be neat: like useful tech buildings, or just make it so that claiming a city, MOST of the time, will yield extra firepower or map control or somethin'.

As for crate goodies; you know what, I prefer the whole crate system to be like this: less of them, but more valuable, and with no negative effects (explosions, napalm). SW strikes are good for stalemates, some odd one not belonging to Nod or GDI. As for units; fearsome mutants would be cool, or scrin units.

Finally, tweaking the campaigns would be a nice touch... Very Happy Obviously, thats not too important.

Good luck, and don't get too paranoid! I ztyping hate being delusional; probably everyone does. Very Happy

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sun Nov 16, 2008 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Definitely make the Cyborg less chunky and darker, or just darker.

That is something i've been trying to do for a while and in my release, the cyborg will at least be far darker.

Quote:
I'm just gonna post off some suggestions: try to get the AI to NOT spam one unit. It can be effective, but it's gay.


The AI at the moment is incredibly challenging and mixes units effectively. Spamming any type of unit does not work in this mod. At all.

Quote:
Oh, and if possible, make the maximum tech be at 9, and make Tech level 10 add superweapons only

This is a few minutes of work. In fact i just did it now.

Quote:
Added civillian interest would be neat: like useful tech buildings, or just make it so that claiming a city, MOST of the time, will yield extra firepower or map control or somethin'.

Civilian buildings with benefits intended for original TS (hospital=yes, armory=yes etc...) are available in maps that i have made. As well as some extras.

Quote:
As for crate goodies; you know what, I prefer the whole crate system to be like this: less of them, but more valuable, and with no negative effects (explosions, napalm). SW strikes are good for stalemates, some odd one not belonging to Nod or GDI. As for units; fearsome mutants would be cool, or scrin units.

I find that 'baddie' crates makes the crate system more interesting. There will indeed be mutant units from crates.. i'm not too sure about scrin, however.

Quote:
Finally, tweaking the campaigns would be a nice touch... Obviously, thats not too important.


I'm thinking.. of implimenting this mod completely into the campaigns. So yes, if there seems to be similar interest to what you have expressed i will certainly do this.

Thanks very much for your interest.

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VW 2
Cyborg Soldier


Joined: 28 Sep 2008
Location: Denmark

PostPosted: Sun Nov 16, 2008 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool, might look forward to it Smile

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DoMiNaNt_HuNtEr
General


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

PostPosted: Mon Nov 17, 2008 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Alright, glad to hear about the AI, and the SW tech level!

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Mon Nov 17, 2008 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm looking forward to this mod.

Retro and all the others are nice, but they can't live up to the quality of TO, TI and RA2 mods. Standards change, and this mod might just have the standards for a good recent TS revamp mod.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Nov 22, 2008 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Just finished the GDI sidebar. i've put together a screenshot showcasing GDI this time.



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GDI forward base, established next to a deserted one.
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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sat Nov 22, 2008 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, and maybe you can consider redoing the TS campaigns... some missions felt... sloppy.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Nov 22, 2008 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I certainly am. Mainly rebalancing as because of my gameplay changes some missions could become either incredibly hard or incredibly easy, or incredibly stupid.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sat Nov 22, 2008 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Good.

You might think about adding certain "cut build-in features" as triggers.

(Saving civilian cities will give you money or units from the mayor/local bank, contacting mutant commandos... stuff like that.)

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DoMiNaNt_HuNtEr
General


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

PostPosted: Sat Nov 22, 2008 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, man; just thinking about what TS COULD have been, makes, me- TWITCH! *siezures*

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sat Nov 22, 2008 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yer, so what naval voxels etc do you need? I might be able to help Smile

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sat Nov 22, 2008 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Think about this for a moment.

The destroyers with triple barrels that GDI should use in TS should be deconstructed in FS to build the Juggernauts.

So the artillery ships of GDI in TS could become missile artillery ships in FS.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Sat Nov 22, 2008 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

That seems a bit unnecessary. Why not just have both the juggernaut and then artillery ship, or just have the ship be a missile artillery in both games?

Anyways, this mod looks pretty decent, but it might be more interesting if you added more new content and possibly a storyline. Mind, the current changes are quite nice, and they look great, but I personally don't think they are enough to make a whole mod.

For now, it is a great foundation for a mod that could really go places later.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sat Nov 22, 2008 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's the story.

During Firestorm GDI removes the turrets off battleships and puts them on Titan legs.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Nov 22, 2008 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol, battleships roaming the seas with titan bodies on them.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sat Nov 22, 2008 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobonaut wrote:
It's the story.

During Firestorm GDI removes the turrets off battleships and puts them on Titan legs.

Thats just stupid Rolling Eyes Battleship's guns could never be put on a tank or mech, do you realise how big a 16' gun is?

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Nov 22, 2008 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

16 feet?

I do actually remember it saying somewhere that they were from battleships, but I can't recall from where.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Nov 22, 2008 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

16 inch #Tongue

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Nov 22, 2008 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

' means feet " means inches

see the movie spinal tap Very Happy

anyways we are going offtopic;

what kind and how many ships do you plan to have?

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sat Nov 22, 2008 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

TFD's manuals say nothing, but I am certain that somewhere an official source stated that the turrets were indeed taken off from battleships and put on a titan chassis or some random walker. Just can't remember it~


The Orca "Fighter" looks nice, though the "Bomber" looks a bit...thin...

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

PostPosted: Sun Nov 23, 2008 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Rico wrote:
Thats just stupid Rolling Eyes Battleship's guns could never be put on a tank or mech, do you realise how big a 16' gun is?


Quite big, but it could easily be done. You and your mind; OPEN IT UP!

Yep, that would be a cool little thing for the TS lore. But this mod is for FS only, right?

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sun Nov 23, 2008 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the interests guys. The naval unit roster is as follows:

GDI Patrol/Gunboat <-- Finished
GDI Destroyer <-- WIP
GDI Cruiser <-- Finished

Nod Patrol/Jetski/Gunboat <-- WIP
Nod Destroyer <-- Finished
Nod Submersible with missiles! <-- Unfinished

Quote:
The Orca "Fighter" looks nice, though the "Bomber" looks a bit...thin...

Take a look at some of the orca bomber concept art.

Quote:
but I personally don't think they are enough to make a whole mod.
With implimented naval combat, enhanced AI, increased gameplay speed, new units etc... There is plenty of content here to justify a mod.

I haven't heard of this battleship turret=titan thing. Be assured there will minimal gun turrets on the ships in this mod.

Some comments on the sidebar would be good.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sun Nov 23, 2008 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

And make boats unable to cross tiberium swamps.

Sidebar ist gut jah.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Tue Dec 02, 2008 6:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Nod sidebar is complete.



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Dec 02, 2008 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Besides from new cameos what's the difference..?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Dec 02, 2008 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Though simple, I rather like the GDI and Nod cameo borders. Smile

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Tue Dec 02, 2008 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Paranoia wrote:
Nod sidebar is complete.

Mig Eater wrote:
Besides from new cameos what's the difference..?

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DoMiNaNt_HuNtEr
General


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

PostPosted: Tue Dec 02, 2008 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is the difference, the logos.

They look fine to me.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Fri Dec 05, 2008 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

A screenshot. Myself playing against AI. This enemy taskforce initially took out my War Factory and then proceeded to eliminate my base thanks to the Light Infantry reinforcements taking care of my discthrowers. Those light infantry that you see on the bridge were supplimented by more tanks.

Instead of spamming one type of unit, AI taskforces will constitute of primarily a counter to what it is to kill and then supplimentary units for a balanced army.


Take note of the sniper unit.



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blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Dec 15, 2008 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

err....the speed of playing TS wasn't a downgrade
it was a major goal in having less more simple-minded rush tactics ongoing and it was one of the goals WW accomplished succsessfully.

ah, what about a hacker for nod...i have one...like i do have a gdi sniper...and other improvements

as the crowd says, it's done a million times before.

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areaSZ
Scorpion Sniper


Joined: 19 Dec 2004
Location: Korea,south

PostPosted: Mon Dec 15, 2008 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

the cracked ground tiles are out of perspective try make it shorter vertically

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blubb
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PostPosted: Mon Dec 15, 2008 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread




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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Tue Dec 16, 2008 4:04 am    Post subject: Reply with quote  Mark this post and the followings unread

lol WTF??? I think i missed the point of that entirely... Care to elaborate?

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blubb
General


Joined: 31 Jul 2005

PostPosted: Tue Dec 16, 2008 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

you're going to have a self killing big to do list for next next years on this crap, because something will never satisfy you.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Mon May 04, 2009 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

GDI Navy is complete. And when I say navy I mean a whole of two different ships. I made a heap more, but for gameplay's sake they probably won't make it to the game.

Naval combat works like this:

Cruiser (the big low profile one) --> Destroyer (the taller, smaller one)
Destroyer --> Hover MRLS
Hover MRLS --> Cruiser

Fairly simple really.

Cruisers can be used for coastal bombardments and anti-air. Although they technically are effective against destroyers. Destroyers are far more cost-effective.

Ignore the droppad-looking building. Its just a placeholder.

EDIT: You may notice areaSZ's titan. Well... Its not mine. so credit to her.



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Last edited by Paranoia on Mon May 04, 2009 2:45 pm; edited 1 time in total

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Mon May 04, 2009 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty nice i must say #Tongue

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon May 04, 2009 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Paranoia, send me a PM, I'd like to talk with you.

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