you should re-do the standard units and their coe. Like changing the flak-track's weapon to dual-quad barreled AA guns like in the concepts, making the IFV's turret changes less dramatic but still noticeable (instead of "pop" it has a missile launcher, "pop" now an engineer's in it so it has a huge arm, make it have a mounting for weapons and have them change). Make stuff look better, I'll give ya a hand with a little of it (if you have msn) like art code etc. Oh, and make there a difference between the lasher and grizzly, ATM the grizzly is worse than the lasher and it's supposed to be a medium tank.
And as stated, nice units _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Gamma Tank:
The Soviet Gamma Tank is a moderately armored tank, carrying a single high-powered Radiation Cannon. It is a superb anti-personnel weapon and makes short work of infantry. When in groups of 3 or more, it is also a threat against enemy vehicles. However, its weakness lies in it's lack of anti-air weapons, and is prone to being swarmed by front line battle tanks, such as the Allied Grizzly
Heavy Cruiser
The Allied "Chaperon" Class Heavy Cruiser carries a single 138mm Auto cannon. It is good against enemy naval targets, and is also effective at taking out targets near the shorelines.
This cruiser also has a powerful radar-scanning system, allowing battlefield commanders to see further inland and scan the oceans. It however is unequipped with sonar, and thus cannot detect enemy submarines. It is recommended that this unit be supported with Destroyers and Aegis-class cruisers.
I see you took the MO approch with the battleship (except that had 2 guns) with a recolored Dreddy body. You should really make a single name for the Rhino and Grizzly, they really look too alike apart from color scheme. Maybe just a generic name like "combat tank" or "assault tank' or "Medium Tank" QUICK_EDIT
The Soviet Tsar (Emperor) Rhino Tank, carries twin 128mm cannons and a machine gun for dealing with infantry. It is heavily armed, and is used as the front line battle tank. It is essentially an upgrade from the original rhino, with it's chassis replaced and upgraded with twin cannons instead of a single one, making it stronger, and more powerful, but also slower.
It has it's drawbacks. The Tsar Rhino has no anti-air defenses, and is also fairly slow on the battlefield. Thus, it is prone to aerial attacks, hit and run tactics, and also being overwhelmed by numbers.
Pros:
-Great vs. vehicles, infantry, and buildings
-High endurance
-Moderate cost
Cons:
-No AA weapons
-Prone to swarms, hit and runs
-Slow
-Not cost efficient Last edited by ConMan on Sun Jun 21, 2009 5:15 pm; edited 5 times in total QUICK_EDIT
;I had written a lot more text than this, but sadly my Internet lagged, and it's all gone now...
The Carville tank is named in honor of General Carville, and carries the latest in Allied technology and weaponry. It has a dual purpose 144mm cannon, using armor piercing and HE shells, and is also armed with a heavy machine gun. It's also invisible on enemy radar
Credit to my friend Brian Z. for making a low poly model of the Abrams tank I've asked if I could share the model with the community, but unfortunately he said no...
@Roadwarrior; I actually do have another rhino tank, but I'm still doubtful of using it
anyways, updated flak track
(still a little bit bad, but it will be improved in due time)
Other notes for flak track:
-Made purely as an anti air vehicle
-Carries 6 passengers instead of 4 (or was it 5)
Other misc. notes:
-Guardian Gis, Snipers, flak troopers, tesla troopers, desolators, and viruses can now garrison buildings
-The "gun barrel" style will now be changed to that of the carville tank, flak track, and tank destroyer (after I saw mig's tank destroyer, I thought that those are the best)
-I plan to take every voxel in the game (including civilian ones) and make them look better QUICK_EDIT
The apocalypse is armed with twin 180mm cannons, giving it excellent attack range and firepower. A single salvo will destroy a grizzly tank. The cannons are also very effective against buildings, but not against infantry. It also has the twin rocket pods, used to fire against airborne targets.
Pros:
-Also carries 4 passengers
-Strong vs everything except infantry
-Great attack range
-Can crush vehicles
-Black camoflage
Cons:
-Slow
-Prone to being swarmed, hit and runs (by fast moving ground and aerial targets)
-Costly
Thanks stingerr
Aegis Cruiser
Cost: 1200
HP: 450 (light)
-Hp reduced, no other changes
It is armed with a missile bank at the rear, making it effective against light to medium armor vehicles and air targets. It will still fire it's 20mm gun at infantry however.
It also has a higher carrying capacity, allowing 8 troops inside instead of 5
Pros
-Can crush vehicles
-Better against various armor types
-Better infantry capacity
-Replaces normal battlefortress
Cons
-slow
-Prone to being swarmed, hit and runs (by fast moving ground and aerial targets)
-Bad infantry combos can be lethal Last edited by ConMan on Fri Jul 17, 2009 12:57 am; edited 1 time in total QUICK_EDIT
The trails from the missiles have been removed, they just look like bullshit and ruin the quality of gfx imo.
Ever since I was a kid played RA2, I thought IFVs, Patriots, and Aegis' were shooting pop bottles >_>
Anyway, a little bit of updates. I've decided to make RA2 more strategic and tactical based,
so here is some more info and changes.
Soviet Playing Style and tactics
-Soviet tactics rely on strong, high-firepower and endurance vehicles,
coupled with the appropriate ground and air support (helicopters will be added)
-They will have a stronger economy early on, since their warminers will be cheaper
than Chrono miners, etc...
-Soviet infantry units are weaker than Allied infantry, but when they come in numbers
they make up for this. They usually prefer to use vehicles instead of infantry anyway.
-When conducting vehicle operations and battles, Soviet players should definitely have
ARV's (repair vehicles) working in tandem. Soviet ARV's are cheaper, stronger, and repair
more damage than an IFV with an engineer inside.
-The Soviets only have a basic spellcaster unit, essentially an EMP tank used to freeze
vehicles and let them get destroyed.
-The Soviet airforce is mainly comprised of very strong helicopters and blimps
-Flak Cannons now have less range than Patriot Missiles, and made slightly weaker, but
require less power, and are cheaper.
Allied Playing Style and tactics
-The Allies generally have weaker fighting vehicles, but they make up for this
in their versatility, mobility, and their "special abilities" (spellcasters)
-Their economy is not strong in the beginning, but as the player progresses through
the technology tree, the economy starts to strengthen, with the addition of the Ore
P. and Chrono Prospector
-Allied infantry is an exception however. They have stronger, yet more expensive,
infantry units, that are also very versatile and interchangeable with IFVs and
BattleFortresses.
-The Allies stay true to their IFV and engineer combination. It's more expensive and
less effective (or is it?)than Soviet ARV's, but the plus side is that they are faster
to build and travel faster.
-Specialty tanks is where the Allies shine. They have the most and best spellcasters
(against vehicles).
-The Allied airforce is mostly made up of average helicopters and aircraft.
-Patriot Missiles can now detect cloaked units, fire a burst of two missiles, and have
more range, but they are more expensive, and are more power hungry.
Yuri Playing Style and tactics
-Still undecided, but will probably be at an equilibrium of the two (mind control tech.
is an exception)
Misc. Change
-Fog of War is always enabled (I guess you can still choose to do so anyway, but
with this on, it will be more strategic)
Overall, I hope that XAW will make RA2 more strategic and graphically enhanced,
and provide a better experience for all RA2 players around. And if you actually read all the way here (or did you skip?), give yourself a pat on the back
Ah yes and here is some concept art, came a little bit light tho
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Wed Jul 29, 2009 3:10 pm Post subject:
Does Fog of War work? rulesmd.ini says it's disabled, and it was the last time I tried. You can disable shroud however. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
it's fucked, just edit maps to have a civ gap generator that hates all other houses off the map border so shround is used instead of fog _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Other Changes
-Cost increased to 650
-HP increased to 300
One of the frames is missing though, and credits to Dark Elf 2001 Last edited by ConMan on Sat Aug 01, 2009 2:17 am; edited 2 times in total QUICK_EDIT
Yes, all these modifications are being made to make the units more unique, without actually adding any more new units to the game. If so, I try to keep them to a mininum QUICK_EDIT
It's quite easy actually, I just used gap gen. logic, gave it insane range, and used it for all the basic structures of all sides (i.e. conyard, war fact, barracks, power plant...)This way, it actually saves the time and effort for putting a gap gen. in the middle of every multiplayer map
The only thing is that gap generators and spy sats. are now useless. And it causes quite a bit of lag. It's subtle but it is still noticeable
Thanks Robopope99, I appreciate it, even though this is just supposed a minimod QUICK_EDIT
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