Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 10:46 am
All times are UTC + 0
[Ares] Red Alert X
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 2 [59 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: 1, 2 Next
Author Message
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Aug 19, 2009 5:15 am    Post subject:  [Ares] Red Alert X
Subject description: Another FS production...
Reply with quote  Mark this post and the followings unread

Yar. I have another mod, but it's been in production for a few months already.

But... I'll just let the images speak for themselves.


Mod Logo [Small]
Credits: Hyper/EA



3 Sides [and 2 Flags I suppose]
Credits: MooMan/Doctor Destiny





Multiplayer Loading Screens
Credits: Aro


[screenies to come]
New Terrain
Credits: MooMan/Blade/DJBREIT



ALLIES

Ranger
Tagline - How 'bout some action!
Requirements - Barracks
Cost - $300
Weapons - Pistol, Para Machine Gun
Purpose - anti-infantry, urban combat

The Ranger is a GI with a shiny new uniform. He performs the same function as he had before and still performs it well. There is a price increase as his damage has gone up slightly against all targets and he is still quite effective at dispatching infantry and light vehicles, especially when deployed. However, heavier tanks are able to stand up better against his gunfire.
Credits: ZombyDragon (SHP recolor)


Guardian
Tagline - Tanks are no match!
Requirements - Barracks
Cost - $450
Weapons - Missile Launcher
Purpose - anti-tank infantry

Essentially the Guardian GI, the Guardian has a number of changes. Firstly, he carries his missile launcher at all times, getting rid of the useless pistol he had before so even while standing, tanks have little chance. And when he deploys, the fireworks really begin - he does more damage, his missiles track better and he has more range. Still overall, he is more effective against structures and when elite, his missiles damage vehicles in bunkers.
Credits: Dark_Elf_2001 (Rocket Trooper SHP), Westwood (GGI SHP, cameo base)


Mortar Trooper
Tagline - Wanna see a fireball?
Requirements - Barracks, Strategy Center
Cost - $2000
Weapons - M16 Machine Gun, Mortar Launcher
Purpose - infantry-based siege

A newer addition to the Allied lineup, the Mortar Trooper is a true piece of work. While standing, he has a machine gun, which only makes his attack marginally better than a Ranger but this isn't where he shines. He shines, when he's deployed where he drops his machine gun for a mortar tube. While strong, the mortars have a tendency to miss moving targets so he's best suited to clusters of targets or structures.
Credits: LaoTze (SHP, cameo base)


Light Tank
Tagline - Ready to roll!
Requirements - War Factory
Cost - $500
Weapons - 90mm Cannon
Purpose - hit-and-run attacks, anti-mind control warfare

The Light Tank rolls in for another round of combat. Though it's light and weakly armored, these tanks are able to overwhelm the enemy in high enough numbers, or they're great for hit and run assaults on armor columns. They can zip in and out quicker than most vehicles and do some damage. In addition to their speed, they're immune to Yuri's mind control tricks in place of Robot Tanks.
Credits: HighGround (voxel), Gamemate (voxel modifications)


Kodiak Tank
Tagline - Armor detail reporting!
Requirements - War Factory
Cost - $800
Weapons - 105mm Cannon
Purpose - anti-tank combat

The Kodiak Tank replaces the Grizzly Tank as the MBT of choice for Allied command. Thought its function remains the same, its performance has been heavily improved. Not only does the new body design sport heavier armor, its tank cannon has much improved as well, dealing out more damage than before. The small antennae on the rear are functional as well, providing short range sensors for sniffing out invisible troopers or naval units near the surface.
Credits: Issly (voxel)


Firewolf
Tagline - Aircraft targeting ready!
Requirements - War Factory
Cost - $700
Weapons - Quad Missile Rack, Short-Range HE Mortar
Purpose - anti-aircraft

With the IFV moving up the tech tree, the Allies left a huge gap in their armored divisions. Utilizing old, and long-thought destroyed, schematics, the Allies retouched the concept and the Firewolf was born. Using the same missile rack as before, it instead fires a quad volley of explosive rockets excellent for any airborne threat; even Kirov Airships will drop well enough when confronted by these vehicles.
Credits: Westwood (voxel), partyzanPaulZy (voxel modifications), Sydr0 (cameo base)


IFV
Tagline - Everything's made to fit!
Requirements - War Factory, Radar Facility
Cost - $800
Weapons - Quad Cannon (unloaded), Variable
Purpose - naval-based siege

Since moving up in the world, the IFV has received a few benefits, chiefly with its weapon systems. Gone is the weak missile launcher and in is a fast-firing quad cannon with explosive rounds. The new cannon deals less damage but delivery is much faster than before and effectiveness against infantry has improved dramatically. Though it has lost AA for its primary, other infantry-powered modes compensate for this shortcoming.
Credits: Daz/Westwood (voxel), Cannis/Blade (turrets), MooMan (cameo)


Howitzer
Tagline - Polished and ready!
Requirements - War Factory, Strategy Center
Cost - $1400
Weapons - 155mm Cannon
Purpose - base siege

The last of the remnant prism technology has been replaced, and back comes the Artillery, which is now called the Howitzer. Much like its prior counterpart, the Howitzer lobs high-explosive cannon shells over a fairly large distance but unlike before, it's quite a bit more accurate so it has a much higher rate of successfully damaging its targets. Additionally it retains highly explosive damage so it hits a small radius, which is great for clusters of infantry and structures but again, vehicles resist its damage well.
Credits: Apollo (voxel), Gamemate (voxel modifications), Doctor Destiny (cameo)


Destroyer
Tagline - Allied ship reporting!
Requirements - Shipyard
Cost - $1000
Weapons - Deck Cannon, Torpedo Tube
Purpose - naval-based combat

Gone is the Osprey providing anti-submarine warfare. With the Soviets having excellent naval faring AA and Yuri seemingly introducing an AA ship to his ranks, the Osprey became far too vulnerable to be effective. Instead, an older design of the Destroyer, with modern implements of course, came back to the high seas. Sporting the same cannon, which does more damage to armored targets, it gained torpedo tubes. Though they're weaker than the Typhoon's dedicated systems, the shots track well and provide enough punch to stop subs dead in their tracks.
Credits: Me2 (voxel), Yurisarmy (voxel modifications), EVA251 (cameo)


Battleship
Tagline - Standing by!
Requirements - Shipyard, Radar Facility, Strategy Center
Cost - $2000
Weapons - Heavy Deck Cannons
Purpose - naval-based siege

The Battleship. Scourge of the high seas and nightmare to anyone on the receiving end of the Battleship beatstick. As it were before, the Battleship is extremely powerful against any type of target and it has quite a bit of explosive spread in the mix. However, the shots are wildly inaccurate, especially up cliffs.
Credits: Tony (voxel), Hogo (voxel modifications), EVA251 (cameo)


Longbow
Tagline - Gunship reporting in!
Requirements - War Factory, Strategy Center
Cost - $1750
Weapons - HE Grenades, AP Rockets
Purpose - aerial-based assault

Another blast from the past sees the light of day once again. Packing armor-piercing rockets, the Longbow makes an excellent complement to advancing armor columns with its ability to soften targets or provide a distraction elsewhere. And, in addition to the AP rockets, Longbows come stocked with grenade canisters for battling infantry battalions. However, these craft are still vulnerable to anti-aircraft fire.
Credits: WeeRaby2K (voxel), Doctor Destiny (voxel modifications, cameo)


Raptor
Tagline - We control the skies!
Requirements - Airpad
Cost - $1200
Weapons - HE Maverick
Purpose - aerial-unit combat

The Harrier fast became outdated with the Soviets reintroducing a proper airforce, and even Yuri has been spotted with an air squad of his own. In order to stay ahead of the curve, the Allies put the Raptor into action early. Rather than attempting to be all-around in one craft, the Raptor is dedicated to striking down infantry and vehicles and it does so with stunning efficiency. One blast is capable of nuking several men at once and the same blast can severely damage several vehicles, if not destroy the primary target. They do remain fragile and can easily be taken down.
Credits: Mig Eater (voxel)


Stealth Fighter
Tagline - Smooth and sleek!
Requirements - Airpad, Strategy Center
Cost - $1600
Weapons - HE Maverick 2
Purpose - anti-base defense

The first real addition to the Allied air armada: the Stealth Fighter. Like its Raptor brethren, it has a more specific role in battle and it excels at downing base defense structures and it is also marginally effective against the regular structures. Its secondary-type Mavericks are not as effective against units and are not the best choice for such action.
Credits: Stingerr (voxel), EA Pacific (cameo base)


Aurora
Tagline - High speed bomber ready for take off!
Requirements - Airpad, Strategy Center
Cost - $2500
Weapons - Bunker Buster Bomb
Purpose - anti-structure

The third of the Allies' aircraft, the Aurora is a huge bombing machine. While it looks sturdy as a rock, it is quite fragile so great care should be taken when using these to drop its payload on structures. As the weapon implies, it works best against structures with a large foundation as other targets resist the blast quite well, and that does in
Credits: Mig Eater (voxel), EA Pacific (cameo base)


Power Turbine
Requirements - Power Plant, Radar Facility, Construction Yard
Cost - $500
Purpose - secondary power source

With upgrades to their standard Power Plants, the Allies were ahead of where they were before when it came to power production but they still fell short, often running out of space to build with all of the reactors scattered about to keep bases online. In came the Power Turbine to even things out; the additional turbines added increase power output by an extra 50 percent.
Credits: MooMan (upgraded animation, cameo)


Airpad
Requirements - Radar Facility, Construction Yard
Cost - $500
Purpose - aircraft production and re-arming

Not leaving anything to waste, and another example of the Allies never-ending resilience, the Airpad is the AFC HQ sans the radar. The rest performs the same as it had before, allowing aircraft to come into play and re-arming any produced aircraft.
Credits: Westwood/Doctor Destiny (SHP), Gamemate (cameo)


Radar Facility
Requirements - Ore Refinery, Construction Yard
Cost - $1000
Purpose - radar facilitation

Another shining example of Allied brilliance. Instead of scrapping the Robot Control Center, the R&D team turned it into a radar facility instead. This took extreme pressure from the airforce, allowing them a dedicated pad for construction, arming and restocking. Additionally, with the lifted pressure, the Radar is able to call in Paratroopers every few minutes.
Credits: Westwood (SHP), Speeder/MO (cameo)


Internet Center
Requirements - Radar Facility, Strategy Center, Construction Yard
Cost - $4000
Purpose - secondary money production

In keeping with technologic trends, the Allies have moved forward with other methods of money transfer. Though its considerably more expensive than an Ore Purifier, it provides more steady income over a shorter period of time since it does not rely on ore gathering to be effective. And, a total of four can be placed on the battlefield at once; however, these do consume massive amounts of power so the new Turbines will be of immense importance.
Credits: ArgCmdr (SHP), Psycho (cameo base)


Turret
Requirements - Barracks, Construction Yard
Cost - $750
Weapons - Armor-Piercing Cannon
Purpose - anti-base defense

Since Prism weaponry is essentially out of commission, the Allies have gone back the prior generation's defensive structure. And it has not been without great joy as well; Turrets do not require power so ground defenses will never be out of commission and the cannon delivers solid damage at a good rate. The only drawback is its inability to charge with other Turrets to do more damage.
Credits: MooMan (SHP)


SOVIETS

Agent
Tagline - Their systems lay open to me!
Requirements - Barracks, Battle Lab
Cost - $1000
Weapons - Disguise Kit
Purpose - espionage

The Allies are not the only ones on the battlefield with espionage tactics. No, the Soviets have ramped up their game and finally put into place an espionage and reconnaissance team of their own. Serving the same function as the Allies Spy, the Agent is the Soviet counterpart. He is able to steal money, provide promotions and hijack technology as one would expect.
Credits: Dark_Elf_2001 (SHP)


Volkov
Tagline - Acknowledged.
Requirements - Barracks, Battle Lab
Cost - $2500
Weapons - HE Rifle, C4 Charges
Purpose - heavy base assault

As if the Soviets had enough power already, Boris is gone from the ranks as quickly as he appeared and back comes Volkov, the cyborg. He's as potent as ever, and as heavily armored. Able to absorb more tank shots than a Rhino, he dishes out punishment like its nothing. And then his C4 charges level structures in mere seconds.
Credits: Dark_Elf_2001 (SHP), Lefthand (cameo)


Rhino Tank
Tagline - Ready, comrade!
Requirements - War Factory
Cost - $900
Weapons - 120mm Cannon
Purpose - anti-tank combat

Nothing new with the Rhino Tank, this is just the Soviets showing off its new, sleeker design.
Credits: M1A1_Abrams (voxel), Major_Gilbear (voxel improvements)


Dragon Tank
Tagline - It is very hot in here!
Requirements - War Factory, Radar Tower
Cost - $1000
Weapons - Pyro Cannon
Purpose - flame-based assault

In a stunning move, the Soviets have retired the Tesla Tank from standard production. While it seemed like a huge blunder, it is quite evident that it was not. Their replacement, the Dragon Tank, is much more effective at dispatching infantry. Able to burn infantry to cinders in mere seconds, even lighter vehicles and structures succumb to the scorching heat.
Credits: TX1138 (voxel), EA Pacific (cameo base)


Warmaster
Tagline - Fighting for the Red Army!
Requirements - War Factory, Radar Tower
Cost - $1500
Weapons - 140mm Cannon
Purpose - anti-tank support and combat

At first glance, the Warmaster appears to be a re-tooled Rhino Tank. While this is somewhat true, it is also not true. The Warmaster has a meaner, beefier cannon that is extremely effective against vehicles, and marginally more so against infantry, it is not as potent against structures. However, its main purpose is to provide additional support for Rhino Tanks in the event an Industrial Plant cannot be deployed, as it is a new requirement for the Emperor Apocalypse.
Credits: TX1138 (voxel), EVA251 (cameo)


Emperor Apocalypse
Tagline - Soviet power supreme!
Requirements - War Factory, Battle Lab, Industrial Plant
Cost - $2000
Weapons - Twin 120mm Cannons, Mammoth Tusk Missiles, Passenger Slot
Purpose - heavy assault

As if the first incarnation of this beast wasn't monstrous enough, the Soviets went and improved the vehicle by leaps and bounds. The shiny new design is merely for aesthetics, so it would seem but it has allowed for a gunner slot to load one infantry to fire out. The fun doesn't end there. No, no. The cannon shells pound even harder, causing tanks to rock from the explosion and it even causes a small shockwave that creates even more damage! The missiles are largely unchanged except that they track a tiny bit better. And to cap off the festivities, the Apocalypse is slightly faster and fires while moving; however, it costs more and requires an additional support structure to be built.
Credits: Holy_Master(voxel), EVA251 (cameo)


YAK-24K Transport
Tagline - We have plenty of seats!
Requirements - War Factory, Radar Tower
Cost - $1000
Purpose - troop transport

Essentially the prior generation's Chinook with a shiny new paint job. However, be that as it may, the YAK-24K Transport delivers troops quickly to the battle or helps with surgical, behind-enemy-lines sneak attacks. Like the Nighthawk, it is unarmed and slow but it does have more armor than the speedier Nighthawk.
Credits: Spiderman_2099 (voxel, cameo)


Hind
Tagline - We're going to ruin somebody's day!
Requirements - War Factory, Battle Lab
Cost - $1400
Weapons - Twin 50 Caliber Machine Guns
Purpose - aerial-based support

Adding to their air superiority, and because MiGs and Airfields have made a huge comeback, the Soviets have brought the Hind back into action. Like its prior incarnation, it works best against infantry but is even able to knock through armor and steel as well. However, unlike before, the Hind does not have to return to base to rearm any munitions.
Credits: Lefthand (voxel)


MiG
Tagline - Tactical fighter reporting!
Requirements - Airfield
Cost - $1600
Weapons - HE Maverick
Purpose - espionage

And the MiG project lives on again and it is still very much like the previous generation's in terms of power and speed but it has been upgraded a touch as well. Firstly, the armor has been improved so it can absorb a few more rockets and bullets but that came at the cost of a little speed. Secondly, the weapon systems are more potent so damage against structures has improved, and it has the stunning ability to down approaching aircraft. The enhancements are at a premium, making the MiG the most expensive base aircraft.
Credits: Apollo (voxel)


Airfield
Requirements - Ore Refinery, Radar Tower, Construction Yard
Cost - $500
Purpose - aircraft production and re-arming

Feeling behind their initial war effort, the Soviets have recommissioned their airforce once again. And as before, the Airfield provides access to the singular aircraft, the MiG Fighter. However, unlike the previous war, Airfields do not carry the Spy Plane and that has stuck on the Radar Tower.
Credits: BuddaBoy (SHP), VisceroidGod (cameo base)


Tank Drop
Requirements - Radar Tower
Charge Time - 5 minutes

Instead of paratroopers, the Soviets drop tanks. The drop is available every five minutes and drops three Rhino Tanks anywhere on the battlefield.
Credits: EA Pacific (cameo base)


YURI

Attack Dog
Tagline - WOOF!
Requirements - Barracks
Cost - $200
Weapons - Teeth
Purpose - anti-infantry, anti-spy

Yuri has his own brand of dog in training. Then again, there are no differences between his version and the Allies' or Soviet's, except for the color and breed. However, this has since pushed the Brute up in the tech tree.
Credits: ArgCmdr/Westwood (SHP), Speeder (cameo)


Gattling Trooper
Tagline - We will not be oppressed!
Requirements - Barracks
Cost - $400
Weapons - Gattling Gun
Purpose - anti-aircraft

It was only a matter of time before Yuri successfully scaled down the gattling systems. Though not quite as strong, and lacking the ability to spin up, the Gattling Trooper's gun is easily able to knock aircraft from the sky and it's quite deadly on enemy infantry as well.
Credits: Westwood/MooMan (SHP)


Sneaker
Tagline - Sight unseen!
Requirements - Barracks, Battle Lab
Cost - $1100
Purpose - stealth espionage

The name is quite apt, especially for this infantry. Yuri has simply foregone the whole disguise thing and gone straight to being invisible. While he has no need for disguises, he is still able to be sniffed out as one would expect. Otherwise, he performs the same function as the Allied Spy and Soviet Agent.
Credits: Westwood (SHP, cameo base)


Parasite
Tagline - The higher order shall REIGN!
Requirements - Barracks, Battle Lab
Cost - $1500
Weapons - Psych Pulse Rifle
Purpose - assault support

An odd combination of ideas and no one is sure how they came to be. However, their suit-mounted cannon is a potent mix. Essentially, it fires a psych pulse that has devastating results against any target; and it looks as though there hallucinogens in the mix, but don't seem to be concentrated enough to cause any effects to enemy units. Damage seems to be on the lower side of the spectrum but the firing speed somewhat makes up for it.
Credits: Dark_Elf_2001 (SHP), Speeder (cameo)


'Orion'
Tagline - What's the job?
Requirements - Barracks, Battle Lab
Cost - $2500
Weapons - Meteor Storms
Purpose - base assault

Yuri only grows more odd as times goes by. Rather than fight any battles himself, he has gone underground and sent an apprentice summoner in to do his bidding. The name Orion is most likely a codename but no one is sure. However, one thing is for certain, his meteor storms are brutal. Few are able to come out alive after these flaming boulders crash down to Earth...
Credits: MooMan/ArgCmdr (SHP), MooMan (cameo)


Digger APC
Tagline - Hey, hey. Watch the upholstery!
Requirements - War Factory, Barracks
Cost - $1200
Purpose - troop transport

Yuri continues his unconventional take on warfare with his Digger APC. It provides the same function as its air-based cousins but its preferred method is subterranean movement. As such, it is less likely to be spotted on radar screens or noticed. However, it is noticeable slower, carries fewer passengers and costs more to produce. But its strategic value is incomprehensible.
Credits: Lefthand (voxel), Daz (cameo base)


Stinger
Tagline - I make my own path!
Requirements - War Factory, Psychic Radar
Cost - $1000
Weapons - Toxin-Tipped Missiles
Purpose - assault support

Fast, light, obnoxious. Three words to describe the Stinger. Weak on its own, these are meant to provide ranged support from the middle of the ground or cause a distraction somewhere else. The missiles they fire are potent enough on their own against infantry but vehicles hold up fairly well and they barely make a dent in any structure. But when elite, the toxins spread, leaving deadly clouds of acid floating about.
Credits: TheGuardian (voxel), Daz (cameo base)


Infernus
Tagline - Inferno cannons loaded!
Requirements - War Factory, Battle Lab
Cost - $1400
Weapons - Triple 90mm Flame Cannon
Purpose - base siege

Just when Yuri's forces were being understood, out goes the Magnetron and in comes the Infernus. Though it resembles the Magnetron of late, it is far different. For starters, it dropped its kinetic beams in favor of incendiary cannon shells, which it fires in three round bursts. Like the Howitzer, the Infernus is effective against infantry and structures but lighter vehicles fall prey as well; and the damn thing even leaves fires burning after the fallout!
Credits: Westwood (voxel body), MooMan (turret, cameo)


Starfire
Tagline - Potency guaranteed!
Requirements - Air Command
Cost - $1400
Weapons - Toxin-Tipped Maverick
Purpose - aerial-based unit assault

Yuri's sole aircraft, the Starfire. The name is somewhat misleading as it has nothing to do with spreading fire, but instead it spreads toxic clouds while doing considerable damage to ground targets. Structures, however, are quite a bit more resilient to the initial strike and against the toxins as well but enough exposure will even damage construction yards.
Credits: ArgCmdr (voxel, cameo)


Shark Sub
Tagline - Deep sea vessel standing by!
Requirements - Shipyard
Cost - $800
Weapons - Torpedo
Purpose - anti-naval, anti-submarine

Yuri with a conventional unit? Unheard of, but it is true and his Soviet defection shines through with his Shark Sub. Like many of his vehicles, it is lighter than its counterparts but that makes it cheaper to produce. Essentially a stripped down Typhoon, the Shark Sub performs the same function at about the same capacity as well.
Credits: Speeder (voxel)


Gattling Boat
Tagline - I'll puncture the next thing that moves!
Requirements - Shipyard, Psychic Radar
Cost - $700
Weapons - Twin Gattling Cannons
Purpose - anti-aircraft

It was only a matter of time before Yuri brought his gattling power to the high seas. The setup is not elaborate, and is hastily thrown together like many of vehicles, but it is exceptionally effective. The guns do the same damage as its wheeled counterpart.
Credits: Spiderman_2099 (voxel, cameo)


Corvette
Tagline - Rocket barrage ready!
Requirements - Shipyard, Psychic Radar
Cost - $700
Weapons - Quad RPG Rockets
Purpose - shore clearing vessel

Yet another poorly designed vessel for Yuri's forces but this time its main aim to help in clearing shorelines for advancing transports or to keep it clear of units for Boomer Subs to attack inner land targets. The Corvette fires a quad volley of high-explosive RPG rockets that are effective against infantry but the power starts to diminish on heavier targets. Thankfully, they're cheap to produce.
Credits: MooMan (voxel, cameo)


Ore Refinery
Requirements - Bio Reactor, Construction Yard
Cost - $1750
Purpose - ore destination

Finding his Slave Miner, and Slaves, to be vulnerable, and incompetent, Yuri has designed his own Refinery/Miner combination and set it into action. There is little to tell about his Ore Refinery since it has no hidden tricks or mysteries and it works exactly as one would expect.
Credits: MadHQ (SHP), Speeder (cameo)

Chaos Miner
Tagline - There is much money to be made!
Requirements - War Factory, Ore Refinery
Cost - $1000
Weapons - Chaos Gas Discharge (Death)
Purpose - ore gathering

And here is Yuri's miner of choice. The name is somewhat of a misnomer as it does not unleash the chaos gas until destroyed. Until then however, it is a functioning, heavily armored miner. Since it has no inherent weapon, Yuri's miner is able to store more supplies than the Chrono Miner or War Miner.
Credits: ArgCmdr (voxel), Starkku (cameo)


Psychic Radar
Requirements - Ore Refinery, Construction Yard
Cost - $1000
Purpose - radar

Seems no one is immune to budget cutbacks but this is at a benefit to all surprisingly. No longer do opponents need to worry about Yuri's forces knowing their every move early in the battle and this allows for the Psychic Reveal to be used more frequently.
Credits: Airstriker/MooMan (SHP), Sydr0 (cameo)


Air Command
Requirements - Psychic Radar, Construction Yard
Cost - $800
Purpose - aircraft production and re-arming

Yuri's design scheme is always rather gaudy, even when the function provides little more than providing a production facility for aircraft. The tower at the top looks as if it provides radar but it does not. It is there simply for decoration.
Credits: MadHQ (SHP, cameo)


Yurified Cloning Vats
Requirements - Battle Lab, Construction Yard
Cost - $4000
Purpose - infantry production

There is nothing new about the function, just the design has been upgraded. Yuri's team has removed all traces of the stodgy Soviet design and changed it to his more nefarious scheme.
Credits: Cannis (SHP), TX1138 (cameo)

And now some random screenshots.

A plethora of the Allied navy and the brand new Apache Longbow hold an enemy shoreline.


Aurora Bombers unleash their payload on the partially shrouded enemy Tech Airport.


A large contingent of Soviet infantry hold a deadly hill with additional overcharged Tesla Coil support.


A large force of Soviet units attack a small Yuri AI force, which was promptly decimated with extreme prejudice.


A group of loaded Emperor Tanks and Soviet infantry strike the enemy Allied Construction Yard.


The same group backed with more loaded Emperor Tanks begin making short work of the rest of Allied base.


The Emperor Tank force has been backed with V3 Launchers. The tanks hold the hill while the V3s pound the Yuri base.


A Yuri AI guards its base with infantry and a few tanks.


A small attack from my partner AI ends in disaster and fire from the Yuri Infernus. The fire lingers for some time before dissipating.


Even Yuri's defenses were little match for a group of Kodiak Tanks, Howitzers and off-screen Sniper IFVs.



Yes, I have permission to use the terrain.

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Aug 19, 2009 5:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Fucking nice!

Back to top
View user's profile Send private message
AltomareXD
General


Joined: 22 May 2008

PostPosted: Wed Aug 19, 2009 5:34 am    Post subject: Reply with quote  Mark this post and the followings unread

This is the same mod as the one with the Grinding Sub Pen?

Back to top
View user's profile Send private message Send e-mail
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Aug 19, 2009 6:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it is. This will be my only mod to feature that ability.

Back to top
View user's profile Send private message
Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Wed Aug 19, 2009 6:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Pwetty nice...

Back to top
View user's profile Send private message
m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Aug 19, 2009 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

This mod plays well. Balance is solid, as are most of his mod productions. The gameplay is more influenced by YR Squared, which I suppose is fine if you're into a bit of a stock-speed game setting.

Fear those ztyping light tanks if you're Yuri. God those things are annoying.

Back to top
View user's profile Send private message
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 19, 2009 9:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I like what I'm seeing here...

Back to top
View user's profile Send private message Send e-mail Skype Account
Lt Albrecht
Defense Minister


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

PostPosted: Wed Aug 19, 2009 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice, might try it when it's released #Tongue

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Wed Aug 19, 2009 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

if i said, what i´m seeing is looking nice, i would lie.
i can´t judge playability, but from the screens i see just a bunch of public assets that were used to death already...
however good luck with this

_________________

just a simple logo by bricks @ raminator, on Flickr

Back to top
View user's profile Send private message
inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Wed Aug 19, 2009 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
Nice, might try it when it's released #Tongue

_________________
Please, I DON'T read the signature rules of the forum.

Back to top
View user's profile Send private message
need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Wed Aug 19, 2009 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

raminator wrote:
if i said, what i´m seeing is looking nice, i would lie.
i can´t judge playability, but from the screens i see just a bunch of public assets that were used to death already...
however good luck with this

Exactly my thoughts. People are saying this is nice because Dark Templar is making this. If some random noob posted this, people would say that all of those things are overused. I mean, I've seen some mods which are very nearly exactly the same, apart from maybe a single unit or such.

_________________
☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭

Back to top
View user's profile Send private message Visit poster's website
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Aug 19, 2009 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

I normally have an instant hate towards mods crammed full of public assets, let alone the overused ones, but Fen's mods always grab my attention anyway. It's mainly because he is one of few people in the community that puts them to good use rather than cramming everything together and hoping it turns out good (like 60% of mod leaders in the community do).

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


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

PostPosted: Wed Aug 19, 2009 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

With Fen here we know we'll get solid ini coding, AI and balancing to back this stuff up, with any random newb we don't...

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 19, 2009 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I want to try this mod just for the AI #Tongue

Back to top
View user's profile Send private message Send e-mail Skype Account
need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Wed Aug 19, 2009 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, that is true. He excels at coding and balancing. My point is, however nicely balanced this mod can be, it's more of the same. Sure, it would be a good mod for online or network play, but don't you think skirmish would get boring very fast, since nothing is really new? I'm not saying his mod is bad, just that it's already been done.

_________________
☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭

Back to top
View user's profile Send private message Visit poster's website
Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Wed Aug 19, 2009 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starfire, wut? #Tongue

What bothers me:

Tankmaster - T2 heavy tank with stats between Rhino and the Apoc? Apocalypse at T3+?

4000$ for some buildings, which haven't undergone changes (Cloning Vats?)

I'm curious to see how such features as Light Tank, T2 I.F.V., T2 Brute etc. affect the gameplay. I can't really understand moving I.F.V. up in tech tree but I hope I will after playing. Wink

Also, if you want to go with machinegun IFV I would change the turret. MooMan had nice idea but that sentry-gun turret doesn't look nice after all. Not to mention the angle of the turret - I presume new basic mode is still AA as well as antiground?

Oh, and you killed the Prism Tank! #Tongue

_________________
mentalomega.com

Back to top
View user's profile Send private message Send e-mail Visit poster's website YouTube User URL Facebook Profile URL Twitter Channel URL
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Aug 19, 2009 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dude, please rename the Apoc back to Mammoth tank...

That way this mod is perfect.

Back to top
View user's profile Send private message
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Aug 19, 2009 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

How long before its cancelled?

Also I guess China general voices on all the soviet russian units.

Its just like odd changes like $4000 tech buildings mixed with some mooman/cannis rules and some of your old mod concepts.

Also some voxels just ain't looking nice no more, holy master's odd remap tank for example.

Last edited by Allied General on Wed Aug 19, 2009 3:22 pm; edited 3 times in total

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Wed Aug 19, 2009 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

There ain't much to cancel tbh. It seems most of work is done.

_________________
mentalomega.com

Back to top
View user's profile Send private message Send e-mail Visit poster's website YouTube User URL Facebook Profile URL Twitter Channel URL
m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Aug 19, 2009 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

@AG: Nothing he's done has been cancelled. Most of the projects he's working on have betas that I've played. I'd be a bit hesitant to immediately bash this idea.

@Need my speed: All skirmish is the same. You have any massive ideas on how to make fighting an AI different?

And for everyone knocking the public assets, you're more than welcome to donate your uber pwn gfx to the mod to make it better. Just don't knock what doesn't look nice. Everything here is of superb quality that works well together.

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Aug 19, 2009 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why do you always use that IMO ugly Rhino? I'll also say the loading screens have too much bevel.

But other than that it looks nice (and the Apoc voxel is too small). Hmm, the background to the Psychic Radar cameo reminds me of the background to Sonic & Knuckles Death Egg zone. #Tongue

Back to top
View user's profile Send private message Send e-mail
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Aug 19, 2009 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

need my speed wrote:
Exactly my thoughts. People are saying this is nice because Dark Templar is making this. If some random noob posted this, people would say that all of those things are overused. I mean, I've seen some mods which are very nearly exactly the same, apart from maybe a single unit or such.

I'm not a graphics man and I'm well aware of that fact. I don't try to lie and hide it so I make up for that with tiny modifications to gameplay and heavy AI editing. I try to sell with presentation, even with public assets.

Dutchygamer wrote:
I want to try this mod just for the AI #Tongue

When I get it done and rewritten, it should be pretty good. At least... I'm hoping. #Tongue

Speeder wrote:
Starfire, wut? #Tongue

What bothers me:

Tankmaster - T2 heavy tank with stats between Rhino and the Apoc? Apocalypse at T3+?

4000$ for some buildings, which haven't undergone changes (Cloning Vats?)

I'm curious to see how such features as Light Tank, T2 I.F.V., T2 Brute etc. affect the gameplay. I can't really understand moving I.F.V. up in tech tree but I hope I will after playing. Wink

Also, if you want to go with machinegun IFV I would change the turret. MooMan had nice idea but that sentry-gun turret doesn't look nice after all. Not to mention the angle of the turret - I presume new basic mode is still AA as well as antiground?

Oh, and you killed the Prism Tank! #Tongue

I couldn't think of a supercreative name for Yuri's aircraft. If something springs to mind, I'll change it to that. #Tongue

The Warmaster is meant to be a heavy tank combat support unit that works with the Rhino Tank in combat. Since the Emperor Tank is fairly heavy duty, I gave it the additional prerequisite so the Warmaster comes in handy when you need just a bit more oomph late game, or midgame. Suffice to say, it's not shabby at making a dent in Mirage Tank hordes.

The $4000 price on the T3 tech buildings signifies they have some heavy importance and that they should be protected since each gives you an advantage in some fashion or another, and I did it to keep the sides even.

Much of those were balance changes, cosmetic or done simply because I could. I was never a huge fan of Robot Tanks so I replaced those with Light Tanks and they don't power down. The T2 IFV is primarily because the IFV modes are quite a bit more potent than they were before and having that much power so early would stack the games. And the T2 Brute is purely a Yuri balancing change since he had the absolute best scouting unit in the game with the Brute...

No, the IFV lost AA on its primary. I did that so the Firewolf wouldn't lose its effectiveness or be obsolete with a radar. #Tongue

Bah. Damn Prism Tanks. #Tongue

Allied General wrote:
How long before its cancelled?

Also I guess China general voices on all the soviet russian units.

Its just like odd changes like $4000 tech buildings mixed with some mooman/cannis rules and some of your old mod concepts.

Also some voxels just ain't looking nice no more, holy master's odd remap tank for example.

I won't cancel this one, and I only canceled my old projects because I didn't like they way they turned out. I don't particularly like putting out a bad product.

Chinese and Arabian, yes. The Soviet Union does encompass quite a large area so I'm only using what I have at my disposal.

I don't just willy nilly make changes and I have a reason for everything I change. I played stock YR online so I base about 80 percent of my balance from experienced players. Say what you want, they know the gameplay better than we do.

Back to top
View user's profile Send private message
Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Wed Aug 19, 2009 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Why do you always use that IMO ugly Rhino? I'll also say the loading screens have too much bevel.

But other than that it looks nice (and the Apoc voxel is too small). Hmm, the background to the Psychic Radar cameo reminds me of the background to Sonic & Knuckles Death Egg zone. #Tongue

Didn't you use it too? #Tongue

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Aug 19, 2009 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uhh, no...

Back to top
View user's profile Send private message Send e-mail
m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Aug 19, 2009 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, Bolt used the stock Rhino voxel in his only released mod.

I'd save judgement on the mod until you play it, honestly. If MiG came out and released a bunch of public-assets as a mod, you'd all be going nuts about ZOMG MIG YOUR MOD IS WIN. (naturally, MiG wouldn't drop a mod out of nowhere or use public assets, but used him as an example for his status) Don't judge because there are public assets. You don't see very many finished products using half these assets.

And, Ixonoclast, it's an Emperor Tank. Not even an Apoc. Screw Mammoths, every other mod has one.

Back to top
View user's profile Send private message
Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Wed Aug 19, 2009 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Argh,stupid eye >.<

I understood accidentally ugly Apoc not ugly Rhino xD

But,the Apoc is ugly too #Tongue

There are better Apocs around..

Back to top
View user's profile Send private message
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Aug 19, 2009 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Screw Empecrapss and Apocashits.

Mammoths are the only true heavy tanks.

Back to top
View user's profile Send private message
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Aug 19, 2009 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think its cos this type of mod has been done to death i.e. a enhancement of YR (normally invovles nerfing/removal/addition of units) when modding should broaden your modding horizons.

I expected some big new features from Ares and all I get is a Sub Pen which can accept grinder logic and some NonsensePatch (as Fenring would say) additions.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Aug 19, 2009 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
I think its cos this type of mod has been done to death i.e. a enhancement of YR (normally invovles nerfing/removal/addition of units) when modding should broaden your modding horizons.

I enjoy Yuri's Revenge as it is and I don't feel like reinventing the wheel. I like x-pack type modifications so that's what I tend to create. I don't have a dedicated team to create a huge total conversion because if I did, I probably would have done so already. Besides, I do all of this for fun, not glorification. I could give less than a shit if you like it or not.

Allied General wrote:
I expected some big new features from Ares and all I get is a Sub Pen which can accept grinder logic and some NonsensePatch (as Fenring would say) additions.

Ares isn't feature filled quite yet so there's not a whole lot to add at this point. If you don't like Ares, that's fine but don't blame me for having no features when I'm limited by the game engine and the addons I have to the engine. NonsensePatch is completely out of the question since I don't particularly enjoy being entirely unable to debug random IEs. As it is now, with Ares, I have fixed all IEs that have come up.

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


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

PostPosted: Wed Aug 19, 2009 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ares is currently in the "fixing WW screwup" stage. It does allow more interesting stuff than this, I swear. #Tongue As well as that it's not done yet. We can make SWs drain credits, firestorm walls and laser fences are possible, AAcombat is a given, a ton of bugs have been fixed, like pips.shp being loaded six times... Custom Coloured radbeams, all technotypes being able to use ivanbombs, different damage to deployed infantry, alphalights on units... etc. More will come of it. Just not all of it yet.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Aug 19, 2009 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I got no issues with Ares, I'll all in favour for easily codable, bug free reusable code but I kinda expected something big like mod wise.

Also obviously you didn't think Yuri's Revenge was perfect if your modding it, cos obviously you disliked elements of the game - for example prism technology.

To be perfectly honest I only looked at this thread because of [Ares]

And all I got, lets face it graphically anyone could make and coding wise anyone could as well, at least anyone who looks on modenc and looks at files before posting.

I mean its not that hard to change Cost=4000 or to use darkelfs sidewinder trooper with some deploy frames.

Also like you I've got no team and its simply my own viewpoint on the project so no need to take it personally.

Also I disagree with calling it the WW screw up stage, its a just a mentality in business and coding, to get the quickest possible results on the market place. The game was never designed for outside modding.

But really it just looks like a tick list

- RA1 units - tick
- Generals voices - tick
- Mooman units/terrain - tick
- Elements from speeders mod - tick
- Seperating radar from airforce tick
- Turning the robot control centre into radar - tick

All I'm saying is no prizes for originality. I'm just awaiting the abrams now tbh.

You got all this potentially groundbreaking patch potential, and all we got is a mod which anyone could have made in 2000.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Aug 19, 2009 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
I got no issues with Ares, I'll all in favour for easily codable, bug free reusable code but I kinda expected something big like mod wise.

It's still really in the R&D stage. When I have more functioning parts to use, you can bet I will be making full use of Ares... when its available. As it stands, no such luck.

Allied General wrote:
Also obviously you didn't think Yuri's Revenge was perfect if your modding it, cos obviously you disliked elements of the game - for example prism technology.

Well. Prism tech getting dropped was simply because I could. My other projects continue to implement Prism tech in its original form, albeit with changes. I wanted a slightly different Allied army in this project.

Allied General wrote:
To be perfectly honest I only looked at this thread because of [Ares]

[Ares] is there to signal that it will be required when its released.

Allied General wrote:
And all I got, lets face it graphically anyone could make and coding wise anyone could as well, at least anyone who looks on modenc and looks at files before posting.

It's 2009. YR is what, seven years old? Quite a lot of the game has already been discovered and any useful new code tricks have since been discovered so it's not like I'll pull brand new logic out of my non-existent hat. While the coding may not be complex (I save that for web applications), the presentation and balance are all there. A lot of the selling point is presentation. And, of course, I'll go for broke on the Skirmish AI. As painstaking as it may be, I love working on the AI.

Allied General wrote:
Also I disagree with calling it the WW screw up stage, its a just a mentality in business and coding, to get the quickest possible results on the market place. The game was never designed for outside modding.

No. There are a lot of atrocious screw ups within the game that even an amateur game designer wouldn't make. I've seen the pseudocode. It's... well... it would make baby Jesus cry. I'll just say that.

Allied General wrote:
All I'm saying is no prizes for originality. I'm just awaiting the abrams now tbh.

No Abrams in this mod. Sorry to disappoint. #Tongue

Allied General wrote:
You got all this potentially groundbreaking patch potential, and all we got is a mod which anyone could have made in 2000.

I'll use it when its available.

Back to top
View user's profile Send private message
m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Aug 19, 2009 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd like to see your release of AGSA 1.04, everyone I've talked to act like it's the most groundbreaking thing in modding since EXE hacking.

Back to top
View user's profile Send private message
need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Thu Aug 20, 2009 6:48 am    Post subject: Reply with quote  Mark this post and the followings unread

That's exaggerating things a bit. AG: SA is like this, but with unique, totally redone factions, and with units that aren't used by any other mod as far as I know. It would be best if he just released AG: RH though. #Tongue

_________________
☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭

Back to top
View user's profile Send private message Visit poster's website
Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Thu Aug 20, 2009 8:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe its my opinion,but this time I'm more on AG's side.Why?

Well,the whole mod looks like mixing MooMan's mod with MO and Sudden Strike.

That's the thing.Nothing new,maybe Aro's loadscreens,which,Aro did a awesome job on them.

Heck,there are small YR mods which did their job in a good way.I even had my own thread at Revora were I had some stuff which were a base for my YR mod.They were pretty small additions,such as robots instead of slaves,for the sake of not using the overused cheat and use a sniper or a SEAL and stop the enemy from getting money.
New designs and stuff,but I never continued it.
But then again,there are lots of stuff which can be done.Additionally,people could also learn to do their own graphics,it ain't that hard,you know

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Aug 20, 2009 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

What the ztype do people all of a sudden have a problem with free source graphics?

The reason it's there is to get ztyping used.

I always thought MO was unoriginal and it is to a great extent though it still may be one of the best of its kind simply because its so well made and presented. Maybe its been done before, but this rehash might just be the perfect mix of old ideas as to produce a great playing mod.

Sometimes you don't need a TC thats so far out its boring to play. A rehash mod thats done properly and looks good can be justified. If your saying the ultimate YR+ mod has been made and theres no point in doing them anymore then fine, but it hasnt.

Back to top
View user's profile Send private message Send e-mail
need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Thu Aug 20, 2009 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I absolutely do not have a problem with free source graphics. In fact, I nearly only use free source graphics in my mod.

_________________
☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭

Back to top
View user's profile Send private message Visit poster's website
Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Aug 20, 2009 9:16 am    Post subject: Reply with quote  Mark this post and the followings unread

IMO You all treat modding too seriously. #Tongue Just let him finish the mod and then play it. If you like it, keep playing. If you don't - don't play. He does it for fun, just like every modder should and if people want to play his mod - they will, anyway.

Most of mod players don't check which mods share same assets etc. I guess they simply don't care. They play.

_________________
mentalomega.com

Back to top
View user's profile Send private message Send e-mail Visit poster's website YouTube User URL Facebook Profile URL Twitter Channel URL
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Thu Aug 20, 2009 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
What the ztype do people all of a sudden have a problem with free source graphics?

The reason it's there is to get ztyping used.

All of the sudden? I can remember people having problems with using public resources, mainly voxels since I first started modding almost 4 years ago. (and I am sure it extends back further than that)
The main reason I decided to learn how to voxel myself and avoid using public assets unless I absolutely had to.

In regards to RA:X, I like. Although a few of my old voxel cameos could probably benefit from a redo.

BTW, I never knew IFVs were "naval based siege." #Tongue

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Aug 20, 2009 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
IMO You all treat modding too seriously. #Tongue Just let him finish the mod and then play it. If you like it, keep playing. If you don't - don't play. He does it for fun, just like every modder should and if people want to play his mod - they will, anyway.

Most of mod players don't check which mods share same assets etc. I guess they simply don't care. They play.

Wise words man, wise words Wink

Back to top
View user's profile Send private message Send e-mail Skype Account
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Aug 20, 2009 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
BTW, I never knew IFVs were "naval based siege." #Tongue

I found some copy and paste screw ups too. #Tongue Should probably fix those. XD

Back to top
View user's profile Send private message
m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Aug 20, 2009 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

You'd be amazed how much enjoyment one could find from this mod. I've clocked many hours in it. Considering the last major mod I played with such intensity was Robot Storm online with Elerium and AG, it's got potential to be a community great.

Back to top
View user's profile Send private message
MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Thu Aug 20, 2009 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

interesting! Smile

_________________
MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.)

Back to top
View user's profile Send private message Skype Account
zenoniations
Disk Thrower


Joined: 16 Sep 2008
Location: 77th Battalion headquarter

PostPosted: Fri Aug 21, 2009 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I sense all of this mod is public assets.
Can you show me about your own unit?

_________________
Red Alert : Reinforced [On hold]
Armored Assault : Operation MOBA [In dev]

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID YouTube User URL Facebook Profile URL Skype Account
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Aug 21, 2009 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

GTFO

Back to top
View user's profile Send private message Send e-mail
m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Aug 21, 2009 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, it's not ALL public.

Moo's terrain is only available for Fen and AG. Ironically enough.

Back to top
View user's profile Send private message
leaoaltamirano
Medic


Joined: 06 Sep 2010

PostPosted: Mon Sep 06, 2010 1:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

How will I download this? Sad

Back to top
View user's profile Send private message
Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Tue Sep 07, 2010 4:05 am    Post subject: Reply with quote  Mark this post and the followings unread

You bumped quite an old topic..

Tbh, I don't think there's a download.

_________________
Okay, my signature was starting to annoy even me.

Back to top
View user's profile Send private message
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Sep 07, 2010 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

First of all don't bump topics which are over a year old.

If mods have been released etc, he would have made a much newer announcement as well as site update here - http://www.freedomstudios.net/

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Sep 07, 2010 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Bumps aside, it's good to know someone wants the mod.

_________________
KGR | AT
AZUR
Discord: theastronomer1836
Steam

Back to top
View user's profile Send private message Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 2 [59 Posts] Goto page: 1, 2 Next
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.3026s ][ Queries: 11 (0.0094s) ][ Debug on ]