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ASM
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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Sun Sep 06, 2009 10:48 pm    Post subject:  ASM
Subject description: A small mod (Red Alert 2: Yuri's Revenge)
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Quote:
Intro
This mod is aimed to be very little smally tiny. So if you expect huge changes or TC (total conversion) mod, you'll be disappointed.

Dedicated to imitate the atmosphere and gameplay of the original Red Alert 2 and Red Alert 2 Yuri's Revenge, the mod is supposed to be something like an extension of a human arm - a bit prolonged, but not too far (because it can make an obstacle of itself preventing from doing anything Wink).


Moddb.com webpage:
http://www.moddb.com/mods/asm


For some months I've received some comments from fans/antifans/players there.
This time I need a couple of different opinions. Feedback from such great modders as you, will be much appreciated here.


Updated/edited post:

Based on Allied War Factory made by The I Man & CNC_Network:


Based on Allied Ore Refinery created by MooMan65

Allied Ore Refinery in the pic above is made by MooMan65!


Urban theatre Allied and Soviet buildings:





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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Wed Sep 23, 2009 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for a double post, but nobody has commented the mod (maybe because there was no preview?). Wink


New Yuri lunar theatre buildings:


Nota bene: Yuri Ore Refinery shown here is made by Dethro!

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need my speed
Cyborg Artillery


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

PostPosted: Wed Sep 23, 2009 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

But you have far more buildings! #Tongue

Really totally great mod!

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Sep 23, 2009 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Confused

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Sep 23, 2009 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Confused

Agree.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Sep 23, 2009 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

wtf? We're supposed to comment when it looks like all you've done is mangle a bunch of buildings? Theater images don't need to be that different.

On top you ignore the entire "THINGS COME OUT THE TOP OF ME" for the War Factory in almost every pic.

The Soviet War Factory versions of the CY and Refinery are neat though.

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Wed Sep 23, 2009 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I personally don't like it Confused

If you play as any theater, all the buildings look too similar...

But good try though. Wink

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Sep 24, 2009 3:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't see anything wrong with different buildings for different theaters, I think it's a great idea, I'm surprised no-one thought of it before though. I'm not fond of the SHP's used though, but my opinion is biased as I hate most CnP images.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Sep 24, 2009 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

The idea is worthy of the hearts of 777 virgin hearts.

The execution is less perfect, but it still looks okay.

Add more details.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Sep 24, 2009 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

The idea has been around for a while, actually...
But yeah, interesting idea, just a little fuzzy on the execution.

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Thu Sep 24, 2009 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
I don't see anything wrong with different buildings for different theaters, I think it's a great idea, I'm surprised no-one thought of it before though. I'm not fond of the SHP's used though, but my opinion is biased as I hate most CnP images.


Have to agree with Aro, I like the idea of a different theme for each theater, but CnP jobs just seem so meh most of the times :/

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Thu Sep 24, 2009 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

need my speed wrote:
But you have far more buildings! #Tongue

Really totally great mod!


No need for showing too much. Tongue Thanks!


OmegaBolt wrote:
Confused


Dark Templar X wrote:
Agree.


m7 wrote:
wtf? We're supposed to comment when it looks like all you've done is mangle a bunch of buildings? Theater images don't need to be that different.

On top you ignore the entire "THINGS COME OUT THE TOP OF ME" for the War Factory in almost every pic.


One word: jealousy (the proof: "Theater images don't need to be that different", haha). Very Happy

I don't have SO MUCH CASH as you have, to buy all these superb programs for making buildings and other stuff.
And I truly have nothing against it. Everyone uses his own programs.

But everybody should be aware though, it's all simple CnP, and using free Paint (yup, all was made by M$ Paint!) and free SHP Builder.


m7 wrote:
The Soviet War Factory versions of the CY and Refinery are neat though.


:-O I still think they're the worst versions of buildings I've ever made.


ConMan wrote:
I personally don't like it Confused

If you play as any theater, all the buildings look too similar...

But good try though. Wink


Thanks, the first real constructive cricitism. They look, I'm well aware of it. Wink That was the plan... different theatre, different style... they should look similar, nevertheless. Smile


Aro wrote:
I don't see anything wrong with different buildings for different theaters, I think it's a great idea, I'm surprised no-one thought of it before though. I'm not fond of the SHP's used though, but my opinion is biased as I hate most CnP images.


Thanks. Wink I didn't see it either, so at first I didn't know if it works at all... x-D But I checked it, it worked, it'd be a waste of an idea.

Yup, it's only CnP, I don't have any advanced programs than MS Paint (and cash for them). I have some other programs (such as GIMP to various edit/detail/resize work), but I don't use them too much.


Ixonoclast wrote:
The idea is worthy of the hearts of 777 virgin hearts.

The execution is less perfect, but it still looks okay.

Add more details.


Thanks.

I remember the advice you all gave me when making cranes. Wink Less free space, more detail, more proper shadows, etc.
The mod isn't finished yet. Smile Almost all can change (especially Allied desert theatre buildings ;-P).


Orac wrote:
The idea has been around for a while, actually...
But yeah, interesting idea, just a little fuzzy on the execution.


Hmm, I didn't see a mod using this idea, so I was confused if it can be applicable. Wink
Thank you, the execution isn't finished. Wink Probably v0.99 of the mod will be the final one with ultimate versions of buildings.


inzane krazy wrote:
Have to agree with Aro, I like the idea of a different theme for each theater, but CnP jobs just seem so meh most of the times :/


Like I said, don't expect too much from M$ Paint, CnP work, and beta versions of the mod. Wink

Thanks for the opinions!

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SuperMario949
Jumpjet Infantry


Joined: 24 Jun 2008
Location: you know it

PostPosted: Thu Sep 24, 2009 11:49 am    Post subject:   Reply with quote  Mark this post and the followings unread

Awsome Super Mod the name must be Wink ,It's greatly going to make me change my mind about playing only on temperate theater.

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Fri Oct 09, 2009 2:37 am    Post subject: Reply with quote  Mark this post and the followings unread

SuperMario949 wrote:
Awsome Super Mod the name must be Wink ,It's greatly going to make me change my mind about playing only on temperate theater.


Thanks, the mod isn't awesome at all. Wink It needs a good deal of improvements (or a bad deal of dirty work, all the same).


Old Ops Center:


New Ops Center:


A close comparison:


I'm thinking about making different theatre versions for:
- airpad
- tech lab/center (+ 2-tier tech buildings, such as Soviet Ops Center above)
- base defenses
- SWs

What do you think? Wink

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Oct 09, 2009 2:47 am    Post subject: Reply with quote  Mark this post and the followings unread

That's actually pretty cool excluding it's shadow, that needs major fixing.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Fri Oct 09, 2009 3:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm. The mod strikes me as a good effort so far, but I don't like the results of the buildings. Right now, yes, they have different looks for each theatre, and the structures look more similar (giving a feeling of unity that is pretty good imo). Some buildings have the changes done exceptionally well, and others have the new parts standing out and poorly matching.

As a whole this makes the styles look only so-so, with a lot of quantity but little, and scattered quality.

For example the Allied base in the lunar theatre; the Construction yard and the barracks have these new parts added very well, and no parts look too much out of place. The rest of the buildings in Allied Lunar look awkward, and like the changes were done in a rush; the airforce command looks weird with the giant, tall hangar door, the warfactory looks off centre and its entrance way too small, and finally the refinery's changes contrast too much on the left side and look warped out of shape on the right side.

What I would recommend is not to go for many, moderate quality changes with a few quality results, but instead stick with one good, consistent style (and only small changes per theatre). Take the best of everything and concentrate on one, high quality replacement set per side.

Now, I think that is enough about building styles from me.
On the bright side this mod looks very unique IMO; its commendable that you went ahead and did some good assets without really relying on PS, 3d software, other people, or too much public available assets [not that there is anything wrong with them, but it gets boring seeing recycled graphics and ideas as opposed to original stuff].

This uniqueness is impressive - I'll try to play the latest demo out on the weekend and experience the good stuff up close Wink

Where do these walls of text come from xD. didn't expect these would happen when I started...

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suraj_geddam98
Missile Trooper


Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Fri Oct 09, 2009 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Different buildings for different theaters...... *thinks for a while* Awesome!

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sat Oct 10, 2009 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Feillyne wrote:

OmegaBolt wrote:
Confused


Dark Templar X wrote:
Agree.


m7 wrote:
wtf? We're supposed to comment when it looks like all you've done is mangle a bunch of buildings? Theater images don't need to be that different.

On top you ignore the entire "THINGS COME OUT THE TOP OF ME" for the War Factory in almost every pic.


One word: jealousy (the proof: "Theater images don't need to be that different", haha). Very Happy

I don't have SO MUCH CASH as you have, to buy all these superb programs for making buildings and other stuff.
And I truly have nothing against it. Everyone uses his own programs.

But everybody should be aware though, it's all simple CnP, and using free Paint (yup, all was made by M$ Paint!) and free SHP Builder.


Jealous? Are you out of your ztyping mind? I wouldn't use those useless sack of shit buildings if my life depended on it. Commanders don't design 6 sets of buildings for each theater of war. If anything at all, they design one set of buildings that work with all of them.

I don't know which is more stupid, the jealousy comment or the entire idea presented as it is.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sat Oct 10, 2009 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

The idea is pretty good. Different construction methods are used for different theatres, although you have to remember that less-than-one-second building buildup and less-than-minute construction makes all logic as far as constructions are concerned go obsolete. #Tongue

Still, the concept itself is a nice and original one but some graphics do need work.

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Sat Oct 10, 2009 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
That's actually pretty cool excluding it's shadow, that needs major fixing.


Fixed, but I have no time for showing a pic. =-/

MT wrote:
Hmm. The mod strikes me as a good effort so far, but I don't like the results of the buildings. Right now, yes, they have different looks for each theatre, and the structures look more similar (giving a feeling of unity that is pretty good imo). Some buildings have the changes done exceptionally well, and others have the new parts standing out and poorly matching.

As a whole this makes the styles look only so-so, with a lot of quantity but little, and scattered quality.

For example the Allied base in the lunar theatre; the Construction yard and the barracks have these new parts added very well, and no parts look too much out of place. The rest of the buildings in Allied Lunar look awkward, and like the changes were done in a rush; the airforce command looks weird with the giant, tall hangar door, the warfactory looks off centre and its entrance way too small, and finally the refinery's changes contrast too much on the left side and look warped out of shape on the right side.

What I would recommend is not to go for many, moderate quality changes with a few quality results, but instead stick with one good, consistent style (and only small changes per theatre). Take the best of everything and concentrate on one, high quality replacement set per side.

Now, I think that is enough about building styles from me.
On the bright side this mod looks very unique IMO; its commendable that you went ahead and did some good assets without really relying on PS, 3d software, other people, or too much public available assets [not that there is anything wrong with them, but it gets boring seeing recycled graphics and ideas as opposed to original stuff].


Thanks, all what you said is very true. Thank you for pointing out that Allied airpad in lunar theatre, I didn't see it that way (and thanks to you, it will be changed ASAP Tongue).

MT wrote:
This uniqueness is impressive - I'll try to play the latest demo out on the weekend and experience the good stuff up close Wink


Hmm, seriously, I don't recommend the latest "demo", b/c it doesn't have a lot of things done, i.e. buildups of new buildings, and so forth.

Only 0.99 or 1.00 version is planned to be sincerely recommendable! Smile

MT wrote:
Where do these walls of text come from xD. didn't expect these would happen when I started...


Once again, thanks for these "walls of text". x-D I'll see if I can improve them, and match their quality with each other, so they will appear really similar and good.


suraj_geddam98 wrote:
Different buildings for different theaters...... *thinks for a while* Awesome!


Needs a good deal of work, nevertheless. Smile


m7 wrote:
Jealous? Are you out of your ztyping mind? I wouldn't use those useless sack of shit buildings if my life depended on it. Commanders don't design 6 sets of buildings for each theater of war. If anything at all, they design one set of buildings that work with all of them.

I don't know which is more stupid, the jealousy comment or the entire idea presented as it is.


LOL, jealous of the idea, are you ztyping not thinking? :-O

Commanders? Maybe "modders"? ^^

Haha, besides, if you are so jealous of the idea of different buildings in different theaters, you can make own sets for your own mod, too. This idea isn't copyrighted or something.

Just stop to tell me what to do and what not to do, and what's useful or what's useless. Save your pretty dumb judging for your own mods.


Speeder wrote:
The idea is pretty good. Different construction methods are used for different theatres, although you have to remember that less-than-one-second building buildup and less-than-minute construction makes all logic as far as constructions are concerned go obsolete. #Tongue

Still, the concept itself is a nice and original one but some graphics do need work.


Yup, that's why I'm always marking downloads as "demos", and give warnings that they are only beta versions. Tongue Smile

Buildups will be hard to do, but they are needed. =-/ Tongue Unless one start to replace Westwood's original buildup logic with a new one, i.e. general buildup for all buildings, varying only in size, e.g. an active construction site and working cranes, etc. Smile

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Sat Oct 17, 2009 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Using m7's terminology, another load of crap: Tongue




There will be Naval ConYard, plus Naval Construction Ship, NCS, built by the regular ConYard and Shipyard/Subpen respectively (ie Shipyard/Subpen will be able to be built by the regular ConYard).

Naval ConYard will cost around 3500 credits, deploayble into NCS, with long/far adjacency (all other naval buildings will have standard adjacency: 2).

Well, I was thinking about two things concerning only water maps:
1) how to solve the problem of resource gathering
2) how to make MCV deploayble/placeable on water (i.e. make it useful somewhat, so the ConYard wouldn't be required)

Hmm, my own solutions (need an analysis):
1) navalised oil derricks, making a bit more money
2) hmm, AFAIK, it's possible with game modes (making MCV just like NCS, deployable into NConYard instead of the regular one, plus changing movement type, etc.)


BTW, do demolished anims work? x-D

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat Oct 17, 2009 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

DO LIKE!

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Sun Oct 18, 2009 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

vefbl4 wrote:
DO LIKE!


Glad to hear it. Smile


Navalised Allied Power Plant:



Two different Allied platforms:



The first got scrapped when I saw how horrible it was (and still is). ^^ Stopped halfway.

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Sun Oct 18, 2009 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

OH GOD, WIN, SO WIN, THAT REMINDS ME SO MUCH OF TOTAL ANNIHILATION, KEEP GOING!

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AltomareXD
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Joined: 22 May 2008

PostPosted: Sun Oct 18, 2009 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice.

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Sun Oct 18, 2009 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

inzane krazy wrote:
OH GOD, WIN, SO WIN, THAT REMINDS ME SO MUCH OF TOTAL ANNIHILATION, KEEP GOING!


AltomareXD wrote:
Very nice.


Hehe, thanks.

Another morsel: Wink

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Mon Oct 19, 2009 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, the epicness. Love the buildings except the naval battle lab. It looks unbalanced (I don't wanna be in that building should it collapses #Tongue).

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Mon Oct 19, 2009 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

ingame tests? well i want to see it in action lol

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Mon Oct 19, 2009 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe you should add some helipads on the buildings, so...you know, people can leave and enter the place :v

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Mon Oct 19, 2009 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

freedom fighter wrote:
Ah, the epicness. Love the buildings except the naval battle lab. It looks unbalanced (I don't wanna be in that building should it collapses #Tongue).


Thanks. Smile

Soviet one, supposedly? Tongue Well, it'll be a bit changed. ;-P


- geno - wrote:
ingame tests? well i want to see it in action lol


No, not yet. First most fundamental (basic) graphics, then anims (+ snow/damaged versions), then in-game pics. Smile


inzane krazy wrote:
Maybe you should add some helipads on the buildings, so...you know, people can leave and enter the place :v


There isn't room for that... any room. ATM naval buildings and base defenses have broader foundations (3x2 smallest), but later they also will have more hps (and BDs will have more firepower).

You know, they can enter these by ferry and ladders. Hmm, I could add some ladders to the platforms supporting navalised buildings, so they don't need to bring their own ones. ^^'


Which version of Yuri naval platform is better? (below)

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Mon Oct 19, 2009 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

really,I dislike CnP jobs.But,its better than none.

So,I choose the first one.

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inzane krazy
General


Joined: 07 Nov 2006
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PostPosted: Tue Oct 20, 2009 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

First one.

Maybe you could add the helipads on top of the structures which you can actually place one on, liek the Tech Center for the allies.

OBTW, will there be a graphical upgrade for the vehicles?

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Darkstorm
Commander


Joined: 20 Jan 2008
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PostPosted: Tue Oct 20, 2009 2:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Really good, but I think Allied + Soviet +Yuri Tech, added to the naval equivalents is just too much clutter. Perhaps replace Defense tab with Naval/SW of course, like change all defenses to buildings tab and then redo defenses tab with water/SW so there won't be a hugely cluttered buildings tab.

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inzane krazy
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Joined: 07 Nov 2006
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PostPosted: Tue Oct 20, 2009 8:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Darkstorm wrote:
Really good, but I think Allied + Soviet +Yuri Tech, added to the naval equivalents is just too much clutter. Perhaps replace Defense tab with Naval/SW of course, like change all defenses to buildings tab and then redo defenses tab with water/SW so there won't be a hugely cluttered buildings tab.


Agreed, If it's possible of course.

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Tue Oct 20, 2009 5:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Deformat wrote:
really,I dislike CnP jobs.But,its better than none.

So,I choose the first one.


Yup, but ATM only CnP is possible. Wink


inzane krazy wrote:
First one.

Maybe you could add the helipads on top of the structures which you can actually place one on, liek the Tech Center for the allies.

OBTW, will there be a graphical upgrade for the vehicles?


Hmm, hardly, w/o messing up the original design / whole building. = /

What do you mean? Wink I haven't tested all possibilites/abilities/features of RA2:YR engine. Tongue By "a graphical upgrade" I understand upgrades for vehicles (i.e. making them graphically upgradable), but IDK if it's possible.
Shame they (WW) made IFV hard-coded. = / It could be easily used as a turret upgrade for vehicles, just by using infantry (and making them unable to undeploy/exit). = /

But probably you mean updating textures/skins of vehicles. Wink Yes, it is planned. Plus new aircraft for the naval versions of airpads.


Darkstorm wrote:
Really good, but I think Allied + Soviet +Yuri Tech, added to the naval equivalents is just too much clutter. Perhaps replace Defense tab with Naval/SW of course, like change all defenses to buildings tab and then redo defenses tab with water/SW so there won't be a hugely cluttered buildings tab.


inzane krazy wrote:
Agreed, If it's possible of course.


AFAIK, TechLevel should do the trick. Simple changing all land buildings' TL to 1-5, then naval ones to 6-10. So as to place land ones at the beginning of the sidebar, and naval ones at the end. Plus making an additional symbol for naval units' cameos, or maybe even new cameos. Smile

The problem will be with new aircraft... hmmm, a naval symbol for them will be a bit silly... unless there would be different symbol for each category of units, and buildings.


Allied Naval ConYard + Oil Platform:



PS The left/first version of navalised Yuri buildings was chosen.

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SuperMario949
Jumpjet Infantry


Joined: 24 Jun 2008
Location: you know it

PostPosted: Tue Oct 20, 2009 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

thats nice,but can you post a buildup pic?.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Tue Oct 20, 2009 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good.

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Lost Relic[game]

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m7
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Joined: 17 Apr 2009

PostPosted: Tue Oct 20, 2009 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's enough copy/paste in those two pics to make the old CnP artists vomit.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Tue Oct 20, 2009 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
There's enough copy/paste in those two pics to make the old CnP artists vomit.


I don't really get if that's good or bad. Confused

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Last edited by Speeder on Wed Oct 21, 2009 5:58 pm; edited 1 time in total

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Tue Oct 20, 2009 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's bad. This is turning slowly into RA3... only worse.

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Tue Oct 20, 2009 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperMario949 wrote:
thats nice,but can you post a buildup pic?.


vefbl4 wrote:
Good.


Thanks.

No, as I said before, there's no buildup yet.


m7 wrote:
There's enough copy/paste in those two pics to make the old CnP artists vomit.


Speeder wrote:
I don't really get if that's good or bad. Confused


Yup, me too, too ambiguous.


Dark Templar X wrote:
It's bad. This is turning slowly into RA3... only worse.


Well, a matter of taste. Enjoyed as a little kid TD and RA1, these demos which were only accessible then (at least in my own country), then full vanilla ones of TS/RA2... and finally, TW and RA3.

For me there's no difference, except a load of bias against shitty antifans blaming EA for nothing or blaming EA just b/c it's EA.
Nobody is innocent, EA either.

The end of the topic. Reasons seen, known and so on. No point in discussing when antifans won't listen, and fans won't change tastes either.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Oct 20, 2009 11:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think you misunderstand me. I liked RA3. It was a lot of fun. There were some things about that irked me though. This is taking the things that were annoying and throwing it somewhere they don't belong.

There comes a point when you have to ask - "Is this necessary?" If that's a straight out no, don't put it in. There's too much going into this for little purpose.

What is the point for everything having a navalized version? Power plants I can understand but the rest? Not such a great idea honestly.

Theater version structures? Why? It's unnecessary bloat for no gain. All the pretty eye candy in the world does not make up for bad ideas and worse gameplay.

Think about that.

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m7
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Joined: 17 Apr 2009

PostPosted: Wed Oct 21, 2009 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:

What is the point for everything having a navalized version? Power plants I can understand but the rest? Not such a great idea honestly.

Theater version structures? Why? It's unnecessary bloat for no gain. All the pretty eye candy in the world does not make up for bad ideas and worse gameplay.

Think about that.


Quoted for truth.

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Wed Oct 21, 2009 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Soul heals body, body heals soul.

Appearance, eyecandies are good when they can inspire.

Different theatre versions are aimed to be inspiring. Not only them, I'm making also new civilian buildings (pics on Moddb).


Why don't you see sense in naval buildings?

I said. They will be different, they will have more hps (or in the case of base defenses, more firepower). Additionally, subs will be able to take them down faster. There will be differences in gameplay. Especially if your opponent goes naval when you are stuck on the land...

You ask why. Why is nothing, when the Choice belongs to the author. You have nothing to say, if it means "why", unless something is completely useless to the point of absurdity, like adding teletubbies to the serious mod.

Your ignorance to reasons, sense and causes in all this doesn't excuse you. You have your reasons, fine.

But I've written what I'm about to do. More or less clearly.

If I could, I'd make also buildings rules depending on different theatre. AFAIK, I could make "Temperate theatre", "Lunar theatre" game modes (dunno if it's possible), so as to make them less eyecandy only, more reasonable.

E.g. desert theatre buildings would have less hps, but one would be able to build them much faster (rush/fast games).

Urban theatre buildings would be around 20% harder to build, but they would have about 25% more hitpoints.

Only temperate theatre rules wouldn't change (i.e. without messing with different properties of buildings).

THAT was the plan. I haven't tested it. I do nothing for eyecandy, unless there is no way to do anything additional - anything deeper.


As I said, I say again, naval buildings, naval path of buildings will be completely different. RA3 wasn't focused on naval battles only. No. I've played about 200 matches in multiplayer, but 2vs2, and some custom maps... almost no one has a naval battle only.

There always was too much land, too less water (apart from one asymmetrical map which name I cannot remember, and b/c of this asymmetry it wans't in regular online map circulation). No only water maps. No, no, War Factory and Barracks aren't that important! Could do without them, just to play a naval + air battle.

But no. Official mappers 've forgotten, 'screw too radical styles', well.


That's why. I won't change my mind in anything, except to focus more on gameplay, gamerules, and general playability of the mod.
Nothing for eyecandy. Just read twice what I've written. Read comments on Moddb. Then judge.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Oct 21, 2009 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

You can say it has a point all you want but that won't make the gameplay or idea any better or worse. Frankly, the idea is pretty silly and doesn't add anything to game play. Put shortly, it does not make the game more interesting.

This is the same as naval structures for everything. That would be more suited to the naval game mode but as part of general games, it floors game balance and stacks games for those who have a naval base instead of a conventional one. Not what I'd call a whole lot of fun if there's not at least a fair fight.

Seems as though the art of balance and gameplay is always lost in a sea of graphical masturbation.

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Wed Oct 21, 2009 8:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Shit, man. Naval buildings will have about 20% slower 'production' speed, and if general buildup will be implemented, and if it's possible, also 20% slower buildup.

Don't excuse your sucking or n00bing - everybody n00bs sometimes, only pros go further, and learn how to pull the strings.

Why?

If so, if opponents goes naval, you can easily build some airpads, start to pound your opponent with aircraft and effective rushes.

Age of Empires II experience.

Scout. Know where opponent goes.
Then rush him if unprepared or building something without any defenses.

-_-

So don't talk shit about gameplay. Gameplay and fun varies from one person to another. The end of this "why" talk.


There is two kinds of balancing:
1) equalising
2) imbalancing of both given opposites

Here going naval will be both easier and harder.
But only skillful will be able to both defend against early air attacks, and building more powerful naval base.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Oct 21, 2009 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're missing the difference between enhancing the gameplay and complicating the gameplay. You're making it needlessly complicated without adding any value.

You can rationalize it all you want by comparing it to other games, but you have to realize what RA2 was made for - ground warfare. That's the center on which RA2's gameplay delicately rests. Destroying that destroys the game, which then alienates fans of the game who want an enhanced experience, not something so different it's nearly unplayable. Quite likely, a lot of people will play it once with some of these ideas and never play it again because it drastically changed too much of the core of the game. As they would put it, "shit sucks, yo."

Now. If this was a total conversion, this would be different.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Wed Oct 21, 2009 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jesus Christ, you're speaking as if this was the only mod for the game. If one does not want increase of naval warfare meaning will just not play it. There's heck of enhancement mods for Yuri's Revenge.

And truth to be told, most players don't play mods in general so what's the big deal?

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Wed Oct 21, 2009 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X just wants me to not mod the games, that's his point.

I say, STFU, b/c I can mod, it's my freedom and a right to do it.

Be aware Templar that I make mod for people who enjoy it.

If you don't plan to join the club of players, what's the point of your silly writing anything?

The core game must be changed. Something more is something good.

Servants doing what they're told are useless.
Servants doing more than they were asked for, and doing things reasonably, are precious.


Speeder is right, yup, there are a lot of mods out there. Templar you can pick other mod, no problem. Just stop spamming this page with your useless reasons or reasons which are against most people wishes.

This mod is for people who enjoy it - that's enough said.
Considering so many positive opinions for ASM here, and on Moddb - for which I thank them all very much, them all who appreciate the effort and ideas, striking some Dark Templar X (along with m7 and OmegaBolt) out is no big deal. It's quite a 'small deal'.

So I went, I go, I'll go with that. Democracy. No minocracy (i.e. MinorityCracy). And they chose to have naval warfare, to have different theatre buildings. Silent voting done.


PS If the mod comes out, you can take the resouces of the mod, make your own buildups, take out what you dislike, and publish your own version of the mod. No problem. But mine will be as I imagine, as I choose, and as people fans choose when the choice belongs to them.
I just know that you would be outvoted in a poll.
So this is the end of shitty talk.
You can decide with some 2 people what you want in a mod, in your own mod.
This mod belongs to fans + the author of it.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Oct 22, 2009 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
And truth to be told, most players don't play mods in general so what's the big deal?

Because that's where your fan base is rooted, players of the game. Modders don't generally play very many mods. I sure don't, not even popular ones like Robot Storm. I made a few exceptions here and there but I tend to play the vanilla game online or test my projects.

So. That's what the big deal is.

Do you think all of your fans mod the game, Speeder? Hardly. They are fans of the games, not modders.

Quote:
Dark Templar X just wants me to not mod the games, that's his point.

No it is not. You're just assuming this is my point. Never once have I referenced you directly, just your ideas, which are tenuous at best.

Quote:
I say, STFU, b/c I can mod, it's my freedom and a right to do it.

Where have I said you can't do this? Please point that out before you start indiscriminately posting ridiculous things.

Quote:
Be aware Templar that I make mod for people who enjoy it.

That would generally be the point, yes, but I don't see how this is in any way relevant to anything.

Quote:
If you don't plan to join the club of players, what's the point of your silly writing anything?

Oh, so because I might not play it, I'm not allowed to give any criticism? No, sorry, doesn't work that way. I believe the problem here is that you dislike any negative criticism towards your project. This turned out to be the same reason why you were so abject to m666 and I posting valid criticism about Drakon's project at ModDB. It seems obviously clear to me now.

Quote:
The core game must be changed. Something more is something good.

This is incorrectly, and false at best. It does not need to be changed. Apparently you've never heard of the "less is more" mantra.

Quote:
Speeder is right, yup, there are a lot of mods out there. Templar you can pick other mod, no problem. Just stop spamming this page with your useless reasons or reasons which are against most people wishes.

Posting valid criticism is not spam. Mindlessly sucking up as if your ideas should be lauded as great is quite a bit more spammy than an informed opinion.

Quote:
Considering so many positive opinions for ASM here, and on Moddb - for which I thank them all very much, them all who appreciate the effort and ideas, striking some Dark Templar X (along with m7 and OmegaBolt) out is no big deal. It's quite a 'small deal'.

You realize that most of the ModDB user base is comprised of bloodsucking parasites, attaching themselves to as many shitty mods as possible. Because, as it stands, your mod is shitty. There is nothing here that proves otherwise.

Quote:
So this is the end of shitty talk.

Says he who is entirely unable to consider an opposing opinion. I haven't seen you provide any real response to any of my opinions that actually counter what I've brought up. Not once have you expressed exactly how this enhances the gameplay rather than complicating it.

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