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Soviet Dawn: Incursion
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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Sat Aug 21, 2010 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

freedom fighter wrote:
Wow. That looks interesting, just like in AG:SA. But I thought that upgrade thing only supports two options, not three or more. Enlighten me, please.


a tech branch system can be used more than twice like some mods have 3 branches it just depends on how creative your branches are #Tongue

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Aug 21, 2010 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well my original reason was that I thought NegativePrerequisite worked like Prerequsite i.e. if you have two options at same time you can't build x item, but its actually seperate items.

Since in my modification it just works to replace units. In other mods like RS it also acts a prerquisite for new units.

It depends really on mod balance and is it useful.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Sep 29, 2010 6:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Way overdue to post some stuff at PPM concerning my own mod, and I'm gonna roll an update over to everyone who browses here. Lots of copypasta. :v


Posted below are developments involving Allied Coalition infantry. Many changes have been rolled onto these soldiers, with advancements in technology and abandonment of certain practices/strategies. Read closely, commander, as some units are completely new and have different roles.

Peacekeeper Basic Trooper

The Peacekeeper Basic Deployment Trooper is a jack-of-all-trades infantry unit, armed with an SMG to eliminate threats at close range. The basic infantry, you'll often have abundant amounts of these soldiers in sieges and they can eliminate other infantry with ease. $150

Allied Attack Dog

Allied Attack Dogs are quite adept at their role: They easily track infiltrating enemy infantry and scout the local area. Dogs can be good recon units early in the game against enemy positions, and also useful defending tech structures.  Dogs kill most infantry quite easily, and do not cost much to train. Dogs cannot be promoted, and do not take much damage to remove. $100

Allied Engineer

The Allied Engineer is the go-to solution for acquiring additional tech structures, capturing enemy tech, or instant field structure repairs. Unarmored and unarmed, commanders must watch these units. Much else remains the same from these useful units from the previous war. $500

Javelin Seeker Trooper

Javelin Seeker Troopers are a new development in the Allied Coalition army. Using laser-guided anti-ground/anti-air weapons, they are adept at dealing with enemy air forces and capable of defending theirselves against ground targets. When these units achieve 'elite' status they are given special missiles that split upon impact, allowing for multiple targets to take damage from one shot. $450

Guardian Suit

A slower, medium armored soldier, the Guardian Suit is a capable soldier given mobile Mirage technology. The suit he wears protects himself from damaging himself from his weapons.  The Mirage weapons on this soldier are capable of dealing out serious damage against infantry, and damage armored targets as well.  Incapable of targeting buildings, and lacking sufficient firing speed to hold off hordes of targets, they are sure to still be useful in any operation against enemy forces. $900

'Sapper' Infiltration/Demolition Expert

Sappers were derived from old Navy SEAL equipment. In light of all recent developments in the Allied Coalition barracks, the need for Navy SEALs fell weak. However, with the loss of access of Agent Tanya, this infantry program was developed. Given the same equipment to disguise as the Spy, these unarmed units can cross land and water to place C4 charges on enemy structures. They are also capable of entering garrisoned structures and clearing them out through controlled C4 usage. $1100

Allied Spy

Allied Spies have always been a useful tool in the field, disabling power before sieges and stealing funds/technology from enemy bases.  Now, Spies can be used to steal vehicles straight from enemy forces, allowing for versatile usage of this unit when it comes to unguarded miners and rogue enemy vehicles. Spies have been given a speed increase as well, to help them make it to their targets before dogs catch up to them. $1000

Mortar Soldier

Mortar Troopers are artillery soldiers, capable of destroying structures from afar. Not replacing traditional vehicular artillery, these units can still eliminate small outposts and even unguarded bases. Their basic armament is a light SMG, so they cannot hold positions against infantry or armored units. When in open-topped transports, they will fire their Mortar tubes for maximum efficiency. $1300

'Tsunami' Experimental Jumpjet Weather Trooper

The 'Tsunami' Experimental Jumpjet Weather Trooper was a joint-program developed by both Germany's advanced understanding of weather technology as well as Korea's sophisticated understanding of aeronautic warfare. Armed with an experimental Weather Control device, this soldier can wreak havoc on large groups of units and small base outposts. Considered a 'hero' unit, access to such technology is limited to one troop.  These soldiers can turn the tide of battle, and are to be used wisely. $1500


Posted below is information regarding developments behind the Allied Coalition vehicular developments. Much like the infantry, drastic changes have occurred in light of new technological advancement and abandonment of old, obsolete war tactics.

Robot 'Light' Tank

A new tool in the Allied Coalition army, the Robot Tank is a lightly armored hovering device. Breakthroughs in AI engineering, as well as hover technology seen on the naval transports have allowed for commanders to use these weapons as a versatile weapon early in development of their base. Capable of dealing with light and medium targets, they excel at crossing water to attack weak spots in bases, naval targets, harvesting operations, and are effective scouts. These light objects are also effective against radiation-based weaponry, and would be useful in anti-psionic operations had they seen production during the last war. However, the AI control centers have been located in the War Factory, and losing that structure can cause these tanks to go offline. If they are sent offline while over water, they will sink and be unrecoverable.$650


Stryker Assault Vehicle

Replacing the IFV's infantry utility vehicle role is the Stryker Assault Vehicle. While this appears to be the HawkEye, and keeps the HawkEye function of elite Anti-Air protection, this vehicle replaces the Humvee's old role of carrying 2 infantry to fire out of the vehicle. This allows for a previously defenseless unit to be used more offensively, as well as simplifying the number of different units in the army.$700


Guardian Main Battle Tank

The Guardian Main Battle Tank is the go-to vehicle for massive engagements. Packing a cannon lethal enough to destroy armored targets far and wide, they are also capable of dealing serious damage to lighter structures such as defenses and power plants. Not designed for these roles, they serve best taking damage for Mirage and Siege Tanks as they destroy enemy encampments. These vehicles can be accessed after establishing an Airforce Command Center. $850


'Scutterbug' Repair Tank

Allied 'Scutterbug' Repair Tanks are the frontier of Allied utility tank production. Getting their name from a bug-like appearance in it's rounded armor, this device comes free with each Repair Depot, as well as produced from the War Factory after constructing the Repair Depot. Armed with two repair arms, this device scurries around the battlefield doing maintenance on all vehicles. These vehicles auto-target damaged vehicles, allowing them to be left to work in groups. They are lightly armored, and have no way to defend their selves against enemy threats. They are best defended, or used offensively with the appropriate support. $900


SHIFT Cannon

Using new technologies behind the combination of old Mirage Heat Ray tech, and Prism technology slowly becoming outdated for other weapons, the SHIFT Cannon is the 'glass cannon' of the new Allied arsenal. While many skeptics (and Mirage Technology fans) are quick to doubt the power behind this seemingly simple device, it has proven itself just as effective, if not moreso, than the old Mirage weapons. Armed with SHIFT rounds that can do damage to heavier targets with ease, these rounds implode upon impact, creating several smaller orbs capable of dealing damage to lighter vehicles. This has allowed the SHIFT Cannon weapons to deal with more targets, overlapping 'splash' orbs over a group of targets.  In the end, much of the armor and speed specifications have remained the same as the Mirage Tank, allowing it to smugly fit into the old Mirage's spot. $1200


'Arclite' Siege Tank

The Arclite Mobile Defenses Company contacted Allied command during the last war with the Soviets. Unveiling this machine, they ensured that conventional weapons were superior to the current Prism technologies in place. Firing high-speed, high-explosive rounds, the Arclite Siege Tank is designed for counterinfantry and counterbase operations. Undeployed, this weapon of war excels at taking out infantry at medium range, dealing a splash effect to any other surrounding infantry. Deployed, the vast range of the Siege Tank shows that high-speed, high-explosive weapons can outperform Prism technology. The enhanced range of the Siege Tank allows it to pick off targets much farther away than the Prism Tank, and deal out a slightly bit more damage. While in long-range firing modes, however, the Siege Tank can't deal with targets too close to it, and is immobile. It also has changed rounds, leaving it ineffective to defend itself against infantry targets. The Arclite Siege Tank is also incapable of defending itself against armored targets.$1400

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Sat Oct 09, 2010 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Apparently, moddb says your mod has ceased development... #Tongue

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sat Oct 09, 2010 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've disabled my mod on ModDB due to a chance I may not be happy with my final product yet again. :p

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