Posted: Thu Feb 04, 2010 12:32 pm Post subject:
Soviet Dawn: Incursion
Subject description: The return of the project!
After quite a bit of work, and a LOT of redoing stuff, I'm presenting Soviet Dawn: Incursion to PPM again. In my opinion, words are not quite right for this, so I'm going to let the pics do the talking.
The banner that will be used on the site, the ModDB page, etc. until I change my mind about it. :v (credits: Joshy for the amazing logo)
The new cameo style for the infantry. An idea that Bolt developed led to the creation of these. The difficulty on determining the infantry from the background has already been fixed.
The new AI will slash and burn you and your pathetic base. A lot of work has gone into the AI of Incursion, with multiple rewrites in order to get it to the level of satisfaction that should be seen in at least a beta-level product. There is no more easy difficulty either, instead the difficulty nob has been turned up a bit so more experienced players can still enjoy this mod offline. A few of the screenshots may show off a funky looking vehicle. It has been removed until further notice.
Just the standard Allied crew. New tools of war for the Third War.
Some of the new buildings put into the mod. The barracks has no remap color issues, they are fixed.
For all you fortification fans, walls have extended range and Gates are in Incursion. Yes, those walls are stronger. No, it won't save you from the AI.
One of the problems in the last RC was the lack of funding for war. Ore growth has been increased phenomenally to help out maps with less ore. Added to the Allied armory is the Ore Plant. This building spawns ore for players in desperate need of money. Only one may be built, but it's still a massive help. Last edited by m7 on Fri May 28, 2010 3:56 pm; edited 3 times in total QUICK_EDIT
Looks nice, especially the enhanced sidebar, but most of the Soviet voxels look pixely. Look at the apoc and flak-track and you'll see what I mean. _________________
The turret simply reminds me of one of the Tesla Tanks' one,yet I simply can't remember which one.That's it.Yet using tesla on Halftracks isn't such a bad idea IMO.
also,agree with Crimsonum.Bolt did a good job. QUICK_EDIT
Looking bloody nice. It's very rare I actually feel like I want to play another mod other than my own projects but I do in this case.
Keep it up, if you've made me want to play it then you're doing something right. QUICK_EDIT
Well it was overused, now maybe it's not because everyone was so quick to get rid of it. I don't know exactly what projects are using it anymore... the only one I can really remember is RS and that isn't in 2.0. IMO its a nice voxel as well. QUICK_EDIT
Speeder, got a decent V3 you'd like to share with me? I'll gladly replace it if I can find something that fits in better.
Aro, thanks man. I'm trying to bring everything to the table that I can. Each soviet side presented should be an interesting change to the strategies available.
Deformat/Crimsonium, I'll look at those two voxels in detail. See if I can't get rid of some of the pixel effects.
OmegaBolt, I can safely say I never remember any mod using the Nova Platform other than Supernova and RS (only RS because you brought it up) so I don't see how it was overused. QUICK_EDIT
I'm very excited about the new soviet factions, but why get rid of the awesome RA2 Lybian flag? (Sure, not as accurate as the solid green rectangle, but definitely better looking.)
...so, can we expect a semi-final version from Freedom Studios soon?
It's always great to see collaborative mods. I am cursed with being the sole developer of my little 'RA2: Ubermod' project. It's been fun and interesting work, but very slow... _________________ "...when the people do not get their rice... They become riceless!"
Speeder, got a decent V3 you'd like to share with me? I'll gladly replace it if I can find something that fits in better.
Aro, thanks man. I'm trying to bring everything to the table that I can. Each soviet side presented should be an interesting change to the strategies available.
Deformat/Crimsonium, I'll look at those two voxels in detail. See if I can't get rid of some of the pixel effects.
OmegaBolt, I can safely say I never remember any mod using the Nova Platform other than Supernova and RS (only RS because you brought it up) so I don't see how it was overused.
It was used in several unit-mashup mods as well. You're using Longwall's voxels and I'm pretty sure there have been releases of rocket launcher units in that style. If not here then on chinese modding forums. Example. Few edits and it fits perfectly.
If not, then at least do something about that horrible missile and remap front. _________________ mentalomega.com QUICK_EDIT
the kirov looks like Longwalls, and I'm not sure about the V3. Check the Voxel forum to see if it's available for download. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Oh and btw, excellent job M7, looking pretty damn good. I like what youve done so far. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Actually,I'm quite glad,since seeing the idea of "light tank and medium tank" as some sort of new unit is a bit boring,since gameplay becomes boring.
I mean,why buy a light tank when I can buy a medium one?...
Light tank becomes useless.Therefore,I appreciate the fact that you decided to do modifications,since I guess that stuff that will come will be better. QUICK_EDIT
Or, Deformat, you build both because Light Tanks deal more damage to light vehicles and Medium Tanks to deal damage against medium armors. Then, before, you supplemented the two with Mirage Tanks and used Chrono Prisons to deal with heavy armor.
But something there didn't work. So I've gotta go back and look at everything. QUICK_EDIT
Light Tanks always had a place. Look at Red Alert; they had a useful function and they mixed really well with Medium Tanks. _________________ Because Banshee saw fit to ban my other account for no reason, this is my new one. QUICK_EDIT
Or, Deformat, you build both because Light Tanks deal more damage to light vehicles and Medium Tanks to deal damage against medium armors. Then, before, you supplemented the two with Mirage Tanks and used Chrono Prisons to deal with heavy armor.
But something there didn't work. So I've gotta go back and look at everything.
So,you're into armor types(since I guess you're doing this mod mostly for online games).Well,in that case,only argument would be design-wise,but that's it. QUICK_EDIT
I'm glad to start re-announcing Soviet Dawn: Incursion to PPM! The original post was edited with screenshots and some bits of info, but I'm holding out some info for now.
What I'm interested in is potential testers. Unlike before, testers are going to need to be able to be active. More info can be found here in this thread about joining in as a beta tester.
How does PPM feel about the new Incursion? I'd love some feedback. QUICK_EDIT
This looks very interesting, and I usually don't look at that many RA2 projects. I'd like to see how the improved cameos look if you have them handy? Would like to see what that AI's like. _________________ QUICK_EDIT
An update from the frontlines, a lot of development has happened since I last posted in my own thread. The development of the Soviet army, as well as official designation of PsiExoda and PsiExoda's goals/control behind the Soviet armies.
Soviet Juggernauts escorting some newly-balanced Siege Choppers.
Rhinos and Flak Tracks keep the Motherland's economy running smooth.
Soviet Twinblades and Siege Choppers supporting Juggernaut masses.
I really like those rhinos, but I think the twinblade needs a more defined propulsion system (are those jets like Orcas, or just no propellers yet?) _________________ Please, read the signature rules of the forum. QUICK_EDIT
graphics are sweet dude , but the gameplay gona be a bit fast IMO _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Well, the gameplay isn't going to be fast. It's well-paced, a hair faster than stock gameplay. I've done a good job avoiding a fast-paced mod due to the lesser interest in it.
And, it's not really that bad of an AI at all. Especially considering about half of the mod isn't compatible with the stock AI limitations. (Ares 0.3 will relieve most of this if it's still the AI enhancements) QUICK_EDIT
Yeah, twinblade needs rotors, ATM it looks like a flying brick. _________________ Albrecht never dies, he just goes to the nearest bar to regroup. QUICK_EDIT
I'm gonna bump my thread here at PPM with a few updates, all has grown silent and I had an interesting PM I just remembered.
Experimentation with alternative colors for an industrial, non-pink Soviets.
Soviet Dawn: Incursion is now moving away from Mooman's terrain. Even if it's one theater at a time, at seemingly random times, I'll be obtaining / creating new theaters to replace the old ones. This new Temperate theater was the original Future Crisis terrain, with completion work done heavily by OmegaBolt and some additional help by myself. (yes, I know the Soviet structures aren't in Brick scheme. There are organizational issues on my first approach, and I'm going to go back and fix them)
And an update on the Soviets, showing off their new color system as well as their new power system. Soviets in SD:I utilize Nod-esque powerplants. The Reactor is the light power generator, giving 150 power. The Telsa Reactor has seen breakthroughs in output capabilities, giving off 500 power. The Tesla Reactor can be built after obtaining a Radar, and the original Nuclear Reactor must be intact and on the battlefield.
That's all the updates I have for now, hope you enjoyed! QUICK_EDIT
I'd consider giving the beta battle lab a recolor then, or just dump it. It seems out of place and futuristic compared to those gray/olive structures. It never fit in to begin with, in my opinion, but.. Really.
Accidents happen, and I had a fatal accident which erased months of work on the mod. Fortunately, it takes more than that to kill my drive. With a fresh restart comes a few new ideas implemented in.
Below are two of the new theaters, Gamemate's FC terrain in an almost-kinda-complete state. Bolt and I have taken up finishing the beautiful temperate theater.
While this is a test map (that's why the shores are just straight lines dammit) it demonstrates the new TS terrain replacing the lunar theater completely.
When you unlock access to the Airforce Command Center, you'll be granted one of three Researches. You can research Aeronautics, Robotics, or Superweapons, each a tech branch capable of changing your tactics. Looking for a strong air and infantry regime? Play as America and research Aeronautics. Playing against PsiExoda? Research Robotics to have a suitable role against the devious mind control forces. Each research locks and unlocks new forces in your tech tree, as well as a unique bonus to support your tactics. You can only have one research, and all three researches do disable your country-specific vehicles and infantry unit, so it may be wise to plan your strategies before you research. Researches do not appear on the battlefield, are unsellable/undestroyable, and do not occupy radar/base space. Researches take advantage of 0x0 foundation buildings. QUICK_EDIT
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. _________________ The future belongs to The Forgotten!
Why are you using the TS terrain? I think its a good set and all, but porting it over to RA2 is just going to make it look bad if you ask me. If you insist I suggest replacing the RA2 Snow with TS's then. That stuff actually could fit in the RA2Iverse. _________________ Victory! QUICK_EDIT
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