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Red Alert 2: Ubermod
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Petras_Kolnas
Vehicle Driver


Joined: 22 Nov 2009
Location: The Kremlin

PostPosted: Thu Apr 22, 2010 4:22 am    Post subject:  Red Alert 2: Ubermod
Subject description: First official project by Petras_Kolnas!
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Well my friends, here it is. My first published modification. I've put a lot of work into this mod, and I've learned a HUGE amount of new skills since I began, so it has been very successful from that end.

The Ubermod is a modification for CNC Red Alert 2. It is focused on balanced multiplayer, and has no unique campaign or story associated with it. However, it does have many new features to make skirmish or multiplayer games much more unique and interesting!

RA2: Ubermod 0.95



Instead of just having one unique unit, each country has its own unique base defense, infantry unit, and vehicle. They all fit with that country's specific strategy, making each one more specialized then before. Other units have been added to all sides, and most existing units have been changed to fit the new game order. Some specific examples include:

> Custom country vehicles, infantry, and base defenses! Each one fits with the country's style and strategy. (I.E. Iraq is nuclear/chemical oriented, Korea is air-force oriented, etc.)

> New units shared by each country! Units have been added to both sides for more balanced and interesting gameplay. The need for air units, river-hopping units, and spies has been improved to enhance both sides.

> Secret tech vehicles! When you infiltrate an enemy battle lab, you can build a secret special vehicle with awesome art/weapons/etc. (There are four of these units available!)

Most of the changes I have made are game-play oriented, so screenshots don't capture all of the additions. Below I have posted a few eye-candy changes that I am very proud of.



A squad of Korean Evaders, demolishing a German base with their medium-range napalm rockets! :p



A terrifying battalion of Crocodile Tanks advancing onto the shore of a Russian outpost, burning everything in range of their flame cannons! (Notice the remodeled T-55 'Rhino' Tanks in the lower left corner?)



A massive force of Soviet Armor, invading a British isle. (Here you can clearly see the remodeled Apocalypse Tank, as well as the added HIND gunships and British Vulcan Tanks. Also, notice the British Sniper placing a bomb on the center Apocalypse? Yeah. Demo Snipers.)


There are countless additions in this mod, but it only weighs in at 3.46 MB! If you are looking for a mod to make RA2 skirmishes a little more unpredictable, than give the UBERMOD a try!

The entire thing is bundled into the XCC launcher, so installation is a breeze! (See the ReadMe for elaborated instructions, mod overview, etc.)

Remember, this mod is still 0.95, so it may get refined in the future. Also, I should be clear that this is my first project and I am no pro. There. I said it.

If you have any problems, concerns, or suggestions, then email me at petraskolnas@gmail.com

_________________
"...when the people do not get their rice... They become riceless!"

-Fiodor Kievski

Last edited by Petras_Kolnas on Tue Apr 27, 2010 3:15 pm; edited 4 times in total

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Eldrei
Missile Trooper


Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Fri Apr 23, 2010 5:56 am    Post subject: Reply with quote  Mark this post and the followings unread

A tank that can traverse in water? Is it hovering?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Apr 23, 2010 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Reminds me of the old days...

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Petras_Kolnas
Vehicle Driver


Joined: 22 Nov 2009
Location: The Kremlin

PostPosted: Fri Apr 23, 2010 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

YaY! Somebody posted!

Eldrei wrote:
A tank that can traverse in water? Is it hovering?


No, it's not. It has the same locomotor as the Rhino Tank, it just has the 'AmphibiousDestroyer' movement zone. This allows it to move over water and leave ripples without having the hover animation.

This was actually based off the WWII era Churchill Crocodile. This flame-spewing tank was often fitted with an aquatic propeller and air-tanks, allowing it to traverse rivers with ease.



As you can see, this tank had a flame thrower and a trailer of fuel. I just made the Soviet design more compact, with the fuel tanks mounted on it's back. (The voxel, unit codes, and flame effects were all added by me.)

@OmegaBolt: Yes, I am rather fond of the RA1/TS Napalm weapons as well. I also thought that each side should have a terrain-traversing fighting vehicle like the Devil's Tongues from TS. As such, the allies get a reconstructed Chrono Tank and the Soviets get this badass Crocodile Tank. (The Croc can also carry two infantry in its cargo hold. Very useful for spies or demolition troops...)

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"...when the people do not get their rice... They become riceless!"

-Fiodor Kievski

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Apr 23, 2010 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually I meant the old days of modding YR, but ok. #Tongue

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 23, 2010 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Churchill tanks weren't amphibious (you'd need a lot of air-tanks to make one of them float!), you're probably thinking of Sherman DD tanks.

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Petras_Kolnas
Vehicle Driver


Joined: 22 Nov 2009
Location: The Kremlin

PostPosted: Fri Apr 23, 2010 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Actually I meant the old days of modding YR, but ok. #Tongue


I see. Well, I'm really not experienced enough to mod anything else and have decent results. (I can code-edit Generals, but the model editing is still way beyond my meager skills.)

Mig Eater wrote:
Churchill tanks weren't amphibious.


Really? I remember reading in an old encyclopedia on WWII armor that some regular Churchills (which were not amphibious) were given a flamethrower and modified to be amphibious (Thus the name 'crocodile').

...anyway, if they weren't amphibious, that's okay. I'm not at all going for historical accuracy in this mod.

EDIT: I now recall that the tank I was thinking of was not the Churchill Crocodile, but hybrid utilizing the Churchill Croc's flamethrower on the body of an amphibious variant of the M4 Sherman. This versatile assault craft was dubbed the 'Sherman Crocodile' and I guess I just got the names mixed around.

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"...when the people do not get their rice... They become riceless!"

-Fiodor Kievski

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Apr 24, 2010 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm just being picky now but... Only four Shermans where fitted with the Crocodile system & none where amphibious DD tanks.

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Petras_Kolnas
Vehicle Driver


Joined: 22 Nov 2009
Location: The Kremlin

PostPosted: Mon Apr 26, 2010 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
I'm just being picky now but... Only four Shermans where fitted with the Crocodile system & none where amphibious DD tanks.


Hmmm.... Well, like I said, the Soviet Crocodile Tank is 'based' on the Churchill Croc from WWII.

The only different now is that instead of being the 'Stalingrad' sort of 'based', it is more of the 'Texas Chainsaw Massacre' sort of 'based.' LoL

...has anybody tried the mod out? Any feedback? Seriously, I want to here your thoughts. Believe me, I already know that I am a pathetic newb, so don't think your criticism will be too much for me. Even if you hate this stupid mod, I want to know how I can make it better!

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"...when the people do not get their rice... They become riceless!"

-Fiodor Kievski

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Apr 26, 2010 4:21 am    Post subject: Reply with quote  Mark this post and the followings unread

You're going to have a lot of issues pulling in the older mod players to this mod. The simplistic changes in this mod (when compared to something like Mental Omega) won't attract much attention, not to mention you've gotten little in the form of replacement graphics.

You're still learning, and it's good to see that. Look at other projects when you think of modding. Play a diverse bracket of mods to fully expose your mind to different ideas and possibilities for your future modding endeavors.

Personally, when I started developing the idea system I use on how to build better mod started with getting to know the community. Knowing what people want to play is the first stage of making a mod. The second stage is experience in as many mods as possible.

Send me a PM and I can break it down a bit more for you.

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Petras_Kolnas
Vehicle Driver


Joined: 22 Nov 2009
Location: The Kremlin

PostPosted: Sun May 16, 2010 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
You're going to have a lot of issues pulling in the older mod players to this mod. The simplistic changes in this mod (when compared to something like Mental Omega) won't attract much attention, not to mention you've gotten little in the form of replacement graphics.


Good points, but I'm not trying to sell anything at this point. It's just a first publishing of a first draft of a first project. Does anybody have specific suggestions on units/concepts/etc?

(Since the release, I've learned how to get rid of those pesky black dots. That'll all be fixed by 0.96 or whatever the next version is.)

...and I must say, Mental Omega looks awesome. I'll be downloading right away.

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"...when the people do not get their rice... They become riceless!"

-Fiodor Kievski

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