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Command & Conquer: Continuum [ARES]
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RIAKTOR
Disk Thrower


Joined: 23 Nov 2013

PostPosted: Fri Nov 08, 2019 5:03 pm    Post subject: Reply with quote

Millennium wrote:
I don't think the mod will ever be finished, sorry. Wink I'll probably die or lose interest before that happens. However, stand-alone parts of the game will be released successively.

As for the Grazer Turret radiation: it's not actual radiation. It's just ambient lighting and an AE which deals area-of-effect radiation-type damage. However, in more recent versions of Ares, it might be possible to use the animation-weapon feature to create an AE that also generates radiation.

Possible Eastasia Update

Overlord Tank

New version by Conman


Old version

We are working hard on the introduction of the unit termed "Siege Tank". Right now, this is probably going to be an implementation of the Generals Overlord Tank (although, for technical reasons, it will probably lack the upgrades this unit has in G/ZH). The old artwork has now been replaced with this voxel by Conman, which fits better with the artwork of the other Chinese units, not to mention the scale of our other artwork. A possible contender to fill in as the "Siege Tank" could also be our own take on the "Qilin Tank", which would be a sort of Mammoth Tank, rather than the Rhino/MBT that goes by this name in Mental Omega.

When mod will be downloadable?

New version of tank is crap. Old version is good.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Nov 08, 2019 5:06 pm    Post subject: Reply with quote

RIAKTOR wrote:
New version of tank is crap. Old version is good.

You need an eye-doctor. Desperately.
Altho, he kinda does have a point: the new one has too much detail/dekal that just looks off when the tank's bounds are as small as you set them for the pic.
Either enlarge the tank a bit, or less texture and detail.

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RIAKTOR
Disk Thrower


Joined: 23 Nov 2013

PostPosted: Fri Nov 08, 2019 5:09 pm    Post subject: Reply with quote

TAK02 wrote:
RIAKTOR wrote:
New version of tank is crap. Old version is good.

You need an eye-doctor. Desperately.
Altho, he kinda does have a point: the new one has too much detail/dekal that just looks off when the tank's bounds are as small as you set them for the pic.
Either enlarge the tank a bit, or less texture and detail.
This is strategy game, not first person shooter. Models not need so many details, but need to looks good from far and when small.
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Nov 08, 2019 5:25 pm    Post subject: Reply with quote

RIAKTOR wrote:
TAK02 wrote:
RIAKTOR wrote:
New version of tank is crap. Old version is good.

You need an eye-doctor. Desperately.
Altho, he kinda does have a point: the new one has too much detail/dekal that just looks off when the tank's bounds are as small as you set them for the pic.
Either enlarge the tank a bit, or less texture and detail.
This is strategy game, not first person shooter. Models not need so many details, but need to looks good from far and when small.

Yes, that is true, but even so, the old one was improperly sized compared to the new one.

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RIAKTOR
Disk Thrower


Joined: 23 Nov 2013

PostPosted: Sat Nov 09, 2019 1:15 pm    Post subject: Reply with quote

TAK02 wrote:
RIAKTOR wrote:
TAK02 wrote:
RIAKTOR wrote:
New version of tank is crap. Old version is good.

You need an eye-doctor. Desperately.
Altho, he kinda does have a point: the new one has too much detail/dekal that just looks off when the tank's bounds are as small as you set them for the pic.
Either enlarge the tank a bit, or less texture and detail.
This is strategy game, not first person shooter. Models not need so many details, but need to looks good from far and when small.

Yes, that is true, but even so, the old one was improperly sized compared to the new one.
Old looks more in RA2 style, when new is ugly as mental omega models.
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Nov 09, 2019 3:29 pm    Post subject: Reply with quote

RIAKTOR wrote:
new is ugly as mental omega models.

For once, we agree.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Nov 15, 2019 2:00 pm    Post subject: Reply with quote

We have started the implementation of unique weapon system of the Eastasian "Yukikaze":

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Wed Nov 20, 2019 5:07 pm    Post subject: Reply with quote

M60 Patton

Canonically, this is the "Medium Tank" of Red Alert. Commanders can receive it as a possible Time Machine reward. It is also found as a rare museal piece on some maps and belongs to the random looted units that ScrapTech/Brotherhood sides sometimes have access to. M60 Patton is inferior to modern tanks, such as Abrams Tank, but can still substantially threaten lighter vehicles.

Centurion Siege Walker

A Soviet epic unit present before the 2012/Dec version revision. It has been reimplemented. It is a gargantuan automaton, mounting a single, large gun-howitzer with a given caliber of 220mm in a rotating turret atop its tripodal rig, designed to obliterate fortifications and bombard enemy installations across vast impassable defenses. Upon promotion, the Centurion's main gun is upgraded with atomic shells, free of charge. While the cannon can be used against insignificant, small and mobile targets, even, conceivably, against individual soldiers, the weapon's scattering is not wholly compensated for by the blast radius of its shells, not to speak of the wholly disproportionate use of resources, making this an ill-advised tactic.

The Centurion ponderously lumbers about the battlefield on three gargantuan legs. With its size and tripedal construction, the Centurion can ford shallow rivers with ease and is relatively unimpeded by many other terrain obstacles, such as ditches and dikes, trench and fence, tree or slope, while minimizing the unit's footprint and hence traction and terrain damage, for whatever the giant "feet" do trample upon is likely to sustain gravest damage - an aspect that is not always wholly unwelcome, for it allows the Centurion to trample through units and structures. Infantry units and light and medium vehicles are instantly destroyed, as are some buildings.


A Centurion may load up to 8 units, and may load units up to size 3.

Soviet Commanders gain access to the Centurion when they control a Soviet Factory, a Research Facility and a Citadel. Any commander may only control a single Centurion at any given time.

[list]
[*] ZSU 57-2: The Centurion has no less than three ''sparka'' 57mm anti-aircraft turrets distributed over its collossal shell, capable of rapidly saturating the airspace above and around with a flurry of hardened-core shells. While in theory more cost-effective against infantry and light vehicles than the 220mm main gun, the placement of the autocannon turrets prohibits their use against ground targets - an oversight by the design bureau which only became apparent after the Centurion first strode onto the battlefield. Upon promotion, the Centurion's anti-aircraft guns are upgraded with incendiary shells, free of charge.

==Effects==
Being wholly mechanical in nature, the Centurion is immune to mind control, psychic damage, poison and radiation. It is also tall enough to have the ground clearance necessary to protect its crew from irradiated ground.

==Strategy==
Despite being intended primarily as a siege and LRFS unit, its imposing size, firepower and sheer HP volume allows it to function in many situations as a compact, self-contained assault army, especially if paired with the right crew (infantry with missiles and automatic firearms work great, in variable ratios). However, it has significant shortcomings that have to be avoided when deploying this unit, or exploited when countering it. For one, it moves at a ponderous pace, presumably the slowest unit to be seen on any battlefield, and its gun, while possessing excessive range, takes an equal time to aim. Shoot-and-scoot artillery units, such as the [[Katyusha]], can be used to attack the Centurion from well outside the range of the crew's weapons, deal damage, then evacuate before the main gun can be trained upon it. Whole platoons of Katyushas can be used in this fashion to make short work of the Centurion.
Another strategy exploiting the Centurin's speed is to position distributed infantry across a defensive zone, ideally armed with anti-tank weapons. Entrenching them - for the purpose of dealing with the Centurion alone - is a futile investment, but camouflage is a great asset. The Centurion is now forced to rotate its turret tho and fro, firing its excessively slow-turning and slow-firing gun at single infantrymen for single kills - if the shells hit at all. Often, the gun's inaccuracy against small targets will require two, three or more shots to kill an infantryman. If positioned right, perhaps behind terrain obstacles, the Centurion may even be forced to move a great deal. While the damage done by this tactic alone is usually negligible, it is quite feasible for some factions (such as the [[Brotherhood]], who can further supplement this tactic with traps, or even rely on traps alone) and army compositions, and, at the very least, should buy some time to perhaps mount a more serious defense. Keep in mind that such a defense is easily countered with the right crew composition, however, and, depending on the potential damage output of the defenders in such an area, it may be possible to simply march the Centurion right through it at the enemy base, ignoring the defense altogether.

If accompanied by a support force of more mobile units, destroying the Centurion often becomes exorbitantly complicated and costly, as one first has to use the appropriate tactics to "peel" away the escort force. The Centurion is best paired with [[Shilka]]s, which are reasonably fast and can deal with light vehicles and distributed infantry, and battle tanks, which can quickly detach to dismantle enemy artillery or deal out additional close-range firepower in case of a tank rush. An added bonus to the escort force is the cover of aerial nigh-invulnerability afforded by the Centurion's canopy of anti-air firepower, meaning additional anti-aircraft defense (although already implicit in the inclusion of the Shilkas) is not a priority in the composition of the escort force or their action in battle. Both long-range and close-range units offer very little when paired with the Centurion - surely artillery units aid its primary function and add further firepower to engaging targets at long range, but they do not generally compensate for any of the innate weaknesses of the Centurion, leaving the same flanks uncovered as before and adding a further liable investment. Short-range units add even less, as they are generally effective against infantry (the [[flame tank]] and [[chem tank]]), a role the Centurion is already capable of handling on its own with the right crew composition and the infantry formations which would require further firepower would have to be vast indeed. A possible exception is the [[Tesla tank]], as it provides close-range - and highly effective - anti-tank firepower, something which helps greatly in warding off tank rushes - an ability the Centurion is dangerously lacking.

==Notes==
* The Centurion is a recurring unit in modifications for ''Red Alert 2'' and ''Yuri's Revenge'', having appeared in ''Mental Omega'' and ''Robot Storm''. It is based on ''Red Alert 2'' concept art which was never implemented into the game. There exists a publicly available voxel for this unit (which we used), created by MadHQ, although apparently there exists another version (with black and white variants) as well, used by ''Mental Omega'', for which the author may or may not have been MadHQ, and which is exclusive to ''Mental Omega''.
* ''Centurion'' is this unit's NATO reporting name. Its original Russian nickname is ''[[Gulyay-Gorod]]'' ('wandering castle'), its 'real' designation and Chinese name are unknown. It is likely this unit's real name is Chinese, given its origins.
* Despite its sidebar icon showing two Centurions, the player can only own one Centurion at any given time.
* The Centurion was removed from ''[[Red Alert 2: New World Order]]'' in version 0.3.1 (together with other units such as the Luyang and Inferno) with the introduction of the [[Eastasia]] faction, making an automaton unit an ill fit for the Soviets. It is still present in some test branches, however.

This unit is of course an implementation of Centurion Siege Crawler concept.

Subfactions
Playable subfactions have been radically expanded.

The Allies now include

  • USA
  • Canada
  • Britain
  • Turkey
  • Japan
  • Korea
  • Australia
  • New Zealand
  • Argentina
  • Israel
  • European Union, which is in turn the shared tech of:
  • France
  • Germany
  • Spain
  • Italy
  • Greece
  • Netherlands
  • Sweden


Soviet

  • Russia
  • Ukraine
  • Poland
  • Romania
  • Yugoslavia


Latin Confederation

  • Brazil
  • Mexico
  • Venezuela
  • Cuba


Middle East

  • Iraq
  • Syria
  • Iran

It is uncertain whether these will be subfactions of anything, and of what. While it's somewhat reasonable that they share some tech, they cannot be political subfactions of a larger faction. The Brotherhood is a non-state insurgency.

Eastasia

  • Burma
  • Laos
  • Mongolia
  • Vietnam
  • China
  • North Korea
  • Thailand
  • Philippines


African Warlords:

  • Angola
  • Egypt
  • Ethiopia
  • Lybia
  • Morocco
  • Mozambique
  • Somalia
  • Sudan
  • Lybia

It has to be pointed out that these subfactions do not necessarily imply allegiance, but only a (largely) shared tech tree and UI artwork. The different subfactions may be more opposed to each other than to the other factions, and different subfactions are in allegiance to different other factions, which is represented in the units available to them.

Black Guard

Black Guard has been worked on; some Black Guard units will be integrated into regular Russian/Post-Soviet faction, while there will be a Black Guard subfaction with access to specific Black Guard versions of Soviet units, and other, unique units: Black Guard subfaction will have other units, especially such in logistical and fire supprt roles, which are operated by regular military.

  • Black Guard: Replaces Conscript for Black Guard.
  • Black Fist: Black Guard only; A "Stalin's Fist" that is closer to the Apocalypse of RA2/YR.
  • Confessor: Also available to generic Russian/post-Soviet faction. Takes the role of the Commissar; has a gauss gun for long-range anti-armor sniping and can give an attack bonus to troops.
  • Black Rhino: Black Guard version of T-80 "Rhino". Possibly only a cosmetic difference, though it may also be produced at Elite veterancy.


Red Guard
The Red Guard might be a subfaction as well; for now, only Red Guard units as members of regular military of Russian/post-Soviet faction have been designed. These are:

  • Red Guard: A more powerful conscript.
  • RPG Red Guard: A more powerful RPG conscript.

_________________
Mao Zedong wrote:

Our mission, unfinished, may take a thousand years.  

Last edited by Millennium on Wed Jan 29, 2020 3:40 pm; edited 3 times in total

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Dec 27, 2019 4:52 pm    Post subject: Reply with quote

Not quite punctual as a Christmas gift, there is a first "release". It does not make particularly noticeable changes, but, if functional, adds a single unit, the Grenadier, for Cuba. This unit has a terrible sprite and is not part of the actual Continuum unit roster. This release is intended only as a tech demonstration to provide proof of concept. Making the release playable is to some extent just as installing a mod, and to an equal extent it is making a mod.

Put all files provided below into your game folder. The rulesmd.ini file provided below has been "specially prepared" to work with the release format here described. Put that file into your YR game folder as well. In "plugins.ini", under the header, list the names of all the INI files provided below, except "plugins.ini".

Until Ares introduces an #include feature for artmd.ini, artmd.ini entries have to be pasted into artmd.ini manually. No special preparations are needed for artmd.ini, so I have not provided a copy. Paste the following entry from into an artmd.ini, which is abundantly available on the web, or can be extracted:

Code:

;------------------------------------------------------------------------------
; Converted from a model for Half-Life by Gamemate.
; Original author unknown.
[Grenadier]
Cameo            = Grenadier_Icon_Rookie
AltCameo         = Grenadier_Icon_Veteran
Sequence         = GrenadierSequence
Crawls            = no
Remapable         = no
FireUp            = 2
PrimaryFireFLH         = 100,-25,135

;------------------------------------------------------------------------------
[GrenadierSequence]
Ready            = 0,1,1
Guard            = 0,1,1
Prone            = 0,1,1
Walk            = 8,6,6
FireUp            = 56,6,6
Down            = 0,1,1
Crawl            = 8,6,6
Up            = 0,1,1
FireProne         = 56,4,4
Idle1            = 116,6,0
Idle2            = 116,6,0
Die1            = 104,6,0
Die2            = 104,6,0
Die3            = 111,6,0
Die4            = 111,6,0
Die5            = 111,6,0
Cheer            = 122,6,0
Paradrop         = 4,1,0


It is planned that future releases contain their relevant files, except for the artmd.ini entry, until an #include feature for artmd.ini is introduced, in a MIX, but for this demonstration, the procedure has been kept transparent.

Certainly, this is a shabby release as far as gameplay is concerned, but I hope it will demonstrate the m.o.


Grenadier Art.txt
 Description:
This is the unit art. Because we do not (yet) have an #include feature for artmd.ini, the content of this file has to be pasted manually into artmd.

Download
 Filename:  Grenadier Art.txt
 Filesize:  802 Bytes
 Downloaded:  0 Time(s)


Grenadier.ini
 Description:
This is the unit data.

Download
 Filename:  Grenadier.ini
 Filesize:  1.69 KB
 Downloaded:  0 Time(s)


ThrowGrenade.ini
 Description:
This is the Grenadier's weapon. Weapons (and other objects) have their own INIs. There is a special reason for it.

Download
 Filename:  ThrowGrenade.ini
 Filesize:  712 Bytes
 Downloaded:  0 Time(s)


grenadier.shp
 Description:
Converted from a model for Half-Life by Gamemate. The original author was not mentioned by Gamemate. Insert this file into your game folder.

Download
 Filename:  grenadier.shp
 Filesize:  101.88 KB
 Downloaded:  3 Time(s)


plugins.ini
 Description:
Insert this into your game folder. List the other INI files in it.

Download
 Filename:  plugins.ini
 Filesize:  91 Bytes
 Downloaded:  0 Time(s)


rulesmd.ini
 Description:
A "specially prepared" rulesmd. This "preparation" really amounts simply to an #include that contains "plugins.ini".

Download
 Filename:  rulesmd.ini
 Filesize:  725.57 KB
 Downloaded:  0 Time(s)


_________________
Mao Zedong wrote:

Our mission, unfinished, may take a thousand years.  

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue Jan 07, 2020 6:16 pm    Post subject: Reply with quote

Tiger Tank
A tank scheduled for the "Third Power" faction. This unit is not the real-world Tiger and Tiger II (King Tiger), which would be anachronous in Continuum (a problem that permeates the entire faction and might eventually be its undoing), but an updated version, the "Tiger V". The unit should pick up the designs of several "Tiger Tank" units appearing in other mods.

Possibly models currently considered:


Allied Tank Destroyer - this voxel, made by Cannis and formerly available on Pixelops, was mentioned on the CannisRules website to have been used for the King Tiger in CannisRules.  


Allied Heavy Tank - this voxel, made by Cannis and formerly available on Pixelops, was mentioned on the CannisRules website to have been used as an early version voxel for the King Tiger in CannisRules (and very similar to the model used in the release version of CannisRules). Also, in Beowulf's Rules, this model is used for the Panther Tank, the German special unit. The Panther Tank in Beowulf's Rules fires two kinds of shells, one of which is effective against vehicles, and one of which is effective against structures. The King Tiger Tank in CannisRules fires a "combined shell", which is effective against vehicles and (more effective than regular AP tank shells, presumably) against buildings, while also being equipped with a secondary railgun CIWS. Both units are thus suited for the same special range of tasks - combatting vehicles and buildings with privileged effectiveness, but the King Tiger, includes even greater functionality - just like in real life, one could call the King Tiger an improved development over the Panther.

In the MO 2.0 Scrapbook, a "Tiger Tank" is featured, using the same model, although its weapon, seemingly firing an energy ball exploding in "KTSTLEXP", contradicts the weapon the description of the King Tiger of CannisRules. (The relevant image is not currently displayed because of the decision of Photobucket to make images largely inaccessible.)

Just like with the contradictory concepts of the Abrams tank, our idea to use all these concepts is an upgrade system for the tank.

A prospective upgrading scheme for the Tiger, some of which might be shared with other vehicles, would that it starts with heavy armor, which can be upgraded to "polarized armor", which would give it great resistance to energy weapons. Its engine could be upgraded to some sort of esoteric power source, possibly a fusion engine, and its main cannon would upgrade to a "Polaron Cannon", firing electric shells. It could also possibly be upgraded with a railgun CIWS, though a more unique version of an anti-infantry secondary, rather than just using a different weapon type than the Abrams' machine guns and the Pike's rocket pods, would be to have "Polarized Armor" have the effect of projecting a short-range damage-dealing electric field.

Finally, the Tiger V inherited its name "Tiger V" from a unit in the TS mod Covert Ops II, by Commander Squall.
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Wed Jan 15, 2020 5:52 pm    Post subject: Reply with quote

Salamander Flame Tank
Implementing the Flame Tank is nearing its completion. The model used will be based on the one appearing in G/ZH, but which of the available models to be used is not yet decided. Which one looks better?


Version 1 by Daz


Version 2 by WeeRaby2K

However, because of the possible implication of "dragon" denoting an entity that is not only capable of spitting fire, but also of flight, it will instead be named "Salamander", which unambiguously refers to a terrestrial entity, but retains the association with fire.  

GDI
In Continuum, the "GDI" is an international body that is mostly the front of US interests.

Argentina
Argentina is entering the country roster of Continuum, although whether as a socialist member of the "Latin Confederation", or an ally of the US, is not determined yet. Possibly, during the US invasion of Middle America and under a US-conjured license from the GDI/UN, Argentina in turn invades Paraguay and Uruguay to root out "underground movements" from other countries in the region active in these two countries.

Airborne Insertion/???
Besides the "Drone Drop", Asian Alliance did not have any aerial forces deployment since Drop Pods were removed from the faction years ago. Simply using ordinary ParaDrop did not seem specific and did not add up to Eastasia's capability of using infantry in flight-capable power armor. This has now been solved, and Eastasia will deploy Dragoons from aircraft, instead of using regular paradrops. Drone Drop will be retained instead of aerial bombardment, rather than instead of paradrop.

Possible low-tech Soviet units:
Artillery

This is a type of mobile artillery, armed with the same 155mm howitzer as the Paladin. It fires an explosive shell over a range of 12, but it is very weakly armored and not very fast. It can propably take out extensive amounts of infantry, if they come in waves, but will easily succumb to enemy tank formations.
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Jan 17, 2020 12:25 pm    Post subject: Reply with quote

Apache

Voxel originally created by WeeRaby2k, modified by me (simply giving it a new paintjob and messing with the Normals).

The Apache has been implemented as a MIX-based extensions, giving an example of the principle. Simply copy the MIX file into the game folder (or a sub-folder), and add "extension_apache.ini" (including its directory, if included in a sub-folder) to #include. This extension includes the unit itself, its artwork, and the weapons "HarpyTalon" and "HellfireRocketPods". This extension requires the "BulletCollision", "GenAlHelicopter" and "Rocket_HeatSeeker" extensions (all to be made available shortly). Prerequisite extension INIs need to be listed in #include before "extension_apache.ini"!

In addition, it is necessary to enter the code into artmd.ini:
Code:

;------------------------------------------------------------------------------
; AH-64D Apache Longbow
; Originally created by WeeRaby2k.
[Apache]
Voxel         = yes
Remapable      = yes
PrimaryFireFLH      = 100,0,0
SecondaryFireFLH   = 65,100,-25
Cameo         = Apache_Icon_Rookie
AltCameo         = Apache_Icon_Veteran



ecache_apache.mix
 Description:
MIX file including coding and artwork for the Apache. Insert this file into the game folder or a sub-folder.

Download
 Filename:  ecache_apache.mix
 Filesize:  328.46 KB
 Downloaded:  1 Time(s)


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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue Jan 28, 2020 8:44 pm    Post subject: Reply with quote

Asian Alliance loadscreens
...have been created:




Korean Country Special?


Experimenting with possible country specials for Korea; this is the Cataphract, obviously inspired by the "Iron Dragon". There's no real idea for the country special for Korea; since Japan is scheduled to receive the "Yukikaze" fighter, keeping the "Black Eagle" would mean two aerial country specials. "Cataphract" becomes increasingly resistant to damage when not attacking, but when firing its energy offensively, its damage resistance will reduce with every shot. Once it stops firing, damage resistance will slowly recharge.

Zergling


Additional Time Machine unit "Zergling" has entered the game. The haphazard nature of time-travel allows commanders to explore a far-flung region of space in distant future, possibly an alternate timeline, infested with an alien species. Only the smallest specimen could be brought back through the time-warp.

(Zerglings are not controlled by whoever builds them - their loyalty is with the Overmind, who is lightyears away, although they can be controlled by powerful psychic forces.)

Change in balancing mechanics and game stats
Another thing I have introduced, which has no immediate role in gameplay, but rather is a balancing tool for myself, is the introduction of unit "levels", so far only for infantry. The levels determine things like HP and - very broadly - the damage range of the weapon used.
The rough function of HP(Lv) is Lv²+2Lv, which corresponds pretty well to the HP of in-game units in the vanilla game, with some minor alterations here and there.

So, for example, a basic infantry unit would be Lv 10, which gives it 10x10+2x10 HP, 120, which is the HP of the basic GI, Conscript, etc.
A hypothetical unit with Lv. 99 would max out at 9,999 HP, but no unit will conceivably be Lv. 99 in-game.
Advanced infantry like the Ranger is about Lv 12, which gives it 168.
Command infantry, like the, well, Commando and the Spetsnaz, gets 200 HP at Lv 13. Hero infantry like Tanya and Volkov (before cyborg upgrades) is Lv 16, which gives them 300 HP, following the same rules. The "legendary" heroes might exceed that limit even further.
Civilians generally have a lower physical level as the military infantry units, about Lv. 9 or so (100 HP), with children at Lv. 5 (35 HP).

Naturally, these are only very broad outlines, from which different units may deviate to higher or lower values for a variety of reasons, such as mutation (biiig HP buff - Brutes are incredibly dumb, less proficient even than children, but have a load of HP) or specialization (Einstein, a level... idunno... 30? physicist, will not have the HP of a lv 30 soldier, but rather the lower HP of a civilian).

Barracuda Gunboat

Body created by AprilWar. Turret has been cut from a voxel named "Superbattleship", whose author I don't know.
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Wed Mar 04, 2020 6:13 pm    Post subject: Reply with quote

Soviet Nuclear Artillery


This monstrous, mobile artillery fortunately saw little
combat in the second great war and spent the majority of it's time in defensive positions on the West side of the USSR.

Note:
As a reference to Mental Omega, the name should be related to "Nüwa"; for this reason, naming it after some non-Chinese, European or Slavic serpent-woman has been considered. A possible name would be "Echidna", after the dragon-woman who gave birth to many monsters in Greek mythology, just as radiation would result in mutant monstrosities being created. However, the name is currently more associated with the rather non-threatening ant-eaters, so it may be discarded and another Greek dragoness picked. Alternatively, we might go for naming it "Bela", slavic root for "bright, white", referencing the German WW2 "Big Bertha", "Bertha" being derived from Germanic root also meaning "bright, white".

PS: The Allied designation is "Giraffe".
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Mar 04, 2020 6:56 pm    Post subject: Reply with quote

Soviet MCV + Howitzer = this monster.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Mar 13, 2020 8:25 pm    Post subject: Reply with quote

Porcupine

Voxel created by WeeRaby2k.
Created by scavengers in the Brotherhood and Central Asia from a looted Soviet tank and no less than six 120mm cannons looted from Eastasian "Jin Ren" mecha and mounted into a rack, the Porcupine proved to be an excellent anti-tank weapon, as well as being capable of dealing with densely packed infantry. However, reloading all six guns accounts for a low rate of fire, and shots are necessarily scattered, as not all guns can be aimed at a small target, which prohibits it from bring to bear its firepower superiority when dealing with small, scattered targets. Being a direct-fire weapon weapon without barrel elevation or depression, it is also easy to avoid by taking the high or low ground, such as in trenches. To make most use of the high-velocity cannons, Porcupines are dedicated anti-tank hardware, and come with only AP shells. On account of the shortage and expense of these shells, which are only produced by the industrial countries, this type of tank does not see much use, although the base vehicle can be obtained in large quantities on the battlefields of the Warzone. Some Porcupines come equipped with additional gattlings, according to the tastes of their pilot, or the machinists who cobbled them together.

(Previously, this unit was called "Peacock", but this was changed to a name more evocative of a "wasteland-y" theme.)
(The status of this unit is somewhat uncertain; this unit is visibly based upon a Rhino Tank chassis, but there never have been Rhino Tanks in Continuum anymore.)
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Mar 15, 2020 1:17 pm    Post subject: Reply with quote

F-16 Falcon

Work has begun on implementation of the F-16 Falcon as basic Allied strike fighter. Right now, the implementation is sort of uncertain simply because we do not have any basis for calculating the stats. Return to the Harrier is possible.

Blackbird Recon

Voxel by unknown author, cameo by ArgCmdr.
The Allied spyplane is called in by the Blackbird Recon superweapon and flies at an altitude out of the reach of most anti-anticraft weapons and at a speed outracing many anti-aircraft missiles. It is additionally protected by its cloaking feature. It is still vulnerable to some high-tier anti-aircraft weapons, as well as ECM.
The Blackbird's model is still being decided upon. Its cameo has already been updated.

Old icon (by WeeRaby2k):


J-10

Voxel by Haydn.
Cameo by Sydro.
Multi-role aircraft of the Asian Alliance to complement the air-superiority "Berkut" in an anti-ground role.
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