I've been working on it pretty much solo so far and I'm confident I could eventually finish it on my own, even if with a few shortcomings here and there. But I feel like having a few other contributors to work with would speed it up, add interesting ideas I would never have thought of and maybe help me out with things I can't do very well (like artwork) or balancing (I'm groping in the dark for playtesting pretty much as playing against the computer only goes so far). Yes, I'm aware the english-speaking modding community for RA2 is very small now, but maybe one or two people will feel like it. Or else, maybe even a port to RA3/CnC3/younameit would be possible.
So if you want to put your abilities to use, or have scraps left over from a previous mod that you cancelled or maybe ideas you never got to implement in a mod because they never really seemed to fit... do let me know. Everyone is welcome to join, I have no real "positions to be filled". QUICK_EDIT
No thanks, your mod design looks like something that's been recycled too many times..
I've played RA2 Since 2003 and modded it since then as well (occasionally) over that time I've played many mods and the general unit/faction ideas that you have made, have been used in so many different mods.
I'd only be interested in helping a total conversion. QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun Feb 15, 2015 3:38 pm Post subject:
Oh yes, it's intentional!
I'm trying to use factions that are pop culture "clichees" and give them things that are typical for them - Nazis with insanely large tanks and gas-masked Stormtroopers, Asians with GitS-like technology, etc. I think some of my unit concepts are pretty unique though, maybe not in name and general design, but in smaller gameplay details.
And let's face it: everything's been done before in terms of themes/factions - dictatorships, rebels, aliens, mutants,... The only thing that would still be a novelty would be things that have entirely different gameplay I think, like those Zombie mods that pop up every now and then. Or maybe a medieval mod.
But I wish you all the best with finding something that suits you and that you want to work on! _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
No, sorry.
Your mod has nice effort in it, but I think your buildings don't fit the terrain or the units. They are far too cartoony. Besides that I think I might have found some one who I'd be willing to help. QUICK_EDIT
No thanks, your mod design looks like something that's been recycled too many times..
I've played RA2 Since 2003 and modded it since then as well (occasionally) over that time I've played many mods and the general unit/faction ideas that you have made, have been used in so many different mods.
I'd only be interested in helping a total conversion.
No everything has not been done.
Have you thought of Changing playstyles? Have Heavy Allies Vs Sneaky Soviets?
Have you thought og having extra sides with there own mechanics? Like Nanocores or SC Command Centers?
Have you thought of Cross continuity? Like Soviets Vs Nod? Yuri Vs GDI?
Just a few and I had them off the top of my head. and if A No telent Hack like me can come up with this, then what's stopping you? _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Feb 16, 2015 11:47 am Post subject:
I think you were meaning to quote me, not him.
Well... there is lots of cross-over mods. And lots of mods with a heavy side vs a sneaky side, call them Allies or something else. If you think that's a novelty, my mod is a novelty too - it has heavy sides and sneaky sides, even if they have different names.
There is also several mods which use "nanocore" build mechanics, ie factions that build all their structures as deployable vehicles. It's horrible for the AI and I'm not sure if any of those mods ever made it to release though. But it's been done.
For example, in my mod, almost every faction has their own build mechanic (though I didn't announce that in the main thread yet): Allies use the 'dozer' method of Generals, Soviets use the traditional MCV, Brotherhood uses deployable vehicles, Eastasia uses ConYard+Expansion Nodes... etc.
I don't think you're a "No Talent" though - your ideas are interesting! Even if it's been done before, those are pretty "advanced" modding ideas. Nothing a beginner would make up I think. Would you like to join my team?
We have hot food, women (maybe not so much) and guns for everyone! XD _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Feb 16, 2015 12:35 pm Post subject:
Dozer is pretty simple, although the AI doesn't work well with it. It's an MCV that looks like a dozer, you deploy it into a 2x2 'Construction Yard' that looks like a construction site and can only build adjacent to itself (no other Allied buildings have a build radius), so you can only place buildings right where the dozer builds them. Granted, it's not _really_ Generals' system by far, but it works fine in human vs human play.
AI totally has no idea how to work with it of course and probably never will. I will have to see if that's a dealbreaker eventually.
As for implementation, the more complicated ones have been implemented. Deployable buildings are not in yet because their faction isn't really coded yet, but those are really easy to do and have been done before. Of course, again, AI won't handle it well. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Feb 16, 2015 1:25 pm Post subject:
If the AI can't handle it, it's pointless. It's nice and all to plan human-vs-human balance, but 99% of the mods will never get played online. MO is an exception.
OTOH I have also seen your mod and what I see so far is overcrowded ideas without clean plans and roles and whatnot - not to mention lack of quality control which does not appeal to me. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Feb 16, 2015 1:50 pm Post subject:
I've been thinking that maybe a system could be made in which the human players have to build via dozers, but the AI is allowed a 'cop-out' and can still build with ConYards. That way, you can have both interesting pvp, but computers can still give you a match. It's probably not too hard to implement (in fact, keeping the AI from doing just that required me to code several 'locks'), but I've not gotten to that point yet. Of course it will seem kind of shabby that the AI can 'cheat' that way, but I don't see any other way right now.
Also, yes, already I have realized you don't like my mod XD I did not expect you to join. QUICK_EDIT
Have you thought of Changing playstyles? Have Heavy Allies Vs Sneaky Soviets?
Have you thought og having extra sides with there own mechanics? Like Nanocores or SC Command Centers?
Have you thought of Cross continuity? Like Soviets Vs Nod? Yuri Vs GDI?
Just a few and I had them off the top of my head. and if A No telent Hack like me can come up with this, then what's stopping you?
I have, when I was planning a mod, years back. But I've seen others talk about and create the same ideas...
Everything you've mentioned above is in the recycle bin at this point.
What I meant by a fresh(er) ideas are things more akin towards total conversions, instead of a few unit mechanic changes along with a couple of new voxels and structures. It is a personal preference that comes from looking at and playing mods since I started with C&C on the PC along with online play since the time I mentioned above a few posts ago. The modding scene is very stagnant and mouldy at this point. Any non TC mod that you make will forever be in the shaddow of MO.
@ OP I know that making mod ideas is fun and it's great to mess around and experiment, but that's all your mod looks like. You should spend more time at the drawing board, first brain storming about what's cool and interesting and then analysing it to see what's been done before and if you can do it better or differently, also if you want your mod to be a rare public gem or just something you'll forget on the hard-drive after a year. QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Feb 16, 2015 4:26 pm Post subject:
Eh, I've been working on it for like a decade, I don't think I'll forget it in a year... I just want to finally get something to release status, I can still fine-tune things later. Most of that was spent on the "drawing board", I'm not sure why people keep telling me my units have no roles or that there is no "plan" behind my mod, etc. Probably it's just not well presented on my part. I guess people just see the units and be like "okay, mods that just show units are all the same".
I personally think I'm being very creative and all, so that's why I can't really improve. I just don't have any big ideas that I would say make it "better". Can you give me an example of what would make a good TC? Just so I know what would be a novelty.
I still think an AoE-ish/medieval mod would be the only thing I've not seen yet. Or maybe... something like Rollercoaster Tycoon or a trade simulation. Do you mean stuff like that?
Edit:
...or maybe! ...a tactical shooter (think Jagged Alliance) or even an RPG! o_o Last edited by Millennium on Mon Feb 16, 2015 5:21 pm; edited 1 time in total QUICK_EDIT
I don't think you're a "No Talent" though - your ideas are interesting! Even if it's been done before, those are pretty "advanced" modding ideas. Nothing a beginner would make up I think. Would you like to join my team?
We have hot food, women (maybe not so much) and guns for everyone! XD
I don't have RA2 or TS. I'm here because I'm picking up tips for my own game. And Open Ra Modding
DaRTzO wrote:
I have, when I was planning a mod, years back. But I've seen others talk about and create the same ideas...
Everything you've mentioned above is in the recycle bin at this point.
Again, "Off the top of my head" I gave myself all of 3 minutes to think of crap. THus my joking "No talent Hack" joke. If you want your mod to stand out, you have a viarity of options and you can stay in the RA universe to do so?> _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue Feb 17, 2015 11:55 am Post subject:
BfoME in RA2... (´▽`)b
At least there are already a few dragon shp's flying around in the community.
I personally like the trade sim and tactical shooter conversion ideas. Maybe one day, I will get that going. Although Generals would probably be alot better for tactical shooter, what with all the unit upgrades. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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