the whole ares , debate is one on my mind alot, RA2 already has a ton of cool features, also if your skilled enough in making a campaign then id say your skilled enough to work without ares, if your going for for a standard skirmish affair, then ares is a must for its insane logic. QUICK_EDIT
Looking really nice dude, maybe you can work on an urban theatre/assets for OpenRA? They can't use RA2 assets because of licensing and TS is pretty lacking in urban assets. QUICK_EDIT
There is nothing holy about any kind of sh*t, reaperz...
The map surely fed my eyes. Beautiful job, G-E!
I'm impressed with his work as always, but this one is more impressing me, so i'm shocked ._. And yeah, nothing holy for kinds of shits _________________
Quote:
Humans were born for two things: to pray and be productive.
I just spent 2hrs removing redundant animations and buildings from the declaration lists, commented or removed lots of useless art data (though I still left plenty), and in general did cleanups to shrink the lists as best I could without moving important bits around. My AICHECK script now has very little to complain about
Not going to include that one in the mod until some supporting terrain is also added, and it still needs work. Right now I'm 100% focused on wrapping up the last few bits to release Beta 4. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
You could also code them in as TerrainTypes, so they would be destroyable and placed on slopes without issues. They look nice, nontheless. _________________
Underground parking entrances... going to be many more but this should do for now.
I plan to have a few above ground ones similar to TS track tunnels but smaller for the grass hills, and probably some that spiral down. Priority will be some sideways entrances out of some foundation a building can be placed upon, something you might see above an underground mall.
Unfortunately it's next to impossible to make a tree with a certain leaf density not look grainy, something that's not such a problem with snow which can be blurred. I will fix up anything that sticks out bit by bit, already had one bad conversion to fix.
One thing I wanted to avoid is making them too similar, but I wanted several that would work together for each type, so a handful of dead/dying trees, some fall trees, some lightly snowed trees, some frozen trees, etc... then I can make pockets suit any theme. So far each theater has up to TREE69, not including the cherry blossoms and almond trees which are kept distinct. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Still fussing around with trees, went back and editing a bunch of shadows, and added more new ones for specific theaters, then juggled the others around to line up... have 3 winter tree spots to fill now.
PS. Most of the conventional looking trees in the middle that are grainy were rendered by HG, as are the pointy leafless trees, although a pair were I believe LKO's cherry blossoms modified to look like birch...
Short video of the power of stolen techs, and I made CASLAB the prereq for the Katyusha, so I built some of those too, I think the weapon balance on the rockets is fairly good...
Obviously some existing/duplicate stuff is in the list, since these are all needed for a non-YR mod. You'll notice some existing WW cameos, I didn't like how sometimes the veteran cameo was a shifted version of the same image, or I've just made other tweaks to it.
Note how everything has a distinct look for easy at-a-glance differentiation.
Underground parking entrances... going to be many more but this should do for now.
I plan to have a few above ground ones similar to TS track tunnels but smaller for the grass hills, and probably some that spiral down. Priority will be some sideways entrances out of some foundation a building can be placed upon, something you might see above an underground mall.
Nice artwork. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
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I had the idea of creating a Dune style map, but the arrangement of cliffs was based on calderas from asteroid strikes, much like moon craters. It does create lots of open space but tactically this is interesting too, most tank battles will be in those spaces between. Expansion is a challenge but there are locations where an aggressive player can risk it... _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Not specifically, although the main reason you wouldn't is the cost of stalemating is very high that way and buildings (including defenses) are tougher to destroy, you need to create an adequate level of domination before a tank rush is fatal.
Further complicating matters is a number of units, more so Allied units, are fast enough to zip through a stationary cluster of say Apocs without taking much damage, and the Apocs would have next to no chance of catching up by the time they reach the real target. Then there are the increased number of ranged weapons, like rocket launcher vehicles that can inflict damage beyond cannon range, forcing you to mix your armies for best results.
Another map... there are many choke points which makes the open areas easy to hold, but simultaneously the central areas hard to hold. Naval warfare is limited, likely opportunistic long range bombardment only, but still something every position has to watch for.
So I updated the Soviet harvester a bit, namely giving it a proper tesla type turret, and then made the low-end version. So far, the stats of the units are pretty similar, the weaponless one has 75% the ore capacity, but is slightly faster.... and I'm fairly happy with that.
I plan to do the same for the Allied side, a non-chrono harvy, if I can figure out how to make it look, since unlike the relatively minor difference of weaponizing, chrono tech dictates the entire design. Undecided on how else to distinguish it, though I'm leaning towards a higher ore capacity...
The idea here is to offer a cut-rate harvy as the free unit, and it's up to the player to build the better one. This tiered system should disincentivize players from building and selling refineries as a source of harvesters.
PS. Iraq is the only one with the bunkers as defenses, they lose sentry guns for it, but they are a lot harder to destroy and provide BaseNormal crawling ability... adds an interesting dynamic.
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