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Millennium
Commander


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

PostPosted: Thu Apr 16, 2015 5:44 pm    Post subject:  Mod bits & pieces Reply with quote  Mark this post and the followings unread

Since I've been working on my mod for a _very_ long time, I have come up with plenty of ideas for factions and units and weapons that I tossed or mothballed at some point because they didn't fit the playstyle, the fictional world, etc etc.
I would like to offer my help to anyone who has problems with coming up with factions and/or units that fit specific doctrines or technology. If you feel like your... idunno... Mutant... faction is just too similar to Yuri, or you can't figure out how to solve the overlap between your five allied fighter-bombers, or idunno what... please feel free to ask. I would like to help design original faction army lists and units to your specifications.

Offer holds for TS, Generals and RA3 too (or any other game tbh, not necessarily C&C related), although beyond YR, my knowledge of coding gets very sketchy and I might not know if and how certain units could be implemented, or what possibilities a particular engine might have.

Some things I can't do, or refuse to do, because they simply don't compute in my imagination - say, a modern-day Latin American faction centered on cybernetics, like that Cybersyn Argentina thing in ECHOES (I COULD make an ancient maya/aztec/inca faction with cybernetics, though, if you also allow me to have aliens/ancient astronauts Razz ).

Probably a kind of odd and unusual help offer, but eh.

Last edited by Millennium on Mon Apr 27, 2015 11:50 am; edited 1 time in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Apr 16, 2015 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

TBH while lately I am affected by a creative burnout and could use some help at some armament designs - especially RA2 logic terms, etc since I have "too many different stated HTNK clones", to say...

I just don't think that you would be the person for that.

I mean - you're not really into standards. Yes, there are some moment of brilliance, but labeling the 55mm projectile once a grenade, other times a shell is not what you intend to offer, although you wouldn't mind that.

Nevertheless, you never really steered away from pseudorealism. IOW: you imply to be creative, however from what I've gathered about your design awareness, your creativity runs upon your knowledge of RL military equipment, and not pseudoscientific technobabble - nor trope awareness.

To put it bluntly: I don't think you can be an inspirator for any project steering away from realism.

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"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)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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Millennium
Commander


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

PostPosted: Thu Apr 16, 2015 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't particularly like very extreme far-out fiction, you're right. As long as the physics are sound, I can cope with things like, say, Chrono technology, but I feel like they don't fit into RA2's universe. Maybe into a 24th century C&C-to-StarTrek TC, and I'd love to come up with tech for that, but in RA2, it just feels ridiculous - a faction having tactical teleportation devices, but using threaded tanks with APFSDS shells... just doesn't make sense to me. I like to remove those things. Infact, I've written a short note in my mod's scrapbook about it... http://continuummod.wikia.com/wiki/Scrapbook#Teleportation_technology

I didn't get the 55mm grenade reference though!

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Apr 16, 2015 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry, I mixed up. 120mm.shp was in my mind, with you having it imaged for everything probable.

Noidea why I remembered that having 55mm as filename tho.

_________________
"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)
=======================
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...

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Fri Apr 17, 2015 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

There's a lot to modern science you're unaware of it seems haha.  you should look more into quantum theory and so on before declaring things unrealistic.  unless by unrealsitic you mean "impractical".  For example, the alcubierre drive is more or less functional on paper already, we just don't have enough resources or juice to make or power such a thing.
Chrono was always a part of RA2 (it's always been depicted as a pseudo-time travel jump or time stop or something)  Just like iron curtain and cloaking technology(phase transport).  RA1 was based on cold war era, C&C1 was meant to be modern with a few extra post-modern techs, RA2 was taking RA1 a step further.
The fringes of vaguely plausible science have a ton to offer, even when avoiding the technobabble nonsense.

I get your wanting to keep things thematically sensible tho, i'm that way too (though i probably take it to another level). Add in 3rd elements to justify things and whatnot (ie ancient aliens).

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Millennium
Commander


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

PostPosted: Fri Apr 17, 2015 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm aware of the theoretical side of things, but to my knowledge - unless you want me to make a conspiracy-themed Illuminati faction (I already did!) - present-day science has not put those into practical application yet beyond the scale of single photons. That you point out we lack the materials and energy requirements to implement them in our time is just where I believe things become a little messy if you keep the rest of the RA2 setting intact.

Sure, I can accept them, if the society in question also has antimatter or ZPE powerplants  or whatnot.

Even if I can accept "alternate history", I think it's very unlikely that a society would develop man-portable teleportation devices, but never... say, colonized other planets (space travel's the great novelty thing in YR, 30-ish years after time travel was invented, according to the timeline you often see in the community) or, idunno, invented 3D printing, and cybnernetics are still in their infancy, or whatnot.

I believe these can make great plot devices for speculative fiction though (there is a great "SF" novel about this kind of lunatic "schizo tech" - Earth being invaded by aliens who accidentally developed space travel while technologically on the level of late-medieval Europe. They get beaten horribly and humans then adopt their space-faring technology, with the implication being that humanity is now destined to suffer the same fate when running into other species, traveling space with an otherwise horribly underdeveloped tech level. Unfortunately I can't remember the name of the novel.)
I just feel that if you add those things, you should explore them in their full consequence, and that would make for a bad strategy game - by 1960, the faction which had first had access to teleportation and time travel would probably be ruling a solar-system-wide grim dictatorship, with air-tight M60 Patton tanks and a V-War not in Vietnam but against those pesky native Venusians.

So yes, I can totally invent units and factions and technologies that are far-out exotic, but I feel they don't suit my mod, and I get very uncomfortable if their presence isn't somehow "justified" in a setting - like you said, aliens or so.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Fri Apr 17, 2015 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

ZPE is more like a singularity, it's more likely gonna cost a ridiculous amount of power to generate, than create any power.  Kinda like whipping up a wormhole.

Red Alert's entire theme is based around "what is all of these ideas (around WW2 and the cold war) actually worked and were implemented" ie tesla coils and and teleportation, and a literal interpretation of the 'iron curtain', then in red alert 2 we have weather controlling and mind controlling and cloning, and time machines and active genetic mutating, the flying saucer...  It's more of a comic-book style of war era... Like a steampunk that's not steampunk.  Space travel being the novelty, it's all a big joke lol.  (i liked how the soviet campaign victory ends in a babble about communism expanding throughout the solar system). Think Doctor Who, except not as good as Doctor Who, lol.
...Red Alert has implied that the chrono technology has limitations and whatnot.  Like how legionnaires have time lag.  It's also shown it's not very precise.  As far as time machines go, they just built the damn thing and then gave it to the dinos with yuri as dessert.  (what happened with the plans, i dunno. i think sovs got them or somecrap in ra3)

Your SF is still a little quirky though, just a different format.

The kind of stuff i work with in the category of sci-fi is on a whole other level, to the point where you may end up seeing my story universe's title a lot in the future... Like redesigning how we approach sci-fi and fiction writing as a whole kinda stuff.  So really, when it comes down to making mods for games, it's just a place to do all the impossible things for lulz if you want to, go for cool factor before realistic factor.  This is Red Alert 2, i mean come on lol.  Try a next-gen game engine if you wanna push the limits of realism in video games.

Keeping your ideas rounded, keeping a faction true to itself and having a sense of uniformity, that's all excellent, just remember it's an old game with a comical background.


But anyways,
Come red alert 2 modding http://www.ppmsite.com/forum/viewtopic.php?p=528042 i do have this; i'm wanting to make a RA2 compatible alternate reality tech faction that's themed as a traditionalized japanese faction.  Something less catoony and hoaky than RA3's implementation, and something that fits the "historically-set alternate sci-fi" that is red alert 2. pretty much what ra3 was going for, post ww2 where japan never got a-bombed and remained a superpower (hitler was screwed no matter what). and then developed with that "if the technology actually worked" concept.  remembering that things like robots and stuff weren't japan's thing back then, that's more recent years.  so like a tech level equal to sovs, where they're less fancy than allies, maybe a supernatural undertone (to go with shinto)?  It doesn't have to have big flashy fancy tech or anything, it could be fairly straight forward too, as long as it has that heart and soul of japan feel to it.  However, depending on how much the EASB Hour guys are willing to share their touhou character units i could whip up a hero unit faction with some extra military technology as well (touhou meets sci-fi?)... Cuz i really love this youmu unit heh.
All of that said, if i do go forth in making the japan reenvisioned faction mod i wanna have my hands right in on it, the challenge for me is getting buildings and unit images and stuff . . . voices would almsot be easier to get them actually in japanese than getting japanese sounding english voices haha. tho if i did that i'd have to re-work my sovs to speak russian (and appropriate languages for country-specific units, or cut out the extra countries altogether), the russian version of RA2, i've actually listened to the audio files for that, and they sound like they're mostly the same voice actor and really bland haha.
Overall there's a certain high level of completionism i'm after if i'm to go through with it, you might find yourself more tightly wrapped than usual, no ad-hoc stuff or rush jobs.

I'm probably repeating myself and so on, and being out of place after your offer. I got a lot of things i'm thinking about haha.
I've been posting a lot lately, and i don't even know why i'm so wrapped up in red alert 2 all the sudden, i guess i find it great because i'm actually getting somewhere with stuff this time XD
I really should be working on my story instead of this lol.

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Millennium
Commander


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

PostPosted: Fri Apr 17, 2015 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was going to post a reply to this, but it got longer and longer and I kept thinking that maybe it would be better if I made a post about it on my blog... and finally I decided I'm going to rather do that.

Just one thing tough, I've read about your mod and your Japanese faction and it's similar to my Eastasia faction in its background story, except in my world, Japan didn't win. It's kind of a little inspired by the Eastasia faction from 1984.

And yes, I've also become super wrapped up in RA2 since like December, idunno why, probably cause of semester break and waiting for my admission into MA program, with nothing to do in the meantime.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Fri Apr 17, 2015 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didn't intend to ramble. lol.
But really, until the a-bombs, anyone opposing japan was not fairing well.  I did eyeball that eastasia faction.

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Millennium
Commander


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

PostPosted: Fri Apr 17, 2015 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are a few POD's I've thought about in which your vision may have happened:

1) Given no a-bombs, I think it's somewhat realistic that the Allies - in absence of the war in Europe - may have backed up on Operation Olympic - ie, they would have removed the Japanese pressure on the southern and western Pacific, but would not have invaded Japan proper, leaving the continental part of the Empire intact. In fact (and this has happened in my mod) they may have initially supported the Japanese against a growing Soviet threat. In RA, by the 50's, the US would be to engaged in Europe to be concerned much with further expansion of their protegée in Asia.
In either case, in absence of the perceived "greater threat" of Nazi Germany and Japan ruling conquering the world together, the Pacific War may have ended up as an obscure "punitive expedition" rather than a full-out invasion. I think the motive for a lengthy and costly war with Japan was mainly that it was allied with Germany. All other wars the US has fought in Asia were part of the Cold War, rather than a greater "hot" war, and neither of them ended in US victory - the Korean war ended in a draw and the Vietnam war in absolute defeat. Sure, other circumstances were different as well, but I think this "motivation" played a large role.

What I find notable is that the Soviet Union did not respond with a full-scale invasion to Nomonhan, while the US responded quite ferociously to Pearl Harbour. Sure, that difference can be explained - the incidents differ in magnitude, both nations were in very different economic and geostrategic circumstances when they occured and one was a border dispute, while the other was more obviously an all-out mean-spirited attack. But it's still notable that the SU, after absorbing all of central Asia, backed away from using the slightest of pretexts to control China too... but that's an entirely different bag of worms that may not belong to this topic and involves things like whether Stalin planned to invade Europe and Hitler just pre-empted him and yada yada... anyways:  
The continental Japanese Empire could never have withstood a full-out invasion by Soviet ground forces (which eventually happened late into OTL WW2). With the war in Europe out of the picture, the standing of Japan's continental Empire becomes very precarious should they ever trip the SU's anger somehow during the 1940's.
Yet somehow, assuming RA's timeline, the Soviet invasion of Asia in the 50's was contained, perhaps because it was a half-assed attempt that collapsed under the double strain of fighting on two fronts. Of course, assuming Asia is not consuming itself in endless battles between warlords, but stands united against the Soviet invasion, it can be a very credible opponent to the SU. This is probably a credible "story hook" to how a unified Asia comes into being.

2) Given the absence of their ally, Nazi Germany, the Japanese would maybe not even have attacked the US at all and instead went on with their "Northern Plan" (attack on the Soviet Union). I believe this a less-likely scenario, because when the Japanese opted for the "Southern Plan" (expansion into the Pacific), Germany was not officially at war with the US, but was heavily engaged in the Soviet Union. Still, after Nomonhan, Japan opted to expand against the US, showing that their decisions were independent and did not hinge on the strategic plans and behaviour of the Germans in Europe. So, they may have attacked the US anyway, even in absence of the other Axis powers to back them up.  
In fact, historians consider it one of the major German blunders not to coordinate their attack on the Soviet Union with the Japanese (and co-opting Poland into it, to an extent). But given a strategic partnership between the US and Japan in the 40's in order to contain communism in Asia, this may be a realistic scenario. Red Alert hints as much, with the Japanese being the "asian branch" of the Allies, pretty much, fighting the Soviet invasion in China.

3) The Japanese would maybe not have engaged either US or the SU - neither of these were a strategic necessity - and would have instead focused on expanding just in China. I'm not actually sure myself why Japan insisted on engaging the US or, before that, the SU, although I suppose somehow the need for securing a source of oil, or oil imports, was involved.

Of course, going by RA2, we must assume the Pacific War has happened (I've written about that in my mod's blog too), because of the Arizona and Iwo Jima memorials. They could be explained differently, but again, I think that would be assuming too many other factors. I think the most likely thing is POD 1) I mentioned above. The outcome would be the same regardless, and that's the one that happened in my mod.

What I PERSONALLY do not believe is that the Japanese could, in the long run, have won the war in China. That hinges just on too many factors being different. Mainland China is just too big and populous to be controlled and Soviet Union was supporting the Nationalists (initially, later switched to the Communists) and even had a puppet government in Xinjiang and we do not know to what length the SU would have gone to support it. That is why in my mod, the Japanese as a distinct faction do not exist, but instead all of Asia is united on equal terms as the Eastasia faction. They gave the initial concept, but were unable to realize it - just like China was intially unified by the Qin dynasty, but that only lasted a few years. Still, every subsequent dynasty filled the "idea" of a unified China set by the Qin.  

There are threads upon threads on alternatehistory.com and reddit/althist on this topic, you might want to research them if you aim for historical... not realism... but "coherence".

Other than that, Lefthand's posts in your thread are pretty close to what I imagine my Eastasia faction to be - North Korean-like propaganda (with enka songs and anime instead of the socialist songs and paintings our NK has) and population control, but no socialism, instead something like our world's Hong Kong, but with a strong slant of Confucianism. They even have an emperor I think. They may have one. Haven't worked it out very well yet.
There is a great quote I read sometime that goes about like this (and pardon, I don't remember who it was from):
"The Great Wall is to keep the barbarians out, but it's also to keep the people IN. And yet it's only a symbol - the real Wall exists in the minds."

And of course, everything is very cyberpunk-y. Beyond 1984, I also took inspiration from (oddest of all places, I know) the Tau from WH40K. And some March of War.

tl;dr:
I rambled too, we're even.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Fri Apr 17, 2015 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lol, the nazis and japan weren't all that chummy. Even if both succeeded in conquest, japan had a very different vision than nazi germany. Think oda nobunaga, unifying the lands. That's japan.

I'm pretty sure pearl harbour was provoked.
Red Alert showing japan as allies is sensible because of post-bombing, they surrender/disarm and americans put their military there. Military power speaking, japan is another military state, an outpost.
Remember, that the conflicts on the pacific between the americans and the japanese usually end in favour of the japanese, minus that cockroach known as the enterprise, and yamato being bombed before action.

Nobody conquers china, you just can't do it. And as soon as they go conscription ur screwed by numbers. And now china is buying the usa bit by bit in the new battlefield called economic warfare.  A war on china was futile, though you may manage to take a slice. It wouldn't end japan if it failed though.  Tough bastard of a nation, if they didn't get wise and surrender they'd have fought for what they believed in until nobody could fight anymore.  So 2 possibilities: the a-bomb saved japan's skin from being pincered by multiple sides, or japan would be going strong today as another superpower, maybe even built nukes of their own. (Ps: keep in mind that the cold war that we feared would lead to destruction of the world actually saved it by keeping balance, as well as the side effect of having a planetary defence system)
Again, i'm pretty sure japan got provoke on pearl harbour, there was a lot of funny business going on in WW2.
Eastasia faction sounds like a china-japanese alliance that spread and took the rest... but china and japan making allies is very unrealistic.  They've hated eachother for eons, even without the hate, they're too different in philosophical outlook.

I'm not really a history buff, but i learn things here and there, pick up on stuff i maybe wasn't supposed to know, etc.  I forget a lot of details cuz i don't care much, but it's mildly interesting.

I definitely see you put a lot of thought into it behind the visual department.  Although i wonder if that's not more of a roleplay or story-writing thing as opposed to a game modding thing XD


I'm sure this thread intimidates people now though because of all the text.

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Millennium
Commander


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

PostPosted: Fri Apr 17, 2015 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

GenesisAria wrote:

I'm not really a history buff, but i learn things here and there, pick up on stuff i maybe wasn't supposed to know, etc.  I forget a lot of details cuz i don't care much, but it's mildly interesting.

Yes, going on my history MA here, so I have an unfair advantage you can say.

Quote:
I'm sure this thread intimidates people now though because of all the text.

Eh... this place has some very smart people, I think they won't mind. Some of the off-topic/general threads on the forum have alot of text too.

On-topic again:
Looks like I bit off more than I can chew... I'm in need of unit design help now myself. I can't come up with interesting/unique weapon systems for the Eastasian air units. Maybe if someone wants to toss some suggestions my way...

They are supposed to have a drone (already done, and all is fine with that concept) and two 'real' aircraft: a gunship (Colibri) and a bomber (Flamingo). The bomber is probably going to drop "leapers" (Terror Drones, but they explode!) rather than bombs, at least that's the way it is now. For the gunship, I'm totally unsure what kind of weapon it should use - I keep revising it constantly. I'm also not sure if those two units should maybe be "transformers", ie exist in two forms, mech and aircraft. Making the bomber a jj vehicle type to enable transformations would of course mess up the cool drone-dropping strafing runs... so eh. Totally open to suggestions here!

Last edited by Millennium on Fri Apr 17, 2015 10:54 pm; edited 1 time in total

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Apr 17, 2015 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

CBA to read all this topic but what I keep seeing is discussion of lots of non-gameplay things. So you could have an Illuminati or cyborg Aztec faction but what the hell does that mean in gameplay terms? What's actually unique about those factions?

I could definitely use some interesting ideas for some of my subfactions. In the latest version of my mod I'm giving each subfaction about 10 unique units and/or support powers and a lot of my allies are pretty empty at the moment. If you really want to help out I could give you access to the latest beta, you can play it and see what ideas come up.

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Millennium
Commander


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

PostPosted: Fri Apr 17, 2015 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sure, I'd greatly appreciate the opportunity to help with a professional mod! Let me give it a try.

I feel like story is half the gameplay, story implies the abilities and strengths and weaknesses of your units, and alot of artwork. Therefore, if you HAVE a story, or just a very general concept of how you want your factions to play and what kind of tech they should use, that would help me alot in coming up with unit designs.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Sat Apr 18, 2015 4:36 am    Post subject: Re: Faction/unit design bazaar Reply with quote  Mark this post and the followings unread

Millennium wrote:

Some things I can't do, or refuse to do, because they simply don't compute in my imagination - say, a modern-day Latin American faction centered on cybernetics, like that Cybersyn Argentina thing in ECHOES (I COULD make an ancient maya/aztec/inca faction with cybernetics, though, if you also allow me to have aliens/ancient astronauts Razz ).

Probably a kind of odd and unusual help offer, but eh.


You know, I use to work on Echoes, made some faction of various degrees of finish(The Titan Inclusive, Mongolian Marauders, and another I forget)

So if you want a little of the inside track on that prosess, I could be of help, even though I am no longer part of Echoes.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Apr 18, 2015 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

unit design and story? no. story can be a bit interesting to read,  BUT however fun it is to read the story, how the unit behave in game is 100 times more important. a HTNK with a fancy story is still just a HTNK, calling the 120mm shp 55mm or grenade doesnt make real difference. what should be important? good looking new assets that nobody saw before, coding tricks that seem like new logic. the gameplay part .a story for such things will be fun, but story for HTNK clone is wasting time.(and hard to make different stories for just different HTNKs)
i believe a real unit design should at least include some descriptions about in game behavior. name, story can be added later.

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

PostPosted: Sat Apr 18, 2015 9:53 am    Post subject: Reply with quote  Mark this post and the followings unread

What I mean are things like - what's the general theme of the faction? SHOULD they be using HTNK in the first place? Do they come from the jungles where having a heavy tank would be worthless? Or do they have, I don't know, cybernetic rhinos that they use as heavy tanks, so they don't need tanks in the first place? Things like that.

As for the grenade/shell thing - lots of implications! A grenade can fly over walls and into occupied structures, but it's less effective against tanks. A shell flies straight, but is more easily blocked by terrain/obstacles. What does your faction use? Are they adept at urban warfare? Then maybe they will use lots of grenade weapons.

Sure, finding new coding is important, but again, assigning your new coding quirks to a faction is something that depends on their background story.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Apr 18, 2015 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

That's not design, that's just giving names. And that has nothing to do with real modding but just write down some texts. From your description won't come out certain assets, weapon codes, etc. Calling that design is unfair. Neo Armstrong Cyclone Jet Armstrong Cannon can be just another 120mm without description about behavior.

General theme? I bet everyone has this sense to use assets that fits together. That's even not worth a say.

For the grenade part. Can you modify the movement of projectiles so they look different? Will you at least add a grenade projectile shp? If not, what it will seem to be from game play point of view is just another 120mm copy. A 120mm cannon with some different audio effects. If nobody looks into the rules it wont make a noticeable difference.

And everybody can make up a story. I'm sure people that got creative burnout is not in short of just stories but something concerning real, annoying, boring, painful modding.

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

PostPosted: Sat Apr 18, 2015 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
That's not design, that's just giving names. And that has nothing to do with real modding but just write down some texts. From your description won't come out certain assets, weapon codes, etc. Calling that design is unfair. Neo Armstrong Cyclone Jet Armstrong Cannon can be just another 120mm without description about behavior.

You haven't read my post, did you? The question isn't how a 120mm gun should be called. It's whether a faction should use one in the first place, whether it fits with their fluff and playstyle. Say, the Scrin, why would they use regular tank guns? Or if I made a Vietnam faction, sure, they are Soviet-affiliated, but they wouldn't use Soviet units, because their units would be more adapted to guerrilla and jungle warfare. Things like that. It's not just "making up names", and when I talk about "faction design", that means more than "story" - it means looks, playstyle, unit characteristics, things like that.
Or maybe we're talking Yuri and we all know Yuri's themes are mind control, poisons and mutation, then maybe I would find interesting ways for you to reduce the dull conventional weapons (like the Lasher and Gattling tanks) with creative uses of MC, mutation and poison, while still keeping all units distinct in role.

Quote:

For the grenade part. Can you modify the movement of projectiles so they look different? Will you at least add a grenade projectile shp?

Lol. I did both of those in my mod.

Look, you're arguing against something _everyone_ does when making a mod. I just think I can maybe give people a hand with it with some interesting ideas.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Apr 18, 2015 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:

To put it bluntly: I don't think you can be an inspirator for any project steering away from realism.


That's quite my point. From what I read is some emphasis on what side should use what kind of weapon, but that's certainly the aspect of modding that no experienced modder needs advice. Be it naming, choosing weapon,"whether it fits with their fluff and playstyle", there is nothing concerning real modding.Even you claim it does, then where is the part that exceeds HTNKKs? What in game logic you would use? How will you combine them? Not mentioned.  However you call it, it is not design. Like the Yuri thing you mentioned. How EXACTLY will you design a new unit/support power? And it should be really new and unseen before. People wont need help in repeating something that already exists.

The idea that people would need - is giving you a purpose of a unit/a support power, in a given fraction, and see what you come up with. If somebody needs someone else to design his fraction, that's simply unimaginable.

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GenesisAria
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Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Sat Apr 18, 2015 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Technically the stock game used copypasta 120mm projectile shp for like everything... htnk,gtnk,apoc,dest,ltnk....

Not everything has to have a super fancy new way of how it works, although getting a sense of a specific style/design in gameplay terms is important.

For example, my Rift Legionnaire... It's something i originally slapped together to test cycannon-style straight projectile type thinger... and it ended up being kinda awesome.  It fires straight projectiles, except they have a really low ROT for guidance.  The warhead for impact sounds and looks cool, causes distortions and shakes screen, all that pointless yet cool jazz... But it's subject to walls and cliff and terrain and buildings, and it's low guidance, so when they're fired they're curving all around the place and missing targets and blasting stuff.  It's really awesome when you have a few of them and their barrages are curving and hitting all over wrecking shit. (ps: it uses the TS pulsball as a projectile with a short line trail)

So the general point of it all is you start making cool stuff, maybe with a vague idea of what you want it to be, and then craft it into something cool, wrapping it up with uniformity in faction personality, and then justify it with backstory as a finishing touch.  Maybe make some last minute changes to fix some things that don't fit right.  But yeah when ur designing the mod, and needing assistance with ideas and bits and pieces, the difficult part is all the technicalities, making it work well.  The thematic and story stuff can come naturally out of most people.

So, your offer sorta sounds more like offering to help put the cherry on top, as opposed to help make stuff from the ground up.

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Millennium
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PostPosted: Sat Apr 18, 2015 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure... there is lots of times when I would like some guidance/assisstance/suggestions from other modders on how to design my faction. Should side A's mechs transform? Would that fit their doctrine?
Should side B's heavy tanks be more effective against buildings or against vehicles? Should they have a secondary AA?
Should side C pass up on tank guns entirely and just use lasers for everything?
Should side D's teleporting tank use something more exotic than a regular gun? Maybe weaponized space-time warps? If so, how would I implement something cool that fits that description?
etc etc etc

kenosis says it's unimaginable people run into this kind of problems, but I personally deal with it every time I work on my mod. I want my faction to focus on light vehicles... should they use a Bike and a Trike? Or a Buggy and a Bike? Or a Trike and a Buggy? Or all three? And how do I differentiate them, they're so similar! And if I want to include a Technical, where does that fit? List goes on and on. I feel like sometimes it's helpful even if someone just comes along and tells you "look, just throw out half of this stuff" (like Graion did for my EA faction).

kenosis also says no unit, no matter how creative and sophisticated, exceeds HTNK clones. Okay then. Can't argue with that - obviously _any_ unit, by extension, is just a HTNK clone. They shoot things to damage other things. Give or take, that's an RTS.

I personally rarely run into coding issues that can't be resolved with ModEnc and these forums. Faction design seems more complex and I'm unable to make good graphics.

Well, either way, someone has already requested that I come up with some things for their mod, I will get to it now and we'll see if they will be happy with my contribution.

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GenesisAria
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Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Sat Apr 18, 2015 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

People can always ask me if they want random ideas, like if there's a specific unit or weapon or detail like that that ur unsure of, i can give my opinion. Ofc i haven't been around that long so nobody really knows what i'd have to say or offer XD
Being able to converse with people more freely, to share ideas and whatnot just sounds convenient.

Edit: Speaking of which: http://www.ppmsite.com/forum/viewtopic.php?p=528411 i'm trying to look for a good place to just show off things i'm messing with, and potentially grow a nexus for communal idea dumping.

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kenosis
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PostPosted: Sat Apr 18, 2015 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont want to assume you are dumb enough to take my sayings as "no unit, no matter how creative and sophisticated, exceeds HTNK clones."
I advice you to read it a second/third time to find out what you fail to understand.

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GenesisAria
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Joined: 10 Mar 2015
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PostPosted: Sat Apr 18, 2015 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey now... no need to get uppity.
This was all double misunderstanding.

Being clear on what you mean helps prevent it.

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Millennium
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PostPosted: Sat Apr 18, 2015 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:

That's quite my point. From what I read is some emphasis on what side should use what kind of weapon, but that's certainly the aspect of modding that no experienced modder needs advice. Be it naming, choosing weapon,"whether it fits with their fluff and playstyle", there is nothing concerning real modding.Even you claim it does, then where is the part that exceeds HTNKKs?


Please understand... the basic Rhino Tank uses a regular tank gun with a supply of (somewhat unrealistically implemented) APFSDS shells.

Now, if I look at a faction, say, Yuri, and his Lasher Tank, I would think: Hmmm... why would Yuri use a tank with a regular tank gun? His hat is turning people into servants (or creatures that serve him, generally). I would make the gun less effective against vehicles, but I would add chemicals to it.

That's already a bigger difference between those two factions than vanilla RA2/YR had. If you concede that Grizzly/Rhino/Lasher are distinct, then you realize how easy it is to add variation. Soviet tanks had a common feature of being able to launch missiles from their barrels, why not give your Rhino that ability as an opening move? And to compensate, the Grizzly gets a CIWS. And Yuri gets shells that don't work as well against armor, but make infantry go psycho and on elite, maybe mutate them. Already, we have three tanks that are more distinct than they were in RA2/YR.
In my opinion, Mental Omega does that very well, differentiating units and the way units work, but it seems to me (my personal opinion) to fall short sometimes in assigning the right tech/workings to the right faction. Like that tank that ostensibly uses advanced material science to heal other tanks of its type when it's destroyed. That kind of technology just seems to grate with a psi/mutation/toxin-themed side, but the function itself is a great idea I think.

Then we can get more exotic, maybe a certain faction (Scrin) uses not tanks, but biological creatures. They wouldn't use guns, maybe they spit acid and also self-heal. And they can eat infantry to cure themselves.

Or Mutants, mutant hardware is said in their fluff to be very ramshackle and randomly assembled from stolen parts. How can we simulate that? Maybe have a very weak tank that dissembles/absorbs nearly-defeated enemy vehicles and makes their turret its own, gaining their weapon.

It's half fluff, half working out interesting coding, but I feel it's good to know what you want your side to have, then see how and to what extent you can implement it, or, starting from the bottom up, find a quirky unit concept that works in the engine of your choice and then see where it fits.

Let me add real quick that I respect people's design choices in their mods and it's not intended as a criticism of what people chose to have in their own game designs. It's an offer to people who may have run out of ideas at some point.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Apr 18, 2015 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:

I would make the gun less effective against vehicles, but I would add chemicals to it.


A tank firing less effective cannon shells\mutating shells is not what can be called new to me. Such things are done by many people under different patches with different methods many years ago. Quite new to vanilla RA2/YR, but comparing to mods, far from enough.

Millennium wrote:

That kind of technology just seems to grate with a psi/mutation/toxin-themed side

Everyone can make up a suitable story for it.

Millennium wrote:

but the function itself is a great idea I think.


That's exactly what can be called new. Lower efficiency vs certain targets is not. Adding emp\mutation\psychedelic effect is just one step away from vanilla RA2/YR and is done too may times.

And not only the simple idea but also HOW to do it. An idea without the meanings to achieve the effect is just daydream. Like the following:

Millennium wrote:

maybe a certain faction (Scrin) uses not tanks, but biological creatures.

You need to create the assets. And a concept drawing is also needed to create such things. Not simply the words "biological creatures", I can say it too.

Millennium wrote:

dissembles/absorbs nearly-defeated enemy vehicles and makes their turret its own, gaining their weapon.

That's just RA3. And you need to get the old YR engine work that way. Much harder work to code Ares than the few inis.


So last question, if you would like to answer:
What kind of support power you would like to add to this building? We have planned the support superweapons for it. Just want to know what can you think of.

"We decide to add a secondary vehicle production line for every faction to provide more tactical choices to players.
The secondary production line for the U.S. is this weird structure, Tactical Air Control.
You can build helicopters here, independent from the War Factory.
All helicopters built here will be veteran."


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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat Apr 18, 2015 1:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey cool down plz!
I beliebe what kenosis means is that "talking designs on paper without seriously considering the possibily to implement them in YR engine" is not proper.

Yeah, Allied tanks getting CIWS killing nearby infantry while Russian tanks shoot ATGM for long-range encounter is a great design. However, personally I think most of the modders in this community can easily come up and code something like this. (for example the T-80 has got its Refleks long ago in EASB Hour)

And I believe Kenosis's somewhat straightforward attitude here has its reason: In Chinese YR modding community there're hordes of noobs bragging about their genius "designs" but can't code even a simple spawned aircraft, let alone making original SHP or VXL assets...
Sorry for carrying this attitude here. Let's talk in peace...

Indeed there are instances where modders get a lack of "designs". For example: B.A.Znd still can't decide what tanks should China in his mod(with a 1950-era background, WWII ended halfway) use since historically PLA had nothing qualified as a capable tank back then......But I personally believe none can find a legitimate design anyway.

Of course, people can indeed run out of ideas and an experienced modder willing to help is definitely a great thing. But "fighting a cold war" there is seemingly not quite proper...even if the RA2 itself has a shadow of the Cold War.

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

PostPosted: Sat Apr 18, 2015 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
Millennium wrote:

I would make the gun less effective against vehicles, but I would add chemicals to it.


A tank firing less effective cannon shells\mutating shells is not what can be called new to me. Such things are done by many people under different patches with different methods many years ago. Quite new to vanilla RA2/YR, but comparing to mods, far from enough.

You're right, this is old old, it even appears in Gen/ZH (except no mutation, though that _would_ be interesting to implement in Generals, hm?) I never said my ideas were unique, they're just, I don't know, unit concepts that some might want to consider, even if they've been done before. Having a chem-shell tank is certainly more interesting that having the N-th light tank with an ordinary gun.

Quote:

Millennium wrote:

That kind of technology just seems to grate with a psi/mutation/toxin-themed side

Everyone can make up a suitable story for it.

And their story was advanced material science, it just didn't seem to fit.

Quote:

Millennium wrote:

but the function itself is a great idea I think.


That's exactly what can be called new. Lower efficiency vs certain targets is not. Adding emp\mutation\psychedelic effect is just one step away from vanilla RA2/YR and is done too may times.

It's certainly under-used though. I didn't say I would come up with bizarre, never-seen things, just ideas and places to put those ideas (which side uses what, which unit does what in what combination) that some modders may find interesting.
Very few things are new now. Someone's doing a Touhou mod, with flowers shooting from energy balls and stuff like that, that's still just airburst logic with different graphics and fluffed as a spellcard. Still, it's - I believe - very creative.

Quote:

And not only the simple idea but also HOW to do it. An idea without the meanings to achieve the effect is just daydream. Like the following:

Millennium wrote:

maybe a certain faction (Scrin) uses not tanks, but biological creatures.

You need to create the assets. And a concept drawing is also needed to create such things. Not simply the words "biological creatures", I can say it too.

I could certainly provide a drawing too, I just couldn't put it into SHP or voxel. That's beyond the scope of my offer, but if someone requests concept art, sure, as long as they will implement it as an in-game graphic. Because I can't do that.

Quote:

Millennium wrote:

dissembles/absorbs nearly-defeated enemy vehicles and makes their turret its own, gaining their weapon.

That's just RA3. And you need to get the old YR engine work that way. Much harder work to code Ares than the few inis.

No, it does work in Ares. Look for the "bush robot" concept someone posted on ppm like a year ago or so. Same for creatures eating infantry to restore HP - very easy to do.

Quote:

So last question, if you would like to answer:
What kind of support power you would like to add to this building? We have planned the support superweapons for it. Just want to know what can you think of.

"We decide to add a secondary vehicle production line for every faction to provide more tactical choices to players.
The secondary production line for the U.S. is this weird structure, Tactical Air Control.
You can build helicopters here, independent from the War Factory.
All helicopters built here will be veteran."



Cool idea! My mod has something like split production lines too, where helicopters come from the helipad and mecha (for the side that has them) come from their own production too, and one faction trains its more advanced infantry at an Academy, which can only be built once.
Well anyways, this looks kind of like a Korean DMZ guard tower lol... let me think about it ... a support power for what is essentially a helipad...
But I do want to use that cool "guard tower" look somehow. I would give it an "Alert" SW somehow. But since it's also a helipad... "Tactical Air Control"... maybe... something that does something to the "combat stance" of all helicopters on the battlefield. Maybe it puts all helicopters on alert? Something that increases the combat efficiency of aircraft through tactical control. Maybe just around the structure itself, or around your base... hardly unique, I know. But then, what is unique?
Yes, I would say, give it something that gives it a brief aura that makes all aircraft that fly past/over it get a temporary bonus on damage and speed (or whatever other bonus you like). Alternatively, make that aura targetable to anywhere on the map rather than self-centered. Perhaps get those searchlights to work into it somehow - maybe the spot where you cast the aura gets illuminated by a big searchlight (invisible dummy unit with alphalight is spawned at target area)

EDIT:
Trans_C wrote:
Hey cool down plz!
I beliebe what kenosis means is that "talking designs on paper without seriously considering the possibily to implement them in YR engine" is not proper.

Yeah, Allied tanks getting CIWS killing nearby infantry while Russian tanks shoot ATGM for long-range encounter is a great design. However, personally I think most of the modders in this community can easily come up and code something like this. (for example the T-80 has got its Refleks long ago in EASB Hour)

And I believe Kenosis's somewhat straightforward attitude here has its reason: In Chinese YR modding community there're hordes of noobs bragging about their genius "designs" but can't code even a simple spawned aircraft, let alone making original SHP or VXL assets...
Sorry for carrying this attitude here. Let's talk in peace...

Yes, thank you! I'm also horrible at making graphics, I admitt it! Yes, you are making a great mod that has unique features, like active protection on tanks, but I feel many mods "under-use" such cool features... it's those people I would like to help, just with sharing ideas if they need them.

Quote:

Indeed there are instances where modders get a lack of "designs". For example: B.A.Znd still can't decide what tanks should China in his mod(with a 1950-era background, WWII ended halfway) use since historically PLA had nothing qualified as a capable tank back then......But I personally believe none can find a legitimate design anyway.

Yes, I think I could not help you guys with anything that you wouldn't have considered on your own yet. Maybe some sides don't need tanks at all though. Maybe they have different strategies/methods - assault guns, tank destroyers, towed artillery.

Quote:

Of course, people can indeed run out of ideas and an experienced modder willing to help is definitely a great thing. But "fighting a cold war" there is seemingly not quite proper...even if the RA2 itself has a shadow of the Cold War.


Thanks again.

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat Apr 18, 2015 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:

Yes, you are making a great mod that has unique features, like active protection on tanks, but I feel many mods "under-use" such cool features... it's those people I would like to help, just with sharing ideas if they need them.


No, Refleks is a Russian gun-launched ATGM.
We don't use Ares so active protection systems intercepting missiles is just not possible here...

Millennium wrote:

I'm also horrible at making graphics, I admitt it!


By no means do I have the intention of comparing anyone here with those noobs I mentioned...Sorry for the possible offence.

Millennium wrote:

Yes, I think I could not help you guys with anything that you wouldn't have considered on your own yet. Maybe some sides don't need tanks at all though. Maybe they have different strategies/methods - assault guns, tank destroyers, towed artillery.

Btw, I have to mention that apart from some outdated SU-76M and T-34, what a historically realistic 50-era PLA can possibly rely on in a RA2ish tank combat is just something like tank traps or men carrying explosive packs...

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Millennium
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PostPosted: Sat Apr 18, 2015 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trans_C wrote:

Sorry for the possible offence.

No no! It's okay! No offense taken! Thank you!

Millennium wrote:

Btw, I have to mention that apart from some outdated SU-76M and T-34, what a historically realistic 50-era PLA can possibly rely on in a RA2ish tank combat is just something like tank traps or men carrying explosive packs...

That sounds like a very interesting side to play, tbh! Think about the strategy, not being able to use tank rushes, etc. And your main anti-tank unit being an infantry would make them pretty much invulnerable to enemy anti-tank defenses... It sounds very interesting if you decide to do it that way in your mod! I also have a side in my mod which has no tanks (because they are something like a more realistic GLA).

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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat Apr 18, 2015 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
It sounds very interesting if you decide to do it that way in your mod!

Not my mod. B.A.Znd's.

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GenesisAria
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Joined: 10 Mar 2015
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PostPosted: Sat Apr 18, 2015 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Making voxels is easy, you're literally making objects out of cubes, 3d pixels.  Animated shp's are the ones that are frightening if you aren't a 3d modeller.


I still will never get the gripe about "it not being original/new"  you realize that absolute originality is a concept, it's not a real thing.  If you are gonna make something that is similar to what is already done, then w/e. It's your version of it. Maybe it's better, maybe it's worse. Seniority does not hold superiority.  What matters is how it's presented this time, and if it's unbiasly better or unbiasly worse.  If it's worse then how can it be better? Simple.

I'd love to whip up more infantry-type characters, but there's not a chance in hell i'm 3d modelling anything that isn't box-shaped.  To me audio/visual aspects are the most important things in games.  They establish context and environment and emotion.  Kinda like my thing with the nuke, sure the nuke will end up doing the same thing, but it's far more satisfying when that nuke is intense and not a pillar of fire jetting gayly into the air.  Although, game mechanic and design is still quite important, it's not necessarily the most important, and it's not the first thing you notice.  Enjoyment can be triggered by very simple things.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Apr 18, 2015 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:

I never said my ideas were unique, they're just, I don't know, unit concepts that some might want to consider, even if they've been done before. Having a chem-shell tank is certainly more interesting that having the N-th light tank with an ordinary gun.


You should really rise your creativity level. People need ideas is because they cannot think of something new at the moment.
Trans_C wrote:
most of the modders in this community can easily come up and code something like this

Not the kind of idea people will use when run out of ideas.

"bush robot" is not concerning an Ares tag.You should give the exact flag for it in ares documentation.
Trans_C wrote:
"talking designs on paper without seriously considering the possibily to implement them in YR engine" is not proper.


And for the TAC building. You didnt come up with something more than I have expected.
As for the touhou stuff. It is a modified version of this

I wont consider my reuse of own old stuff is creative. It is not airburst. It is forced shrapnel.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
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PostPosted: Sat Apr 18, 2015 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
That thing puts thegunrun's kirov raveship to shame, although it does lack the rave. http://208.88.178.38/video/162392/

But yeah, if you get too funky with your mod it gets too weird to play and potentially less fun, so it's all a balance.

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kenosis
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PostPosted: Sat Apr 18, 2015 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread


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GenesisAria
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Joined: 10 Mar 2015
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PostPosted: Sat Apr 18, 2015 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've already looked through all ur moddb stuff actually, had a few good laughs.  Wall superweapon ftw.
The shield sphere was impressive tho, as well as the projectile magnets.

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Millennium
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Joined: 09 Mar 2008
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PostPosted: Sat Apr 18, 2015 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trans_C wrote:
Millennium wrote:
It sounds very interesting if you decide to do it that way in your mod!

Not my mod. B.A.Znd's.


Sorry, I meant "you" as in "generally speaking, anyone".

kenosis wrote:
Millennium wrote:

I never said my ideas were unique, they're just, I don't know, unit concepts that some might want to consider, even if they've been done before. Having a chem-shell tank is certainly more interesting that having the N-th light tank with an ordinary gun.


You should really rise your creativity level. People need ideas is because they cannot think of something new at the moment.

Unfortunately, it's not possible - maybe creativity can be increased somehow, I don't know. >.< It's just something you have or you do not. I consider myself very creative and I have no reason to believe you that I'm not, just because you come in and say so. Sure, you might be more creative than me, there is "always a bigger fish", as they say. But so far I have not seen anything on your part that would make me think you are qualified to judge on this matter. I do think, coding-wise, the RA2 engine, even with all of ARES, is pretty much spent - or at least any feature ARES adds will be fully exploited to its maximum possibilities within a few weeks of release. But the kind of innovation that comes from thinking of little details in unit and faction design, I think that always has potential. That's more what I mean I would like to help with, even though I have no issue with coding complex things either.

Quote:

"bush robot" is not concerning an Ares tag.You should give the exact flag for it in ares documentation.

No. Look it up. You are rude to me and now you want me to give you detailed instructions.

Quote:

And for the TAC building. You didnt come up with something more than I have expected.

So? Did I say "this thread is about sharing ideas that will be unexpected by kenosis"? lol!
But imagine someone was undecided... someone was maybe thinking of adding an airstrike or paradrop to that structure instead. But they are undecided. In that case, me saying, "hey look, you can add something else to that structure, a buffing SW maybe" would be helpful, even if the idea was not very exotic.

Quote:

As for the touhou stuff. It is a modified version of this

I wont consider my reuse of own old stuff is creative. It is not airburst. It is forced shrapnel.

Yes. Not creative, you are right. It's a lasershow. What would be creative in game design terms would be finding a place where this would actually fit in. Not just making a hovering thing that spams lasers in all directions. My Pegasus Command Chopper uses something like this, alternating with missiles.

But yes, might very well be that you are a "bigger fish" than me, plus the added advantage of exe hacks. I don't know... arguing about what is innovative and what isn't and what ideas are useful and what aren't is completely pointless I think. There just isn't a clear answer. I could probably visit the Touhou thread and talk about how copying Touhou isn't creative either, and so on and so on. Your measure of "creativity" is to find unique and new code exploits, right? And you equated my thread title with claiming to be creative, which for you means I'm claiming to give you great new coding exploits. What I actually said was that I might help design interesting, coherent factions that play well. Your ideas are all very nice and flashy and good for a "show of concept" in their own way, but do they play well? Does that giant fire-particle spawning thing play well? Where would you fit it in an actual game? Are you good at that too? Maybe you are, I don't know.

Oh... let me just add that I just saw the "Brute Battleship". See, code-wise that is very old, but I still think that was creative work!

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GenesisAria
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Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Sat Apr 18, 2015 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I kinda wonder why it seems like everyone and their dog is making a mod though haha.  More feats would be accomplished if more people found common ground XD
(i'm just doing experimenting for now, and potentially whipping up a japan faction in the future, and that's pretty vague and undecided at this point, it could be on it's own or end up somewhere else...)

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Millennium
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PostPosted: Sat Apr 18, 2015 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, see what I kicked loose here. I think I'm going to stop responding now, except to on-topic things. This has gotten way out of hand.

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kenosis
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PostPosted: Sat Apr 18, 2015 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

So many unconcerned talks. Let me conclude my point short.
You can't really help people who are out of ideas with the "where it should fit"/ plain idea that wont even need to explain /ideas that seem not doable without explanation you provided. If consider it exchange ideas, hey, what's the point of receiving ideas that already exist from someone else?

Trans_C wrote:
most of the modders in this community can easily come up and code something like this

Trans_C wrote:
"talking designs on paper without seriously considering the possibily to implement them in YR engine" is not proper.

"tanks that shoot missiles and cannons" is just idea. "tanks uses gattling system to first shoot a missile and then cannons" is what can be useful.

"cannon shell that can deal both normal damage and psychedelic effect" is idea, but "psychedelic warhead on weapon and normal damage on animation" is what is really needed. (Dont you take this example too seriously, I know many ways to do this with different patches, this is just one stupid way with lots of problems.)

Also the two examples are quite dull.

if a modder can really use some help, you should at least mention the game logic.  That's the most difficult part in modding and in which one could need help.

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

PostPosted: Sat Apr 18, 2015 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:

You can't really help people who are out of ideas with the "where it should fit"/ plain idea

Can you prove that? Can you prove that modders never run into issues with designing coherent factions? I know I have these issues alot, I know I've been contacted because of this thread to help with exactly this issue.
Westwood gave the GLA a ww2-era tank because apparently they had no idea how to make a proper AlQaida-like faction work, so apparently not even professional game designers always have the right ideas.

Quote:

"tanks that shoot missiles and cannons" is just idea. "tanks uses gattling system to first shoot a missile and then cannons" is what can be useful.

"cannon shell that can deal both normal damage and psychedelic effect" is idea, but "psychedelic warhead on weapon and normal damage on animation" is what is really needed. (Dont you take this example too seriously, I know many ways to do this with different patches, this is just one stupid way with lots of problems.)

Yes, and if someone were to ask me precicesly to create a unit for them, sure, I'd do that.

Quote:

if a modder can really use some help, you should at least mention the game logic.  That's the most difficult part in modding and in which one could need help.

If someone was to respond to this thread and ask me for it, sure, I'd do it. I'll help with coding my ideas too!

It just seems so incredible that the parade of APFSDS-armed MBTs we see in almost every mod is solely due to people not knowing how to code, but maybe you're right.

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kenosis
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PostPosted: Sat Apr 18, 2015 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

For the lab prototype part. Many fancy effects in EASB Hour is adapted from the old lab mod. You don't like the prototypes, is that a problem? Modify it then. I don't understand the question "do they play well in game".
A battleship launching brute is nonsense, but this serves as a logic of "creating own infantry with weapon". Do you fail to see that?

Differs from your given example, "Yuri gets shells that don't work as well against armor, but make infantry go psycho and on elite, maybe mutate them"

Our team talk is always like :
"use this weapon logic with a this looking asset"
"use this logic so this unit can have this effect, and we make up a story like this"

When run into issues with designing coherent factions, such modder talks surly helps more than just concepts. We talk about real doable solutions, not just description of how things SHOULD look like. The most problems people have is just " I can't come up with interesting/unique weapon systems for the Eastasian air units". This especially needs to be realistic on the game engine features.

like the TAC sw design:
TransC:"use has air superiority, so use this sw to set up a no fly zone, interceptors will shoot down enemy fliers that fly by"
Kenosis:"how"
Trans_C:"deliver a unit that look like a no fly zone sign,shp vehicle, shooting normal inviso weapons, weapon warhead animation is interceptor coming, unit own firing anim does damage to itself so it shoots down limited amount of aircraft"
Kenosis:"but the animation will be repeated.....wait, use a gattling and different anims on stages, set ratedown negative so it will look random. Also, since USA has the satellite/laser weapons, we can also make it shooting laser from very high point so lasers look straight."
TransC:"then lets create both of them and see which is better"

I kinda expected talks like that in this thread. Paradrops, attacheffect buffs, and other direct use of patch features can't really be considered innovation. They are in the manual and anyone that RTFM can get them.

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Millennium
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Joined: 09 Mar 2008
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PostPosted: Sat Apr 18, 2015 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
For the lab prototype part. Many fancy effects in EASB Hour is adapted from the old lab mod. You don't like the prototypes, is that a problem? Modify it then.

I don't understand the question "do they play well in game".

I don't think your ability to implement your weapon designs into well-balanced, credible factions necessarily matches your ability to modify the exe.

Quote:

A battleship launching brute is nonsense, but this serves as a logic of "creating own infantry with weapon". Do you fail to see that?

I don't think it's nonsense, if you make it credible. If someone is in a mood for a comic-y mod that is more in the style of vanilla RA2/YR, they might as well make a unit that launches Brutes. Sure, it might need some tinkering with the graphics, but a unit launching jetpack-Brutes, sure, why not? And for more serious mods, it doesn't have to be Brutes. It could be Terror Drones, why not? Terror Drone shells. Sure thing.

Quote:

Differs from your given example, "Yuri gets shells that don't work as well against armor, but make infantry go psycho and on elite, maybe mutate them"

It's necessarily a different entity. I don't think it differs in the aspect you say it does, ie creativity. Why would it? Can you prove it? Just because you keep saying it?

Quote:

Our team talk is always like :
"use this weapon logic with a this looking asset"
"use this logic so this unit can have this effect, and we make up a story like this"

Good approach! I hope it works out well for you all!
Would you use Chrono technology for the Soviets, though (sounds like a dumb question, but answer it if you like. It has a - very obvious - point)?

Quote:

When run into issues with designing coherent factions, such modder talks surly helps more than just concepts.

Maybe yes, maybe no, maybe not everyone has a team they're working with. Maybe this thread is just about offering that kind of conversation to people who do not have a team to work with? Maybe? Possibly? Just an idea.

Quote:

We talk about real doable solutions, not just description of how things SHOULD look like.

Me too, lol.

Quote:

The most problems people have is just " I can't come up with interesting/unique weapon systems for the Eastasian air units". This especially needs to be realistic on the game engine features.

Yes, I can't come up with weapons >< that is the most common problem people face and that is what I offer to help with. You see... the air units are supposed to be able to transform into ground units... so if I give them missiles, they would (in ground mode) just be a clone of the Missile Tank, and if I give them autocannons, they would be a clone of the Spider Tank (which uses autocannons). People would never see a point in using Missile or Spider tank, they'd just spam the aerial version of those units. You can deal with that via cost or HP differences, but still...

Quote:

like the TAC sw design:
TransC:"use has air superiority, so use this sw to set up a no fly zone, interceptors will shoot down enemy fliers that fly by"
Kenosis:"how"
Trans_C:"deliver a unit that look like a no fly zone sign,shp vehicle, shooting normal inviso weapons, weapon warhead animation is interceptor coming, unit own firing anim does damage to itself so it shoots down limited amount of aircraft"
Kenosis:"but the animation will be repeated.....wait, use a gattling and different anims on stages, set ratedown negative so it will look random. Also, since USA has the satellite/laser weapons, we can also make it shooting laser from very high point so lasers look straight."
TransC:"then lets create both of them and see which is better"

A very nice idea Smile I don't personally like it because it seems inconsistent to have freebie units, I like the laser version better. But it's functionally identical to just having a powerful anti-air defense... it's not something I would like in my mod, but I certainly like the sophistication.

Quote:

I kinda expected talks like that in this thread. Paradrops, attacheffect buffs, and other direct use of patch features can't really be considered innovation. They are in the manual and anyone that RTFM can get them.

Yes. Anyone can do anything now, there is no real ranking of who's better or worse at using any feature. Anything I do, you can do, anything you can do, I can do. As can anyone else. The question is just what we _chose_ to do in our mods.

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kenosis
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Joined: 19 Aug 2009
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PostPosted: Sat Apr 18, 2015 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

no. Can you tell what is used for that huge orbital downpour super weapon?

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Millennium
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PostPosted: Sat Apr 18, 2015 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dunno, I'd have to see it. If I was told to make an effect which looked like aircraft were hit by lasers from outer space within a certain area, I'd just make a dummy unit with a rapid-fire AA weapon with invisible projectile and a warhead with impact animations that look like laser beams coming from above.

I suppose there is a bazillion ways to do it.
I might also use a weapon which gives an AE that looks like a beam coming from above, that way it would look like the beams are tracking a particular target, and multiple aircraft could be hit at once. The beam animation would then be doing the damage.

If you want actual lasers, not animations, it will probably take me around 15 minutes of testing the proper altitude and ascent speed for a SW-spawned JumpJet dummy vehicle with anti-air-only laser weapons.

Infact I've made a "containment field" SW once, where a certain square area was blocked off by laser beams and whatever units were in there were on their own in their life-or-death struggle. It was for a police-like faction. But then I thought it didn't really fit because any faction that can create a square of deadly lasers may just as well just aim those lasers right at the enemy. That's one of the things in my scrapbook too and I'm sure there can be a use for it if it gets a proper fluff/background.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
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PostPosted: Sat Apr 18, 2015 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol. Millenium. All I seen from you are excuses and dropping topics everytime you realize you're wrong.

For your information  - Kenosis cannot modify the exe.

Maybe there si a bazillion way to do stuff, but the point is, that you still go lore-basis and all tahat nonsense. noone ztyping cares about how stuff works or how do you name it. If it fires a green ball, you can call that uranium ball, radiation ball, toxic ball, plasma torpedo, all are the same. You could even call that painted 17th century cannonball if that's what you desire, and noone minds it.

What matters is to what it does, and how clearly it indicates doing such, say if that ball is only good against infantry, then make it's hitting animation less explosivey and more splashy. That is what matters.

The bread and butter is the how-to-make-this-more-twisted so every unit won't fire the same projectiles, yet not overly confusing for the player. Not excuses and similar bullshits you so far wrote walls of texts.

Oh, and I'll be gentle. I'm getting fed up with your nothing-makes-sense and Rule-of-Cool-is bad based crying. You so far proved that you can talk out of your ass to thin air, and it seems you don't intend to learn because you're having too much ego to know when to stop.

And if you're gonna wash out Red Res's creativity with your whining I'm gonna make all your moments here to a pain. You can take that serious. I love RedRes and I will not tolerate your so-far bullshitty approaches in such a fine gem.

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Millennium
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Joined: 09 Mar 2008
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PostPosted: Sat Apr 18, 2015 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol?
1) I did not change topics at all. If you have the feeling I did, then please bring those topics up again, we can have at them for weeks until we all get banned/locked.
2) It may have escaped your attention, I'm already part of the team working on your much-beloved mod, so I'm certainly not bashing it. Where did I do that?
3) How are you going to hurt me? You're just an angry person on a computer. Are you going to dox me? And then what?

Also if kenosis cannot do exe modifications, then he at least has shown - on his ModDB - that he has USED an exe modification that someone else has done.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Apr 18, 2015 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did the 32 facing shp modification to the exe #Tongue

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Millennium
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PostPosted: Sat Apr 18, 2015 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Who has done the other things, though? Like, the projectile magnets, etc? It wasn't ARES, and certainly not RockPatch. NPatch maybe? I never dealt with that alot, was before my time.

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