Posted: Mon Oct 31, 2022 3:11 pm Post subject:
Red Alert 2: Amplification
Subject description: A realism mod that aims to make red alert a tactical game
I always wanted to see what will RA2 look like if it embedded more realism traits. Due to the planform limits this is not likely back in the days. With Ares and Phobos. It can.
I bring you the Mod: Amplification.
Main features:
Amplification aims to make RA2 as realism as possible. With more detailed and dynamic combat experience. All animations will be interpolated, and the game speed should be 4 for the best result.
All infantries are resized to 50%. With shadows reanimated, it gives a stunning fake 3d effect. (About half of the infantries are still WIP because of how labour intense the work is)
All weapons' ranges are redesigned. Most small arms have 8~12 ranges and AT guns and AT missiles have 15~20 ranges. Long range missiles and airstrike weapons have 50+ range or doesn't have range limits at all.
Damage calculation will be based on the distance of projectile travels. The shorter the distance, the more kinetic energy it delivers. Rocket propelled grenade, missiles, HE warhead and some other energy weapons are not affected.
90% of the units are remodelled to make it more identical to the icon image. (WIP)
All buildings are solid. No more pass-through shots. Tanks are not the only option for combat. Infantries dominate the urban area. (All done but need detailed adjustment in the future)
Buildup animations are interpolated and corrected manually to present the best graphic result possible. Enjoying game at Speed=4 is now a real thing. (1/3 is done)
Redrawing shadows for structures to make them look more bend into the environment.
Dynamic Damage system: AT warheads will have multiple effects on targets. Engine damage, loader damage, crew shock, driver kill, armour pierced (the follow-up shots will deal more damage).
Multiple ruin system: Destroyed buildings will have their unique ruins.(WIP)
Tanks are slow and infantries are even slower. Everything is slow except rounds, animations and deaths.
Terrain now has a real effect of combat. Units on lower terrain has disadvantage because it will not be able to hit the units on the high ground. On the other hand, high ground units may have troubles hitting units in a bump.
Marine warfare logic renewed:
Destroyers and submarines can both one shot kill each other. The key point is: who can spot ahead?
GGI: Now has para as a primary weapon and more strength than GI. Good combination with GI as they can cover each other both deployed or undeployed.
Sniper: Sniper can call in airstrike versus heavily armoured targets. He can also kill driver of the light-armoured vehicles.
Grizzly tank: Now has coaxial machinegun
IFV: Equipped with more powerful long range HE missiles.
Tank destroyer: Absolutely tank buster. Able to shred most tank to pieces at a long distance in 2 shots.
Mirage tank: Has two modes: assault mode and ambush mode. Equipped with energy burst gun. Can quickly destroy tanks in a short distance at a terrifying speed. Needs to recharge after empty the clip.
Prism tank: More detailed firing animation.
SPY: Can bribe units. (WIP)
Dolphine: Can't attack submarines. Very weak portable sonic device that can only be used as self-defence purpose. Experts at stalking enemy submarines without being noticed.
Soviets:
Conscripts: a slightly weaker counter part of the GI. Equipped with Ivan bomb that can blow anything to hell if detonated.
Tesla Tank: Short-handed as Mirage tank. Can disable mechanical targets with its dual tesla coral. Infantry killer with its double burst electric bolt.
Apocalypse tank: Amazing HP points that can take insane number of shots before going down.
Half-track: Remodelled using kfz251. Now has a mighty 120mm muti-function mortar. Being able to fire indirect shots.
Sea conch: The eye of the red navy. Soviets need them to clear the sky and scouts.
Soviet air assault: Paratroopers transit to the soviet. One click will paradrop 15 conscripts anywhere you like.
V3: Now can passively acquire targets within 50 range. They are the rocket junkies.
Kirov Airship: Move slow attack slow. Who needs to act quick if you can one drop blow anything? Being the slowest unit possible in game, the airship is even more robust than apocalypse tanks.
I'm not a fan of line trails on cannon/bullet projectiles, imo only missiles and similar should have them, with the exception of high velocity aircraft bombs. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
I'm not a fan of line trails on cannon/bullet projectiles, imo only missiles and similar should have them, with the exception of high velocity aircraft bombs.
Me neither. I just don't know other options. I heard about using particle system but don't know the details. QUICK_EDIT
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