Posted: Sat Jan 04, 2003 8:25 pm Post subject:
the Aggressors
Alright, its has been a LONG time since I touched TS, doing some fun stuff with Total Annihilation which is much more flexable but very bazar...
Im reopening my old mod, Armstrongs Aggressors.
Basic Storyline:
Nod terrorists suceded in destroying the Philadelphia and detonating a series fo Tiberium bombs acrost the earth. GDI is fractured and confused. The 18th Special Tactics Squadron and 172nd Tactical Air Wing who were stationed in the Pacific North West of the United States, under the assumed command of one Colonel Armstrong of the 18th, are attempting to unite regional GDI forces and combat the very disorganised, due to their exponential growth thanks to their induced tiberium apocalypse, but powerful forces of Nod.
Other Stuffs:
Essentialy this all happens befor ethe Mamoth MkII and Disruptor Tank were complete. Its realy a small unit GDI assault force with a large Air compliment verses a regular Nod Force and some radicals who are caught up in the whole thing.
I plan to limit EVERYTHINGS ammo. Infantry are now crushers and vehicles are crushable. Before anybody yells at that one, strength levels are much lower and so are costs. What happens with infantry against infantry is that if your troops overrun theirs yor troops will crush theirs, it looks like they bayonet them and run on, very nice effect and adds another level to the ammo limit game. Vehicles as crushers and crushable, well in short, car wrecks. Its very neat to see a tank plough through a heap of cars or a bike or a buggie or even another tank. I recall somebody had a Mod with a Devils Tongue that had to accelerate to s certain speed before it would crush, Id like to use that If I can find it again. And infantry crushing tanks? it rareley happenes. ALL my tanks have a machine gun, so your grunts probably wont get close enough, and If they do, the explosion usualy kills them, so a sort of Death-or-Glory attack, very interesting when done...
Im just posting because Im new to the forum, and figured thiswas a good an intro as I could come up with at the moment... QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Jan 04, 2003 9:01 pm Post subject:
Hmmm... sounds a good, or at least, a quite original mod. Infantry as crushers and vehicles as crushed sounds funny... Does your mod has a site, screenshot or is available for download? QUICK_EDIT
No, most of it has been done, by me, at least seperatley at one time or another, Im just going to wad it together...
the crusher/crushing thing is actualyr ealy interesting, I also used armor types to distinguish buildings from other buildings before, and made a "Wild Weasel" Orca that had a special missile that ONLY attacked sam sites and radar centers. QUICK_EDIT
Here is an initial Infantry list, what do you all think?
GDI:
Infantryman: basic GDI grunt, has his M18mkII and a M303 GL
-its a grunt, nuff said...
Sharpshooter: basic GDI grunt but a bit more acurate, no GL
-the Sharpshooter is there to make your hot and heavy firefights more effective, hes a little more expensive than your grunt but makes up for it by making acurate kills as oposed to random kills.
HW Trooper: he carries a heavy machine gun to suport your troops, after a while he can trade it in for a light rail gun.
SW Trooper: carries a tual load missile launcher, an anti infantry fragmentation missile and a hard hitting HEAT missile, general purpose killer.
Combat Engineer: he blows stuff up, C4, Grenades, and can deploy for even BIGGER grenades... takes out bridges and onstructions and whatnot.
Field Medic: carries a carbine but can deploy and set up an aid station to heal your troops
Supply Trooper: hauls extra ammo for your troops. He carries a carbine too but deploys into a small ammo dump.
Pathfinder: specialist jump troopers that scout ahead of your army and can deploy into a foreward helipad.
Jump Trooper: jetpack trooper, your basic assault guy, death from above and that sort of thing...
Jump Medic: jump troop trained medics to set up an aid station to heal your jumptroops if you used them to take and hold an objective.
Supply Jumper: resuplies your jump troopers in the field.
Tactical Trooper: commando used to seize enemy buildings and fortifications (selective targeting is wonderfull)
Sniper: GDI snipers range out to engage targets and maintain a watch over the region. They can be usefull pickets. Must deploy to fire ie: hide themselves.
Security Trooper: basicaly your normal Grunt with a tangler weapon and no grenade launcher. To guard your base. The rifle gives them some punch, but the tangler will pin enemy troops so your defenses can clean them up, it realy helps since infantry are now so cheap they just swarm you, if you can tangle them up the turreted vulcans will clena them niceley.
Counter Sniper: realy just a building upgrade that gives it a sniper rifle, but has a special weapon for hunting other snipers. QUICK_EDIT
Because thats what Engineers do, at least here in the states. Military Engineers clear minefields, remove obstructions and build temporary facilities for the troops. And besides, thats why I added Combat to the name... QUICK_EDIT
Conscript: with the massive expansion of Nod's influence, consripts are raised from wherever they can be found to swell the ranks of the brotherhood.
-essentialy very very inexpensive infantry that are, afraid. But by becoming elite are just as good as the regular Infantry.
Regulars: standard Nod Soldiers
-not as well equiped as their GDI counterparts, Regulars are effective troops.
Preacher: preachers venture into the ruined cities wo preach the will of Nod and the might of the Brotherhood.
-sort of a commisar unit
Gunner: Nod troopers with special weapons
-the idea is a sort of Nod Railgun/machine gun, very nasty.
Deciple: civilian converts to the brotherhood who willfully scavenge weed and tiberium to further the brotherhoods dream and change themselves for the future.
-more of a fluff unit, but they have their uses.
Commando: commandos raid and capture enemy structures
Cyborg: same as before
Reaper Cyborg: Same as before realy...
-simply replacing the missile, which was generaly useless with the railgun/machinegun the Gunner has
Sniper: smae as the GDI one but his counter sniper option is much better.
Chemical Trooper: initialy used to mutate plants, they are very effective against infantry and vehicles.
Enforcer: sort of a middle unit between troops and cyborgs, they acompany Preachers to add a little muscle
Rocket Trooper: armed with a hard hitting anti tank missile.
-realy alot like the rocket trooper in the game now, not asadaptable as the GDI one though
Repentant: repentants questioned the will of nod once, and are being punished. damned to roam the earth and spread the tiberium glory.
-I want a walking hunter seeker essentialy, just a civilian who wanders around and dies, leaving a tiberium hazard and killing those nearby
Informant: going to try and see if the old spy code works
Havoc: a disguised terror trooper, he has C4 and a few other surprises
Militia: cheap infantry who have been oposing GDI in secret for the brotherhood since the begining, more terroristy types...
<<name?>> : essentialy the same as the terrorist, but has a missile launcher, the idea is to setup around GDI Air bases and bother things
Sharpshooter: terroristy unit that is a sort of closet sniper, no counter sniper skills but makes for a cheap ambusher, especialy with the rocket one. QUICK_EDIT
The spy code does work, but the Icon's displayed when he's infiltrated a structure will look messed up as they'll be displayed in the wrong pallet. That can be fixed by messing with pallets and stuff but most people (myself included) cannot be bothered to take the time. Another thing is I don't think there is any attack dog logic in the game and so there is nothing that can actually reveal a spy you give him the disguised=yes tag. QUICK_EDIT
k9=yes gives dog logic. Assuming it still works.... though I cant imagine why they would remove the logic
Spies arent disguised, they have "invisible=yes/true" I seem to recall that Disguised units appear as whatever is in the "disguise=" line, at least I think thats what it says, its set as E1 but Im thinking that, like flightlevel which changes between aircraft and hunter seekers by reseting the line in the hunter seekers code block. And when they are seen firing or something no longer count as disguised. QUICK_EDIT
I don't know, try looking at the Tiberium fiend's entry in rules.ini. There's a line Doggie=yes, that might control the dog logic but I'm not sure, I'm gonna check that tonight (Its awkward to do as you've either got to get the AI to build the dog or the AI to build the spy) but I think I've just thought of a way to do it. QUICK_EDIT
Posted: Fri Feb 07, 2003 4:58 am Post subject:
GDI Unit List:
Infantryman, rifle and grenade launcher
HW Trooper, heavy machine gun
SW Trooper, HEAT and frag missile launcher
Medic, carbine and deploys to heal
Supply Trooper, carbine and deploys to reload infantry units
Engineer, pistol and repairs buildings but cannot capture
Combat Engineer, discus with C4 and deploys to use heavy demo charge
Operator, assault rifle to capture buildings and vehicles
Sniper, heavy rifle deploys for best effect
Sharpshooter, medium rifle (to augment infantrymen)
Solomon APC, squad transport w/ machine gun
Solomon Supply, machine gun and deploys for field ammo station
Somomon Field Ambulance, machine gun and deploys to field hospital
Puma Hovertank, medium autocannon and missile launcher
Titan, 120mm cannon
Wolverine, dual heavy machine guns
Juggernaught, three 88mm cannon
Mobile War Factory, deploys into war factory
F-7 Orca, missiles and machine guns
A-7 Warthog, heavy autocannon and saturation rockets
O-7 Birddog, EMP parabomb
C-7 Raven, 5 man stealth air transport
B-37 Super Orca, bomblets
XB-37 Stoat, anti subterenean missile (working on it)
C-3 Armadillo, platoon air transport
EC-3 Electric 'Dillo, emp weapon only against SAMS and Radar
CC-3 Warmaster, vulcan turreted flying MCV
AC-3 Specter, 120mm cannon and vulcan airbore gunship
C-18 Caryall, caryall
C-27 Skyship, dropship
Jump Trooper, light machine gun and grenade launcher
Pathfinder, deploys into landing pad for aircraft
HW Jumper, snub cannon (inacurate man portable cannon)
Jump Medic, rifle and shotgun deploys into aid station
Supply Jumper, rifle and shotgun deploys into reload station
Wolverine Skyjumper, dual machine guns and jump capable
Recon Drone, survalence Camera
Ion Cannon Drone, beacon for ion cannon strike
Hunter Killer, HEAT and Frag missiles
Supply Drone, healing parabombs
there you have it... the descriptions are very vague, please ask any questions, hopefully I havent exceded the number of cameo slots on the menu QUICK_EDIT
Posted: Fri Feb 07, 2003 2:16 pm Post subject:
IsCanine!
I think thats what it was in Red Alert, isCaynine. I thing "doggie=yes" may be a special case just for the fiend, some sort of logic there...
just like iscyborg or cyborg (cant remember which right now) will make a unit crawl when its down to x% health and attack friendly units unless you include the "berzerkallowed" line, or something like that... QUICK_EDIT
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