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New YR Mod coming soon
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jammed_circuit
Medic


Joined: 13 Jul 2004
Location: Philippines

PostPosted: Tue May 10, 2005 7:41 am    Post subject:  New YR Mod coming soon Reply with quote  Mark this post and the followings unread

you read it right folks!
So far I've done the allied fusion reactor(still no cameo) and the soviet airpad(no cameo still). I already sorted out the voxels and infantry shps to be used. Almost all infantry shps and voxels are DLed from the net (YRarg mostly). (That's a way to promote other's works, right? so others would promote my work too!  Very Happy The creators of the assets will be acknowledged surely!)

This is the planned mod: Rolling Eyes
-I'm going to fuse Gbritain and Europe into one country (European Union or EU) and give another country to Yuri so that he got two divisions (The Levi-troops and the Psy-troops, namely).
-Gonna give the countries their special units (one for the infantry and another for the terrestial vehicles) which also describes their capabilities.
-FVs to use more modes (turrets)
-Toughen some units and make weapons do some realistic damage.
-make the terror drone do some suicide attacks on light vehicles (like on the demonstration video on the RA2 mission)
balance the tech tree and the units (i.e. give Yuri an attack dog, a missile trooper, etc.)
-give yuri a advanced power source or lower power reqs of his buildings
-give yuri an ore refinery(done a prototype already but it still needs work) and have him dump the slave miner and free the slaves  Very Happy  in exchange of some amount (maybe)
-free the giant squids and the dolphins (they're becoming instinct nowadays) and just make new non-organic units having the animals' weapons.

These were the plans and they can be altered if necessary(i.e. if the availability of assets were shorted out or cut-off, etc). If some one was interested of having their assets(cameo, shps or voxels as well as maps) be used in the MOD, PM me or email them to me (please, attach a pic of it). If someone had already done a soviet airpad or a yuri refinery and advanced power source for yuri, show them to me and I would appreciate it a lot. But then, not all assets would be included in the mod because I also going to inspect their quality (talking about QC). Any suggestions of further ideas are welcome!

Oh, 'bout the name? sorry but I'm still thinking of it. maybe "Another YR Mod" hehe. Razz --just joking. If you got suggestions, post them here! thx


Sorry, ain't got a pic of the finished buildings but if my sched permits (i'm attending my summer classes #evil ), I'll post them here!

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Tue May 10, 2005 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

sounds good.

but you know that you cant add new infantry as easy as in TS, dont you?


about the name...
whats about "Red Alert 2: The Next Generation"?

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Tue May 10, 2005 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

How soon for the re-lease date?
And could U plz explain the mining situation for Yuri? I didn't understand what U meant. U gonna have Refineries as well as Slave Miners?

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Wed May 11, 2005 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

DoMoNiC_HuNtEr wrote:
How soon for the re-lease date?
And could U plz explain the mining situation for Yuri? I didn't understand what U meant. U gonna have Refineries as well as Slave Miners?
Okay, a refinery and a slave miner in 1 side... thats just "|)|_|/\/\|3"
first of all, the slave miner IS a refinery and the SLAVES are the harversters... except theyre human. Over all the side is gonna have 2 refineries... makes sense Laughing

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jammed_circuit
Medic


Joined: 13 Jul 2004
Location: Philippines

PostPosted: Wed May 11, 2005 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Worm4981, I already tried adding a new infantry before and it appears I haven't got any problems. But then I haven't started coding for this one though. I might check that out. What I know is that only the vehicle types have a maximum of 102 units. by the way, thanks for the suggestion. I may consider that one.

DoMoNiC_HuNtEr, I still can't tell you the release date (as what I told Worm4981, I haven't coding for this mod yet.) If the release date was already known, I'll post it here. About your question, i'm planning to strip Yuri's slave miner and "free the slaves".i find the slave miner somewhat slow (in resource gathering). I'll do that for balancing purpose. I'll just give yuri a vehicle miner, say a flame miner (a miner with initiates' weapon) and have it unload on an ore refinery. In short slave miners will not be used anymore.

If you would question my modding skills, I already modded for RA2. It was not released though and did it just for experience. I also modded "lil" things in YR for testing purposes and personal researches.

Keep your questions and suggestions coming! Thanks once again! Smile

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu May 12, 2005 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

NNOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!
YOUR DOING THE SAME MISTAK AS MENTAL OMEGA APYR DID!!!!!!! U MUST KEEP THE SLLAAAVVVE MINER AT ALL COSTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Thu May 12, 2005 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

DoMoNiC_HuNtEr wrote:
NNOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!
YOUR DOING THE SAME MISTAK AS MENTAL OMEGA APYR DID!!!!!!! U MUST KEEP THE SLLAAAVVVE MINER AT ALL COSTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Hes right. If you havea look at other YR mods that have new sides and crap... One side (replaced yuri side) always have some sort of slave miner.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri May 13, 2005 6:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
you cant add new infantry as easy as in TS

Bullshit.

Quote:
i find the slave miner somewhat slow (in resource gathering).

Actually, Yuri players have a 25% better economy than the other sides. Once you note that Yuri's refinery is always right next to the ore field, costs $500 less, and that slaves, although carry only 4 pieces of ore each, work simultaneously, which means that to load up 20 pieces (Chrono Miner capacity) they only need to make one trip back to the Slave Miner. Not to mention the double armor, immunity to Terror Drones, Engineer repair ability and self-regenerating slaves. Uh oh.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri May 13, 2005 6:39 am    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
Quote:
you cant add new infantry as easy as in TS

Bullshit.
Lolz funny.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Fri May 13, 2005 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

DCoder's right. People probably think it gives a slower rate of income because it's a steady amount over a long period of time, instead of dumping all of it at once.

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Major_Gilbear
Cyborg Firebomber


Joined: 09 Aug 2003

PostPosted: Fri May 13, 2005 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Like most of the Yuri stuff, the Slave Miner is unbalanced as hell. DCoder is totally right about the economy, and is one of the reasons (AFAIK) the Mental Omega removed it.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri May 13, 2005 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, right...

Although Slave Miner is much more economical, notice that it is the dumbest ore gathering unit from all of the miners. Slaves are chosing bad routes to ore, and additionally, they can be easily killed with I.F.V.+Seal for ex. I know that real players protect them with all costs, but remember that AI is heavily limited and it cannot react every time when something attacks the slaves. That's the second reason we have removed it.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Fri May 13, 2005 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
Well, right...

Although Slave Miner is much more economical, notice that it is the dumbest ore gathering unit from all of the miners. Slaves are chosing bad routes to ore, and additionally, they can be easily killed with I.F.V.+Seal for ex. I know that real players protect them with all costs, but remember that AI is heavily limited and it cannot react every time when something attacks the slaves. That's the second reason we have removed it.


About the AI thing. That's good for me! But the A.I. could replace them faster than they could replace Masterminds and Boomers at the same time. The A.I. cheats alot.

And basically, the Slave Miner was Yuri's only disadvantage in most players eyes. But know, your balancing Yuri out, so that wouldn't matter anymore. But PLZ!!!!! KEEP THE SLAVE MINER!!!!!!!!!!

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Mon May 16, 2005 5:18 am    Post subject: Reply with quote  Mark this post and the followings unread

What about screenies!!!!!!!!!!!! Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon May 16, 2005 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

vincent wrote:
What about screenies!!!!!!!!!!!! Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy  Very Happy
About time someone asked.

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jammed_circuit
Medic


Joined: 13 Jul 2004
Location: Philippines

PostPosted: Mon May 16, 2005 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the feedback!  Smile

I'm not going to replace Yuri's slave miners!

BTW, I've already placed some changes like the Harrier cameo, the SEAL and GI cameo and the robot tank (cameo and voxel). I already edited art.ini and the ra2md.csf but still no rules.ini edition yet. Got my summer classes still. I hope to start editing rules next week or ASAP.

Here was the new country specialty list:
US -- Robotics and cybernetics
Germany -- Incendiary weapons
Korea -- aerial assaults
European Union -- Commando type warfare

Russia -- Tesla Charge
Cuba -- Biological and chemical warfare
Libya -- Demolition experts/suicide attacks
Arabs -- Radiation weapons

Psy-Troops -- Psychological warfare
Levitroops -- Telekenetics

And also got a pic of the fusion reactor and the airpad. If you want to do their icons, PM me and provide you what you need.


the fusion reactor


the soviet airpad

And as for screenies, sorry 'cause I got only one. (I got trouble uploading my pics from my diskette, f**ckin floppy!)


I promise to post more screenies for you guys. Thanks again for the feedbacks!

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Tue May 17, 2005 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

YYEESSS!!! SLAVE MINER STAYS!!!!! Sorry, guys, but the Slave Miner PWNS!! Are there any changes made to it though? Like, is faster, or does it have a different weapon?

btw, I like the new SHP for the robot tank. Good job! That camo's a bit blurry though.

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Tue May 17, 2005 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holy shit! Cool!

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed May 18, 2005 3:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I really like that fusion Reactor....

I wish I could use it for TS.....

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jammed_circuit
Medic


Joined: 13 Jul 2004
Location: Philippines

PostPosted: Fri May 20, 2005 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the feedbacks, guys!

By the way, been coding for some tweaks on rules.ini and some art things. I already coded for the fusion reactor but sadly I still can't post more ingame screenies. I've got to fix some animations for it and also for the soviet airpad. I already rearrange the techlevel of the structs and units.

As for details, Tesla Tanks will be soon available to all soviet units as Russians can now build the more powerfull Buster Tanks. The Tank Destroyer will also be available to all Allied Houses. All Sides will also have Spies! Yuri will have his own guard dog. The Soviet will have its own sniper (The Assaulter). The SEAL, Crazy Ivan and Brute will also be each others counterpart. Yuri will have his own bazooka dude (the Defender). Mirage Tanks will have its soviet counter part (the Mortar Tank) and Yuri Counter part (The Raider). Eventually, each side will have each other's counterpart.  Smile

I'm going to speed up the slave miner. I'm also going to change its weapon, maybe like the Init's weapon or any cool weapon.

Here's what I still need: A cameo for the fusion reactor (I'm using the General's Icon for the CFR or the Nuke Reactor). An shp for the Soviet Sniper (can't find a good one on the net) and its suitable cameo(I'm using a recolored british sniper). Also, I'm in need of a voxel for my planned "battle drones" (I'm going to make my own, also). I also need an shp for the Corruptor (Yuri Psy-Troops special infantry able to "poison" enemy thoughts. I'm currently using Ptroop shp) and the Magnethor (Yuri Levi-troops special infantry who can levitate units either infantry or vehicles).


daTSchikinhed, of course you can use it on TS for your MOD, but then I'm still going to "smoothen its operation" first. Very Happy

If you still got suggestions and reactions, keep on posting!
I'll promise to post more screenies here soon (as soon as the Internet Cafe 's floppy drive stop screwing floppies!) and also more details of the progress. Hanggang sa muli!

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Sat May 21, 2005 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

yrarg.cncguild.net for the Sov Sniper!

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sat May 21, 2005 12:44 am    Post subject: Reply with quote  Mark this post and the followings unread

If I try and make the fusion Reactor Icon (I said TRY... Im not terribly perfect), Could you PM me the buildup animation and damage frames for it?...

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jammed_circuit
Medic


Joined: 13 Jul 2004
Location: Philippines

PostPosted: Tue May 24, 2005 7:52 am    Post subject: Reply with quote  Mark this post and the followings unread

daTSchikinhed wrote:
If I try and make the fusion Reactor Icon (I said TRY... Im not terribly perfect), Could you PM me the buildup animation and damage frames for it?...


Thanks! But I'll prepare the files for uploading. I can't upload it for the moment because I'm using other people's PC (i'm on an Internet Cafe). My com at home wasn't online.

vincent wrote:
yrarg.cncguild.net for the Sov Sniper!

Thanks anyway vincent, but I already DLed it. I just don't like the anims. It was from Boris' and it deploys. I don't like the Assaulter to deploy.

As for updates:

I already tweaked the new structs (Fusion Reactor and Airpad) so that they would appear perfectly ingame. I also finished tweaking things and probably start coding for the new special units.

Done so far (changes may occur depending if there will be violent reactions Rolling Eyes  )
-I put the Grand Cannon, Soviet Infantry Bunker and Tank Bunker on the same techlevel. (the GC is available to all allied countries)
-I change the category of the robot control center from resource to combat.
-I put the Tank Destroyer, Apocalypse and Overload (new) on the same techlevel. I also tweaked the tank destroyer's stats to balance it to the Apoc's.
-Added more trees for the Mirage to "plant"
-Lowered Yuri's Power Requirements (as I can't see a Yuri advance Power source on the Net or make a new one)
-I change the NARADR category to combat and gave it sensors (not the disguise detector).

I still can't show you more screenies  Crying or Very sad Sorry!
I'll try again next post and still keep the posts coming!

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue May 24, 2005 11:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Psst, you should check that all the trees used as mirage disguises exist in all theaters. Otherwise you can end up with an invisible mirage.

The Tank destroyer can't be compared to the Apoc, cause Apoc is overall good, and TD is only good against vehicles. You can knock down the base with Apocs, but not with TDs. And if you make TD overall good, it won't be the TANK Destroyer anymore, will it? Smile

The Grand Cannon is a high-tech structure, which requires crapload of power and whatnot. The bunkers are lowtech. You can't exactly compare them without boosting the bunkers, which would be the same as giving everybody Grand Cannons - turtling. Or decreasing the GC, but then it's gonna become a Gun Turret from RA1, not a GRAND Cannon.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Tue May 24, 2005 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whats the Overload? (Is it supposed to be Overlord? lol!)

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jammed_circuit
Medic


Joined: 13 Jul 2004
Location: Philippines

PostPosted: Fri May 27, 2005 5:54 am    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
Psst, you should check that all the trees used as mirage disguises exist in all theaters. Otherwise you can end up with an invisible mirage.

The Tank destroyer can't be compared to the Apoc, cause Apoc is overall good, and TD is only good against vehicles. You can knock down the base with Apocs, but not with TDs. And if you make TD overall good, it won't be the TANK Destroyer anymore, will it?  

The Grand Cannon is a high-tech structure, which requires crapload of power and whatnot. The bunkers are lowtech. You can't exactly compare them without boosting the bunkers, which would be the same as giving everybody Grand Cannons - turtling. Or decreasing the GC, but then it's gonna become a Gun Turret from RA1, not a GRAND Cannon.


I already checked that thing about the Mirage. I look first at the available trees at the arctic theater. Then I added the "good" trees at the "DefaultMirageDisguises=".

On the issue about the TD and GC, what are your suggestions?

DoMoNiC_HuNtEr wrote:
Whats the Overload? (Is it supposed to be Overlord? lol!)


It may be mistaken to be the Generals' Overlord but it is not. It may be using the Overload's Cameo and two barrel concept, but I made it that way. It's Overload really so that it wouldn't be compared to the Overlord.

Updates:
I did managed to tweak the airpad but I got difficulty adjusting the image. But luckily, I just got the right shp frame size so that it would appear perfect. I'm only going to adjust the docking coords/offset.

The Fusion Reactor wasn't showing the Active Animation, just on the damaged frames. I still have to tweak that thing!  #Mad

Progress was slow as the opening of classes is here. I had to prepare things for my enrollment. But then I'll be posting every now and then about things here. So post your comments and suggestions to aid me in completing this MOD. I promise you guys that this ain't gonna be left here hanging till it rot! I'll finish this MOD whatever happens.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri May 27, 2005 7:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you check the trees against stuff like desert/(new) urban? Not to mention the moon, where there are no trees at all...

Well, TD and GC both are country-specific units...
I would say leave them as they are, and give all Allies a RA1 style Gun Turret - cheap, nonpowered, fairly weak, etc.
As for TD, the 'war in a can' concept is a Soviet trademark, it would be too similar if all sides had  an uber-tank. Besides, the BF/Mirage combo is already hard enough. You _could_ tune up the mirage armor somewhat, and compensate it by slightly slower speed. Or make it a single-passenger BF instead... *shrugs*

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Fri May 27, 2005 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

How 'bout the Hero units? U changing them?

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Sun May 29, 2005 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

How long before the mod is done?

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Mon May 30, 2005 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

anymore screenies

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jammed_circuit
Medic


Joined: 13 Jul 2004
Location: Philippines

PostPosted: Fri Jun 03, 2005 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
Did you check the trees against stuff like desert/(new) urban? Not to mention the moon, where there are no trees at all...

Well, TD and GC both are country-specific units...
I would say leave them as they are, and give all Allies a RA1 style Gun Turret - cheap, nonpowered, fairly weak, etc.
As for TD, the 'war in a can' concept is a Soviet trademark, it would be too similar if all sides had  an uber-tank. Besides, the BF/Mirage combo is already hard enough. You _could_ tune up the mirage armor somewhat, and compensate it by slightly slower speed. Or make it a single-passenger BF instead... *shrugs*


Thanks for the suggestions. I gladly appreciate it. I'm still testing the mirage disguises on other theaters and gonna tweak it if I see something wrong. About the TD, I'm not going to change its owners tag, just some increase in its armor, maybe.. Is it OK if I give the allies a two barrelled tank but fires twin laser shots (no fragments) with lower armor than the apoc, instead? BTW, what can you say 'bout the Overload? Is it OK? What if I give the allies a Trench, a bunker-like struct which can hold some GIs, say 2 or 3?

DoMoNiC_HuNtEr wrote:
How 'bout the Hero units? U changing them?

Do you have some suggestions? I would like to change things on them a li'l bit but then I'm still on adding the new units and tweak things a bit later. My plan was give the countries their special infantry and vehicles. I going to think about changing the Heroes stats, later..

vincent93 wrote:
How long before the mod is done?

Still unsure. Got many things to be done first. I got my priorities. I'm attending my college and I can't just take it for granted. Don't you worry, I'm going to finish what I had already started.

genobreaker wrote:
anymore screenies

Just about time! Here they are!


what more can I say?

I just change the image of the Floating Disk here. It also spins!

The Fusion Reactor ingame with damaged and active states.

the screamer attacking an allied tech lab (see those conscripts on red? I'm actually playing as Yuri's Psy-Troops (4merly British), but the paradrop units I got was conscripts. Still gonna tweak that thing! Very Happy )

UPDATES:

-already change the sides and countries thingy as well as the Ownerships (i.e. British as Yuri's Psy-Troops, etc...) but on the test run, I got Conscript paradrop instead of Initiates. (still didn't see any tutorials 'bout that. I did it for experience)
-I already added several new units like the screamer (YURI), Raider(YURI) and the mortar tank (SOV) but still not optimized its weapons.
-got the landing offset for the Soviet Airpad right but the VTOL MiGs (a new aircraft type) would land on different directions (unlike the BEAG and ORCA).
-Fusion Reactor still not showing active animation.  Sad . still tweaking.

Keep on posting suggestions and comments! They are very helpfull!

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri Jun 03, 2005 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you add animation entries to rulesmd.ini in the [Animations] ?

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Fri Jun 03, 2005 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see that you've infiltrated a barracks in the last screenie, correct?

Only suggestions for the Hero units is change Yuri Prime. DON'T REMOVE HIM!!!!! Just change him..... For Tanya and Boris, make them NOT crawl under fire. And for Boris, give him a raft or somethin so he can swim.

Hey, could U post the storyline for ur mod? If U can, I'll read it and think up a name for ur mod.

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jammed_circuit
Medic


Joined: 13 Jul 2004
Location: Philippines

PostPosted: Mon Jun 06, 2005 2:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
Did you add animation entries to rulesmd.ini in the [Animations] ?


Ya, I already did. I'm still checking things though. Maybe I split the active and active-damaged anim and have have them named ****_A.shp and ****_AD.shp. would that work?

DoMoNiC_HuNtEr wrote:
I see that you've infiltrated a barracks in the last screenie, correct?

Only suggestions for the Hero units is change Yuri Prime. DON'T REMOVE HIM!!!!! Just change him..... For Tanya and Boris, make them NOT crawl under fire. And for Boris, give him a raft or somethin so he can swim.

Hey, could U post the storyline for ur mod? If U can, I'll read it and think up a name for ur mod.

Ya! Also a War Factory  Laughing I haven't optimized the AI in detecting Yuri's and Soviet Spies. Still on the Rules and Art coding.

I'm not going to remove Yuri, even though he makes the game a li'l unbalanced. I'm still thinking of things that I should change on him and to other heroes. BTW, thanks for the suggestions. I might consider those. I just want to ask where can I find a boris with a raft or anything to make him "swim"? All I see was a boris who got SEAL's image in water (the last time I checked, at least). And what changes would you suggest for yuri?

About the storyline? I got ideas on my mind. I just don't know what was the final one...How about this:
So yuri has been imprisoned, but what the allies don't know is that he was able to leave a dna strand in one of his engineers. Together with Yuri's trusted comrades, they cloned Yuri. The cloned Yuri communicated with the true Yuri and plotted for Yuri's escape. They managed to swap Yuri with the cloned one. Yuri's Army remained unnoticed. They planned for world domination once again. Living in underground bases, they build their armies. Yuri decided to split up his army into two divisions, The Psy-Troops, who specialized themselves in Psychological Warfare and the Levi-Troops, who were trained for Telekenesis. Two years had passed and its time...

Meanwhile, through research, the allies was able to develop weaponry that would eliminate any threats. The European Union was formed through a treaty signed by all Allied Nations.

The Soviets were also planning to invade the Allied Nations once again. Bio-Chemical weapons has been stacked in their underground warehouses and secretly developed. New tactics ware employed and vast arsenal were already in disposal.

(To tell you, that was on-the-spot! Not the best though)

I'm planning to take DCoder's advise about the mirage tank and then add a subtarranean unit for Yuri (it would crush infantry and rock tanks, like squids' weapon since the squids was decommissioned already). I'm also planning to give the soviets and Yuri an open-topped vehicle but has less passengers. I'm not going to balance each side so much. I may lose the enjoyment of the game in the process.

Here's table 1.x showing the partial tech-tree of sides
               Allied                      Soviet              Yuri
          Prism Tank              Tesla Tank        Screamer
          Mirage Tank            Apocalypse          Weevil
        Battle Fortress             Crawler          Battle Bus

Note that they may not be equal in some point but then it makes a side weaker that the other.

Updates:
- I already managed to fixed the Ownership thingy as well as the sides. I also managed to fixed the loadsreens. I've read bobbingabout's tutorial on changing sides and I used it as a guide.
-I already changed a couple of things on my plans but still, that was not finalized depending on your feedbacks and suggestions.

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jammed_circuit
Medic


Joined: 13 Jul 2004
Location: Philippines

PostPosted: Thu Jun 16, 2005 2:10 am    Post subject: Reply with quote  Mark this post and the followings unread

OK, no posts for a while, huh?

I'm going to leave both the magnetron and mastermind on both Yuri's Armies. They would be the prism tanks' and apoc's counterparts respectively. I'll just toughen them up to balance them to the other sides' units.

Prism Tank --- Tesla Tank --- Magnetron
Mirage Tank --- Apocalypse --- Mastermind

Still thinking if I'd give the soviets and yuri open-topped vehicles.

I'll be just making newer special units for yuri two divisions. I'm planning to change one of the two divisions to something newer.
The First was the Yuri Psy-Stormers and the other one was the Yuri Mutation Division. The Psy-Stormers sprays psychotic gases and "brainwashes" enemy units. The Mutation Division can mutate enemy infantry and wreck armored units.

Can the duration of the chaos gas effect be longer? what tag in the rules makes it longer? I merely peek at chaos drone codes. I'm planning to improve it as well.

I'll also change the other sides' specialty (followed by their special units):
USA--Incendiary weapons
       Flamer -- a flamethrower infantry
       Inferno Cannon -- long range napalm mobile cannon

European Union -- Commando warfare
       Commando -- heavy weapons guy
       Predator tank -- rapid firing tank but slower

Korea -- Enhanced aerial units
        Rocketteer -- improved weapons and armor
        Sentinel -- dual laser weapon and spawns assault drones

Germany -- Armor-piercing cannons
        Tank Hunter -- has anti-tank cannons with great accuracy
        Tank Destroyer -- improved armor and speed boost


Russia -- Tesla weapons
        Tesla Commando -- uncrushable tesla trooper but doesn't "charge" tesla coils.
        Buster Tanks -- dual tesla electrodes firing in succession

Libya -- Demolition experts
        Terrorists -- suicide bombing enemy embankments
        Demolition trucks -- improved its armor and do better damage

Arab League -- Radiation weapons
        Desolator -- improved armor and better weapons
        Rad tank -- onboard dual rad cannons rapidly firing in succession

Cuba -- Chemical and Biological weapons
         Bio Trooper -- sprays toxic chemicals on surfaces and poisons air
         Scud V3 -- improved and fires biological warheads that leaves deadly toxins.

NOTE that the specialty and special units may or may not be as exactly as described depending on the game's capability.

Updates:
I already done coding for the improvements on the mirage, Mastermind and Magnetron as well as some of the new infantries. Still on fine tuning things and stuffs. You can help me a lot by posting in your feedbacks and suggestions.

BTW, the storyline may be revised. I haven't got any replies from you guys about the storyline. I know that it sucks real hard. I'm gonna change that, promise...

I still not getting any PM from daTSchikinhed about the Fusion Reactor's appropriate cameo. I already sent him the files. BTW, he just said he'll try...

EDIT:: I'm thinking if I name this MOD "New Tactics", would that be original?

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Jun 16, 2005 3:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I am having SERIOUS trouble coding the Fusion Reactor.. If I could get your codes for YR for a personal mod of this thing (looked like shit in TS) that would be great.. but the Fusion Reactor Cameo you have now looks perfect.. but.. instead of the ore purifier piece.. make it one of the nuclear reactor funnels.. that would look cool.

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southsidehitman7
Vehicle Driver


Joined: 02 Jun 2005

PostPosted: Thu Jun 16, 2005 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

why isnt Germany part of the European Union ?!
cuz it is in real life

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri Jun 17, 2005 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

1:U.S. and Incendiaries? omfg. NO. USA should be about POWER,Quick,strong,and deadly.(for the love of god,do not add a damn Abrams tank...or i WILL shoot myself.)

2:Dump Iraq for North Korea,and make them specialise in Geurilla/N.B.C. tactics. also,give them some RA1 Soviet units,so they are like Modern-day korea,and use old weaponry(Correct me if i am still wrong,but in N.Korea,i belive they still use MiG 15 jets.).

3: Dumping the Dolphin and the Squid. i love it alot! but dont give them units which do the same thing,that's stupid.

4:2 Yuri divisions? Bah. i find that useless.(But the EU idea is very cool.)

5:I wouldnt make counterparts to every unit..that's kinda lame,in my opinion...

6: Make the game more post YR,then 'omfg another YR mod'. imho,alot of YR mods seem to be the same,drab,peices of crap,that add the SAME old crap.(Psi-Corps for Yuri,ect...) I was thinking,Renegade II style,giving the Soviet Union a facelift.(New scheme. Either Brick(like on the buildings.),or Gray(Nod style.) Or,give the Allies/Sovs/Yuri one neutral scheme,of a light brown..or gray.

7:ADD THE HIND TRANSPORT!!! (its just too cool. #Tongue)

P.S.:Yuri units look goregous in gray. Smile

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jammed_circuit
Medic


Joined: 13 Jul 2004
Location: Philippines

PostPosted: Fri Jun 17, 2005 4:03 am    Post subject: Reply with quote  Mark this post and the followings unread

daTSchikinhed wrote:
I am having SERIOUS trouble coding the Fusion Reactor.. If I could get your codes for YR for a personal mod of this thing (looked like shit in TS) that would be great.. but the Fusion Reactor Cameo you have now looks perfect.. but.. instead of the ore purifier piece.. make it one of the nuclear reactor funnels.. that would look cool.

Thanks dude! I'll PM you the coding for the FR. maybe next visit to a Internet Cafe. I'll try to change the center piece in that reactor and still improve and add more anims (but not to flood it with anims!) Depending on my scheds, I'll try to edit it, but if I can't then I just leave it that way for this mod and make an edit for release, how 'bout that?

southsidehitman7 wrote:
why isnt Germany part of the European Union ?! cuz it is in real life

Is there a Yuri Army in real life? I don't want to sound rude to you but I aint gonna make this MOD realistic or so. But then, what would you suggest in place of Germany?

@Tiberium Harvester:
1: Does long range napalm shells not powerful enough for you? How 'bout cyborg flamethrowers? I agree about what you think of USA, but would it make the game inbalanced? You're in luck! You may still live! I aint gonna add an abrams tank (though they are widely used today by US), almost every MOD has one, I think. But even though you shoot yourself now, I aint gonna be affected...LOL
2: That's a nice suggestion! I'll search for N.Korean new loadscreens and sorties! If you can provide a link for me of various loadscreens and stuffs (like flag, etc..), I'd be glad.
3: In RA2, the squid was using Yuri's mind control technology, right? AFAIK, in YR, Yuri already left the Soviets and the technologies from yuri was now solely to yuri. (the Psychic Radar was Soviet's Psychic Sensor before, right?) Maybe I have to give the squids to Yuri. I'll think about that..
4: Thanks for the comment on the EU thing. I did give Yuri a second country to give the players a different Yuri taste.. It would be bland if, when you play Yuri's side, you only employ your tactics for that country. Unlike, when you play Allied (which you got five selections on unModded versions) you can use different tactics (ex. you play Britain w/c got snipers as their special unit, you would like to train more snipers and flood the field with them) ==roughly== I just want to have a variation of Yuri's side
5: I agree...but I did that so that the player have the option. I did not stripped the main characteristic of the three sides. I leave things that Soviets only posses as well as the other two sides. I still gave some disadvantages and advantages of playing a side (i.e. Soviet armor are heavier than allied ones etc.)
6: That would be great! but things aren't that manageable here. I got classes going on and I've got little time. (Modding is one of my past-time, specially when I'm tired of school). Maybe if you can provide the things you want to see in my Mod, then good. may I ask, why not just mod YR yourself?  Very Happy
7: gonna think 'bout it... Rolling Eyes


Thanks for the posts guys...

I haven't coded for the past week (damn classes!!!) Post more often so that I can have more ideas... Your posts make me feel that there are people who are interested. (I aint got much interest from others)

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri Jun 17, 2005 7:18 am    Post subject: Reply with quote  Mark this post and the followings unread

You're full of ideas jammed_circuit. But why wont ask Banshee to make a forum for you? It would be tidier, cuz this thread is huge already.

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Fri Jun 17, 2005 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

that would be an good idea..

BTW, if you want to, i can host your mod... but ask banshee first, i think that would be better. but if he says no i can do it if you want...

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go here for my forum!

this is the World War III site!

Last edited by Worm4981 on Sat Jun 18, 2005 2:09 pm; edited 1 time in total

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Fri Jun 17, 2005 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Srry I couldn't reply. I was busy.

Idea: Hey, that story's not bad for being created right-on-the-spot! I'm serious! The only thing I would suggest right now is to give a more specific reason why the Soviets R attackin the USA for about the 3rd time.

Idea: Add China to the Soviets. They're communists. But, they're also very similar in military stats. (Brute force, huge # of pplz)

Idea: How 'bout give Yuri actual contries. Say he mind-controled them. Here R some U could use-
  Canada
  Mexico
  Japan
And maybe Austrailia. Canada could be the Psy-troopers, Mexico the Levi-troopers, ect.

Idea: I thought up some names for Ur mod-
  Yuri's Second Revenge
  Yuri Strikes Back
  Yuri Returns
  God Dammit! Not Again!
  Yuri's Revenge 2: New Tactics (I combined Ur name. Hope U don't mind)

btw. I think the mod for YR, titled,"Sudden Strike", has the raft thingy for Boris. I forget Sudden Strikes website, but try googling it.

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Sat Jun 18, 2005 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

i wish i can make clean CP's Very Happy

those are smooth. good job

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southsidehitman7
Vehicle Driver


Joined: 02 Jun 2005

PostPosted: Sun Jun 19, 2005 4:56 am    Post subject: Reply with quote  Mark this post and the followings unread

i think you should include germany as part of euro union and change current germany into australia. give the mcvs an accent and have it a main fighting area since it is belived yuris island is in the south pacific. you can also give them some stolen yuri tech after they revolted on yuris cloning area. Very Happy

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jammed_circuit
Medic


Joined: 13 Jul 2004
Location: Philippines

PostPosted: Wed Jun 22, 2005 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Havoc wrote:
You're full of ideas jammed_circuit. But why wont ask Banshee to make a forum for you? It would be tidier, cuz this thread is huge already.

I'm gonna think about that..thanks...

Worm4981 wrote:
that would be an good idea..

BTW, if you want to, i can host your mod... but ask banshee first, i think that would be better. but if he says no i can do it if you want...

thanks, too. gonna think 'bout that first.. I'm afraid that I can't maintain or post frequently because of my classes. But i'll try!

@DoMoNiC_HuNtEr:
Thanks for the comments and suggestions. Don't worry, I'll consider them for the MOD. on the backstory thing, maybe the soviets are attacking US so that they can have Yuri back and punish him in their own hands...or ask him to join them for the second time... Rolling Eyes
On raft Boris, I'll search for it, thanks
On the names, I'll consider the last one..."YR2:New Tactics" or "Y2R:New Tactics"

@genobreaker:
Thanks! not so perfect though...

southsidehitman7 wrote:
i think you should include germany as part of euro union and change current germany into australia. give the mcvs an accent and have it a main fighting area since it is belived yuris island is in the south pacific. you can also give them some stolen yuri tech after they revolted on yuris cloning area.  Very Happy

not bad! I'll search first for new loadscreens and new country assets and stuffs. could you help me?

Thanks again guys! hope to go coding this weekend. can't hack things these times when I got classes!!  Smile

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Wed Jun 22, 2005 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about the God dammit one? Tis da best ever!

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Wed Jun 22, 2005 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

jammed_circuit, your a HL/CS mapper, arent you? You can use HL's engine for making movies for your YR mod.
Ooh, Linkin Park Fan  Wink
Do you work alone on the mod or in a group?

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jammed_circuit
Medic


Joined: 13 Jul 2004
Location: Philippines

PostPosted: Fri Jun 24, 2005 3:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Havoc wrote:
jammed_circuit, your a HL/CS mapper, arent you? You can use HL's engine for making movies for your YR mod.
Ooh, Linkin Park Fan  
Do you work alone on the mod or in a group?  

1. I know I can use HL engine for the movies but i'm not that good in 3d models and such. I'm short of resources like ra2 models and "textures". I wish I can! I'll try someday, maybe.
2. Are you a LP fan, too? I like their songs and style...
3. I'm working all alone. I just got my little bro as a tester (a noob modder, too. But he just mod things to cheat.  Laughing ). Working with a group wasn't bad, but I'll work with this mod all by myself and test my skills. I'll just DL other people's work and have them credited for what they had made. I also rely on posts in here for more ideas and if they want their assets be in my mod and ask for it, I'll check 'em out...

@DoMoNiC_HuNtEr:
That's F**ck*n good, too! but I'd already decided. It'll be "Y2R: New Tactics" as you suggested (well not exactly). I had it "Yuri's 2nd Revenge:New Tactics" from "Yuri's Revenge 2: New Tactics" that you suggested. You're gonna be on the credits!!!

Updates:
-already coded for the existing special units (hwtz as inf cannon, V3 as scud v3, tnkd (not much) and the infs)
-fix the transport disk (I had it sectioned and animated so that when it lands, it'll no more spin and when it fires magnetic beam, it'll no longer stop spinning)
-recommisioned the dolphin for allieds and given the squid to Yuri's.

I'm still looking for good (i mean good) new country resources so that I can do things I think would be good. I'm looking for the China (Allied) loadscreens and flag and also its Soviet scheme. Also, if there would be a North Korean or Japanese LS and Flags, that would work fine...

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Jun 24, 2005 3:18 am    Post subject: Reply with quote  Mark this post and the followings unread

dude this mod is going to rule, i would get it when its complete, but i dont have YR Confused , but anyways, good luck with it all Smile

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southsidehitman7
Vehicle Driver


Joined: 02 Jun 2005

PostPosted: Fri Jun 24, 2005 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
southsidehitman7 wrote:
i think you should include germany as part of euro union and change current germany into australia. give the mcvs an accent and have it a main fighting area since it is belived yuris island is in the south pacific. you can also give them some stolen yuri tech after they revolted on yuris cloning area.    

not bad! I'll search first for new loadscreens and new country assets and stuffs. could you help me?


Sure... ill keep a look out for ya

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