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 Forum index » Other Projects » Pre-Alpha Projects » YR: Zero Hour
[Allied] Laser General
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- geno -
Energy Commando


Joined: 29 May 2003
Location: Las Pinas, Philippines

PostPosted: Sun Dec 02, 2012 12:01 am    Post subject:  [Allied] Laser General
Subject description: "Intensifying Light Trajectory"
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General ????
Rank: 4-Star General
Branch: Allied Army
Tactical Overview: Laser Weaponry

An early champion of laser technology in the Allied Forces, this general has developed comprehensive offensive and defensive strategies all around laser-based weapons. It is only in recent years that powerful lasers became cheap enough and light enough to mount on battlefield weapons and deployed them throughout his forces. He has the most devastating laser weapon systems, in this general's point of view, everything is accurate and the word "miss" is obsolete in his vocabulary. Upgrading the Prism technology gives this general superiority in med-long range assaults. His laser weapons and his ever reluctant use of the technology named him 'The Crimson of Prisms'.

Modified Buildings:

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Advanced Power Plant
Cost: $1000
Prerequisite: Allied Construction Yard
Power: 400 (Standard Allied Power Plant is 200)
- Can be upgraded with Power Turbines

Modified Defenses:


Laser Turret
Cost: $700
Prerequisite: Allied Construction Yard, Allied Barracks
- replaces Pillbox

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Laser Walls
Cost: $200
Prerequisite: Allied Construction Yard
- replaces the Allied Concrete Wall
- wall is powered


Beam Cannon
Cost: $1000
Prerequisite: Allied Construction Yard, Allied Barracks
- replaces Patriot Missile

[ No Image ]
Advanced Prism Tower
Cost: $1600
Prerequisite: Allied Construction Yard, Allied Airforce Command HQ
- increases the tower weapon damage

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Grand Gauss Cannon
Cost: $2000
Prerequisite: Allied Construction Yard, Allied Battle Lab
- Grand Cannon can now fire a high velocity shell that will hit the target in a pinpoint accuracy.
- Shells now do not have AoE.

Modified Superweapon:

[ No Image ]
Prism Cannon Uplink
Cost: $5000
Prerequisite: Allied Construction Yard, Allied Battle Lab
Timer: 10:00
- fires a high-energy laser to an Allied space reflection satellites, which then directs and storms an area of laser beams.
- replaces the Weather Control Device

Modified Infantry:


G.I.
Cost: $200
Prerequisite: Allied Barracks
- Fires laser guns when deployed
Strong Against: Infantry, Light Vehicles
Weak Against: Anti-Infantry Vehicles, Helicopters, Aircraft

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Guardian G.I.
Cost: $400
Prerequisite: Allied Barracks
- when deployed, the Missile Launcher now equipped with automatic laser lock, fires more faster than other Guardian G.I.'s
Strong Against: Light Vehicles, Tanks, Aircraft
Weak Against: Anti-Infantry Vehicles, Infantry

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Rocketeer
Cost: $600
Prerequisite: Allied Barracks, Allied Airforce Command HQ
- equipped with a high-powered laser
Strong Against: Infantry, Light Vehicles, Aircraft
Weak Against: Anti-Air

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Tanya
- equipped with a high-powered laser
Prerequisite: Allied Barracks, Allied Battle Lab
Strong Against: Infantry, Vehicles, Naval Vessels, Buildings
Weak Against: Scouts, Anti-Infantry Vehicles, Helicopters, Aircraft

Modified War Factory Vehicles:


Laser Tank
Cost: $750
Prerequisite: Allied War Factory
- Old Grizzly Tank turret is now replaced with a portable laser turret
Strong Against: Light Vehicles
Weak Against: Anti-Tank Infantry, Helicopters, Aircraft

[ No Image ]
Laser Longbow
Cost: $1200
Prerequisite: Allied War Factory, Allied Airforce Command HQ
- no longer equipped with chain guns and missiles
Strong Against: Light Vehicles, Aircraft
Weak Against: Anti-Air

[ No Image ]
Laser Tank Destroyer
Cost: $1000
Prerequisite: Allied War Factory, Allied Airforce Command HQ
- Armed with charged laser cannon which fires a constant laser beam with pinpoint accuracy onto its target and does damage over time.
Strong Against:  Light Vehicles, Tanks
Weak Against: Helicopters, Aircraft

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ER Mirage Tank
Cost: $1200
Prerequisite: Allied War Factory, Allied Battle Lab
- Extended Range for the Mirage tank HEAT Incendiary Cannon
Strong Against: Infantry, Light Vehicles, Tanks
Weak Against: Anti-Tank, Helicopters, Aircraft


Advanced Prism Tank
Cost: $1400
Prerequisite: Allied War Factory , Allied Battle Lab
- Improved tank armor, lasers do more damage against tanks, more spreadshots when attacking.
Strong Against: Infantry, Buildings
Weak Against: Tanks, Helicopters, Aircraft

[ No Image ]
Laser Battle Fortress
Cost: $2000
Prerequisite: Allied War Factory, Allied Battle Lab
- Autocannons are now replaced and now mounted with a portable laser turret
Strong Against: Infantry, light vehicles, (Depending on Infantry inside)
Weak Against: (Unmanned) Tanks, Helicopters, Aircraft

[ No Image ]
ER Microwave Tank
Cost: $1600
Prerequisite: Allied War Factory, Allied Battle Lab
- microwave beam now have a longer range
Strong Against: Buildings, Infantry
Weak Against: Tanks, Helicopters, Aircraft


Modified Naval Units:

[ No Image ]
Laser Destroyer
Cost: $1200
Prerequisite: Allied Shipyard
- Destroyer canons are now replaced with hi-powered lasers
Strong Against: Vehicles, Ships, Naval Artillery
Weak Against: Helicopters, Aircraft


Modified Aircraft:

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Harrier
Cost: $1200
Prerequisite: Allied Airforce Command HQ
- upgraded with laser guided targeting, now have Improved weapon damage
Strong Against: Aircraft, Tanks, Light Vehicles, Ships
Weak Against: Anti-Air, Fighter Aircraft

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Black Eagle
Cost: $1400
Prerequisite: Allied Airforce Command HQ
- upgraded with laser guided targeting, now have Improved weapon damage
Strong Against: Base Defenses
Weak Against: Anti-Air, Fighter Aircraft

[ No Image ]
Fortress Bomber
Cost: $1700
Prerequisite: Allied Airforce Command HQ, Allied Battle Lab
- now armed with a single laser guided bomb
Strong Against: Buildings, Infantry
Weak Against: Anti-Air, Fighter Aircraft
_________________

Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/
https://www.moddb.com/mods/yr-zero-hour

Last edited by - geno - on Sun Mar 19, 2017 2:52 pm; edited 1 time in total

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Dec 02, 2012 1:57 am    Post subject: Reply with quote

Maybe you should make them "energy weapon general" or something similar instead so not every weapon is some kind of laser. Most weapons simply being insta-hit lasers is, well, lazy and not very interesting. Plus it really doesn't make sense that the lasers have different effects on different amour types when they look almost identical (such as Grizzly, Tank Destroyer, Prism Tank, they all have the same laser weaponry and yet effect targets differently for no reason).
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Screw AttachEffect. Can't think of any use for it.

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Las Pinas, Philippines

PostPosted: Sun Dec 02, 2012 10:51 am    Post subject: Reply with quote

This general is really having an almost insta-hit weapons, I'm ditching out every AoE weapons.

Since its lasers, most of the new laser weapons may not affect some structures or vehicles.
And there are types of lasers as well depending on the type of surface it will hit.

Grizzly Tank's weapon are good on light vehicles and building
the Tank Destroyers, its weapon charges and reload, definitely good against all types of land targets
Prism Tank's weapon have spreadshots but it has little damage on heavy vehicles. But good on buildings.
_________________

Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/
https://www.moddb.com/mods/yr-zero-hour

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sun Dec 02, 2012 11:53 am    Post subject: Reply with quote

Damn I admire your mod. And so far you're the first filipino I've ever seen made a mod and had his own site host his mod Sad

Modding: More fun in the Philippines :p Smile LOL kidding. It's fun in all country anyways

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Dec 02, 2012 1:27 pm    Post subject: Reply with quote

I am sure unit names could have some variations besides Laser %objectnamehere% Wink
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Gangster is a Project Perfect Wuj (c)Aro

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Las Pinas, Philippines

PostPosted: Sun Dec 02, 2012 6:26 pm    Post subject: Reply with quote

Gangster wrote:
I am sure unit names could have some variations besides Laser %objectnamehere% Wink


Well the Laser before the names of some units is just for the strings

Originally, the ones in the game will have their default names in cameo

then the one with "Laser" prefix will be in the csf string

DarkVen9109 wrote:
Damn I admire your mod. And so far you're the first filipino I've ever seen made a mod and had his own site host his mod

Modding: More fun in the Philippines :p LOL kidding. It's fun in all country anyways


Hello there, its nice to see you all here
_________________

Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/
https://www.moddb.com/mods/yr-zero-hour

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Mon Dec 03, 2012 10:46 am    Post subject: Reply with quote

I wannna know how you make these units by VXL section editor. Head aches Sad

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Dec 03, 2012 11:24 am    Post subject: Reply with quote

DarkVen9109 wrote:
Damn I admire your mod. And so far you're the first filipino I've ever seen made a mod and had his own site host his mod Sad

Modding: More fun in the Philippines :p Smile LOL kidding. It's fun in all country anyways


*cough cough*

Making Units in VXLSE is pretty easy but it does get boring when making huge units.
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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Mon Dec 03, 2012 1:12 pm    Post subject: Reply with quote

oooh that's nice but I know that there are two colors in each VXL. For example the first color is yellow how can I make the second color vary? Sorry to confuse. Actually, what I meant is how can I make the second color depend on the color that you will choose from a certain house?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Dec 03, 2012 1:57 pm    Post subject: Reply with quote

Uhh you still lost me...



Bottom Red Set is the House Colors which are changed depending on which color your using in the game.

All the Colors except the top-left column shouldn't be used most often. People use the Cyan there for the "Power Glow" often though.

Bottom Right isn't affected by lighting I think...

Grayscale up to the Blue & Non-House Color Red are used most often for voxels.

Bottom Left Corner with the Red are the House Colors used to provide Remap.

Basic Idea..

Top Third Column = "Soviet Brown"
Bottom Third Column = "Allied Blue"
Bottom Fourth Column = "Yuri Brown"
Bottom Fifth Column = "GDI Gold"
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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Mon Dec 03, 2012 3:20 pm    Post subject: Reply with quote

Umm. Could you encircle what to use and what you're trying to say? No offense but I can't just keep up.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Mon Dec 03, 2012 4:27 pm    Post subject: Reply with quote

Check this topic for the rundown on color pallets
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