Mole Miner Voice Script -
"Safer than Flying!"
"We Cant be Seen"
"Digging for Ore"
"Keeping Egor Underground"
"Churning the Ground"
"I am not a slave"
"I do as i am asked"
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Feb 27, 2018 10:53 pm Post subject:
AnimalMan wrote:
I have been using a really crap mic yes - but I own a really good mic, I just need a little adaptor for it and a powerbox. I could get those pretty easy.
I'll go over all the voices again soon, this is my first attempt at it - ever. In my history of modding ra2, so atm am not taking it a great deal seriously, as in - professionally. But i agree i think i if i did i could pull it off. But anyway. YOu should show me some of your voice clips for units.
Stuff I did or stuff I have? Because the two aren't exactly the same - I tend to recruit my RL friends for a role or two. Or more - depending on what we end up with.
And while I also enjoy freelancing, I don't think your project worths my time, really. Your scripts are terribly pale and have broken English and this Egor concept looks wonky. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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... QUICK_EDIT
You do realize that dig animation makes no sense backwards. Are you sucking the dirt back into the hole? _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 15 Aug 2017 Location: Somewhere in Viet Nam
Posted: Fri Mar 02, 2018 2:39 pm Post subject:
I don't think you should paint the apoc with that much remap. Some people might end up with an apoc with half pink color. which will make it lose the fearsomeness
I don't think you should paint the apoc with that much remap. Some people might end up with an apoc with half pink color. which will make it lose the fearsomeness
I like your work with the V3 though
The V3 still needs a lil work. The apocalypse looks surprisingly good but is abit much on some color schemes. I will do a dark near black tester - as like its cameo. Size is what I want though. He is big enough to be a tank crusher.
below trying to match the cameo green, need to work out how to make this olive/army green lighter
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looks ok
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pink.png
Description:
looks ok
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42.79 KB
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4747 Time(s)
pink.png
Description:
looks ok
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42.79 KB
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4746 Time(s)
Last edited by AnimalMan on Fri Mar 02, 2018 4:11 pm; edited 5 times in total QUICK_EDIT
Gas Trooper -
Light Close Range Infantry, Cannot Occupy, but highly effective at clearing occupied. Else, short range, quickest tier 1 infantry. only effective in groups. Its WH kills drivers leaving derelict vehicles.
Reverse Engineer -
The most superior engineer. May only capture tech buildings, repair bridges and fix friendly buildings, acts as a saboteur when targeting enemy structures, destroying them after entering. Acts as a driver able to capture empty vehicles. The reverse engineer is the only faction engineer that is not over-ridden when capturing Egor barracks. If egor were to capture an allied or soviet barracks by default a soviet engineer would become available.
Zombie Dog -
A superior canine, able to sniff out spies, it is more expensive than its counterparts, but will convert enemy dogs into zombie dogs if killed.
Mortar Infantry -
A zombified clone equipped with a mortar, fires a luger pistol when undeployed, mortar is an effective area spread ranged attack vs buildings and can supress groups of aproaching infantry, but has inconsistent accuracy and a minimum range.
Assistant -
Able to infiltrate enemy buildings to steal technology or funds, Cannot infilitrate barracks or war factory, may also hijack vehicles and drive, acts as at true engineer, and can capture enemy buildings.
Egor Prime -
Can release a zombie virus on injected infantry. Can buff friendly infantry with a range of infantry unique bonuses. May Drive, May also capture enemy buildings, finally allowing battlelabs and refineries to be captured. Will also Hijack enemy vehicles.
Egor is fundamentally reliant on reverse engineering and capturing enemy technology. Egors current ingame design is off ^^^ as stated, and will be improved over time.
Egor will shine in aircraft with such units as the Hanibu Visitor (Abduction Disc), Buzzard (Anti-Air Fighter) ;released as spawn from the - Floating Bell (A kirov like anti-air spawner airship, with anti-ground machine guns)
Egor has plenty of unarmed infantries, and has plenty of ways to get these infantries around, employing subterranean transports to aid in surprise attacks.
The Triple Engineer Dynamic -
Tier 1
The reverse engineer, for balance purposes - cannot capture enemy buildings and instead destroys them, but may still capture tech buildings as normal.
Tier 2
The assistant can capture enemy buildings, but only structures it cannot infiltrate. As it has a limited amount of structures it can infilitrate, most structures can be captured by this point.
Tier 3
For all structures that cannot be captured by assistants may be picked up by Egor Prime if necessary. QUICK_EDIT
I was also thinking, with Ares tag Passable=Yes and cloaking buildings you can create underwater buildings that could be passed by ships but only ever attacked by subs, and perhaps never surfaces.
Quote:
Seeing a sub like that will surely freak out the enemy commander
Could also create slower more subtle movement for idle frames.
In addition to this - An angler fish **umm Angle*** dangingly out the front of his head. Maybe he can mind control dolphins? or even submarines? Or maybe his heads packed with explosives? Give the soviets bacxk their squid Give yuri and angler fish.
The inconsistency lays in the fact Eva clearly states --- The Giant Squid is Mindcontrolled. Howver, does it matter? Why not then give Yuri the ability to mind control squid and dolphin? using an angler sub.
As limited use of a unit it may be - it would excel at its purpose - and prevent giant squid and dolphins from running circles on boomers - force allied and soviet navy to use their basic Typhoon and Destroyer. The result of using the unit (with limited use) limits the usage of enemy navy in organizing teams to counter boomers. Forcing micromanagement and strategy, as these are no longer effective teams to take out a boomer - because of the presence of this unit. The giant squid for example cannot attack buildings, but excels vs ships and subs -- falling short to dolphins. Boomers excel vs ships and subs - but fall short to dolphins and squid. So this is how the limitation on the unit work.
Consider unit spam.
Dolphins cost 500 on CNCNET, can be ammassed pretty quick, and in large egroups. So can the giant squid. People will amass lots of these, and use them as frontline navy, and follow through with either destroyers or typhoons. Yuri without a unit has no counter. QUICK_EDIT
A squid isn't going to die when approaching a destroyer and will likely grab it.
A squid is going to die when approaching a dolphin however, maybe get a few hits in.
A dolphin counters the squid, who counters the destroyer - but will die when approaching a typhoon 1 on 1.
** THIS IS THE BALANCE **
The Angler obsoletes both units in its tier But provides no additional advatnages (wheresas the dolphin isn't designed to be a cheaper sub destroyer, though multiple dolphins will destroy a sub - you need to spend at least 1000 on dolphin). So the presence of an angler here will deter these units - at the same cost it takes to create those units. Equating to a balance friendly mecahnic.
So soviets field the squid for better attack efficiency vs boomers + destroyers ------ allies field the dolphin to counter the squid parasite and squid itself ---------- and the angler deams both squid and dolphin ineffective but unlike dolphin cannot attack base, and unlike squid isn't super effective vs tier 1 ships.
--- Dolphins wont hit your base with these guys sitting there
---- Squid wont approach your Boomers with these guys sitting there
==== Back to drawing board for the enemy - who needs tier 1 ships to break through
>>>>> IS THE WHOLE IDEA.
The strategy element comes in how the players take advantage of this mechanic to control situations or outsmart the enemy.
I am thinking
DELAYED/CHARGED FIRE
PERMA MIND CONTROL
AREA SPREAD
CREEPY SOUND
enemy should get a
3 2 1 BONG **Cue Creepy Sound**
Before dolphins and squid in range get converted. QUICK_EDIT
Just for the fun of it, You know that moving head boomer I started on --- maybe Ill enlarge that by 50%, perfect the head concept and snake body - and then give him a Leviathan.
I just looks too disjointed and small for me. keep creating, but ATM it's not brilliant. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
I am contemplating on just doing an Allied and Soviet release and start playing, because aside Egor - Ukraine, North Korea, Vietnam, Ethiopia, China, Australia, Canada, India and South Africa are all pretty tight as countries.
If I release these, then I can just expand upon it when I am able to reach the standard I intend.
Am thinking about just cutting Egor, transferring the entire mod into CNCNET into new CNCNET rules, and like I say unlikely to use angler fish, maybe I put his voxel + code up for download. QUICK_EDIT
Recieves the Canadarm Defensive Utility, able to reapair up to 12 units huddled around it simultaneously. (This can be nerfed to 8 ) - Before nerf will require reduction of healing effect (If Necessary)
Australia -
Recieves the Riptide Amphibious Transport, can transport up to 5 infantry units. It is armed with a light machine gun to defend against terrestrial threats, and torpedos for naval warfare.
South Africa -
Receives the Bounty Hunter, a light infantry able to farm cash for kills when combating infantry. (This can be freely nerfed/buffed depending on cost vs effectiveness)
India -
Recieves the Chrono Tank, the most expenseive unique unit available to the allies, the chrono tank can teleport anywhere on the battlefield, must deploy to fire. cannot move while deployed (may only rotate). Very unlikely a nerf is required, though would have to be tackled through weapon strength/range.
Soviets
China
Recieves the cosmonaut - unchanged from vanilla. An aerial infantry effective vs armour.
Vietnam -
Recieves tunnel structures, provides passage to infantry across areas of the map. Highly effective bunker vs Nuclear Missiles, comes with x2 tunnel guards. Recieves large adjacency bonus (Naval Yard Equivelant) Unlikely a need to buff or nerf aside from free infantry variables, adjacency and cost.
North Korea -
Recieves Twin V3 Missile Launcher, at double the cost, with double the firepower - korea fields less units without sacrificing in armor or strength.
Ukraine -
Receives the MAD tank, able to cause relative damage to vehicles and buildings within 10 cell range of its detonation. The most expsneive unique unit available to the soviets. (nerf/buff is free no restrictions)
Ethiopia -
Recieves the Phase Transport, can transport 1 infantry anywhere on the battlefield under stealth. Armed with a similar weapon to that of the chrono-tank, the phase transport is about as armoured as an allied IFV. Aside being light, it is one of the most effective ambush units in the game if used correctly. QUICK_EDIT
On another note, I have been looking at ideas for even more nations, using even more mechanics, and creating even more unique units.
Some idea include ** Things like this.
I believe the original unique unit for Cuban or Iraq (one of the two) was suppose to be a light tank but instead they were given the terrorist.
I think restoring this idea could be the way forward for this mod. And I am thinking a Soviet Egypt could pioneer this tank very well. Of course this would mean we are looking for +1 allied nation, in which Japan, Iran or a Spain could take. But I will plan it some more.
For example
Egypt
Norway
There is lots of potential for a mobile gapgen/radar jammer hybrid for norway.
I didn't know that, however I was thinking about the old school deploys into gap generator style, as oppose to an RA1 moveable one. ITs undeployed form would use the Radar Jammer logic.
Besides, I have already made some dummy voice lines.
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