Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Sat Dec 11, 2004 4:39 pm Post subject:
[Ot] RoRA: Modding
Sorry if I have open this new thread, but I can't see anymore the old one (IE continue to recharge the page without stop). PLEASE, NO add any Attachment containing pictures here (maybe is for this that I cannot see anything).
About RulesMD.ini, I was saying that I have already reach a good position editing it. Notify here any ideas about units that you want to see or to discuss.
I have try to send the file to Reapper but with no success. QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Sat Dec 11, 2004 9:27 pm Post subject:
Really, rules coding should be an absolute doddle, the hard part is balance. The only things I can see having problems are the following:
Yak (would have to be VTOL)
MiG (would have to be VTOL)
Thief (role merged with spy in RA2, logic disabled)
Transport (would only work with the beaching code again, but then maps would need work to have the unit work properly)
MGG (impossible, unless deployed)
Also, will we be working this on RA2 or YR? _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Most likely YR... Here are the reasons why I pefer it:
* Already has fully working Spy Plane logic
* More multiplayer/skirmish settings
* Most popular game for modding, 80% (If not more) of all RA2 mods are for YR
* Menu and loading screns are forced at 640x480, so there are no black borders in higher resolutions _________________
Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Sun Dec 12, 2004 12:59 pm Post subject:
Clazzy wrote:
Really, rules coding should be an absolute doddle, the hard part is balance. The only things I can see having problems are the following:
Yak (would have to be VTOL)
MiG (would have to be VTOL)
Thief (role merged with spy in RA2, logic disabled)
Transport (would only work with the beaching code again, but then maps would need work to have the unit work properly)
MGG (impossible, unless deployed)
Also, will we be working this on RA2 or YR?
Yes, balancing is important. I have try to import RA1 warheads in YR RulesMD.ini, now it must only be tested.
About Transport, maybe we can modify BlackHawk.
MGG, in case, will be activate deployed, if all agree about this.
Keep in consideration that we must force the use of some units like Mobile Gap and Mobile Jammer, because, in the game, they have too poor energy and they are destroy with nothing. If an unit is destroy suddenly, noone will build it.
I make soon available a first version of the RulesMD.ini file, to let the other modders to check up my work, but remember that from now, the file must be considered like a beta (unstable). QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Dec 12, 2004 1:08 pm Post subject:
Quote:
I make soon available a first version of the RulesMD.ini file, to let the other modders to check up my work, but remember that from now, the file must be considered like a beta (unstable).
you mean alpha, don't you? _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
Really, rules coding should be an absolute doddle, the hard part is balance. The only things I can see having problems are the following:
Yak (would have to be VTOL)
MiG (would have to be VTOL)
Thief (role merged with spy in RA2, logic disabled)
Transport (would only work with the beaching code again, but then maps would need work to have the unit work properly)
MGG (impossible, unless deployed)
Also, will we be working this on RA2 or YR?
Yes, balancing is important. I have try to import RA1 warheads in YR RulesMD.ini, now it must only be tested.
About Transport, maybe we can modify BlackHawk.
MGG, in case, will be activate deployed, if all agree about this.
Keep in consideration that we must force the use of some units like Mobile Gap and Mobile Jammer, because, in the game, they have too poor energy and they are destroy with nothing. If an unit is destroy suddenly, noone will build it.
I make soon available a first version of the RulesMD.ini file, to let the other modders to check up my work, but remember that from now, the file must be considered like a beta (unstable).
Clazzy meant water transport (landing craft) _________________ in 2009 to Florence. Viva Italia! QUICK_EDIT
Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Sun Dec 12, 2004 4:19 pm Post subject:
Uhm, sorry, is an alpha. About Landing Transport, I have no ideas.
There's a lot of things that must be revised (GPS, Chrono Tank, Mines, Miner and so on). But Spidy has already said that he is leader of a group that is already making this MOD, so, what we have to do now?
In RulesMD.ini I have add all the units, vehicles and quite all buildings, but that file must be checked. QUICK_EDIT
Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Sun Dec 12, 2004 9:53 pm Post subject:
Now we need to listen what the MOD leader have to say about it. I don't want modify all the file to throw it in Windows Bin because the project is canceled.
I think that we should insert Terrain Expansion in RoRA. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sun Dec 12, 2004 11:13 pm Post subject:
I think we should STOP. jesus,we dont even have this organised. reaperrr said he was INTERESTED in the idea. not that he wanted to do it. we dont even have a leader or a team. just wait till reaperrr gets back _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Sun Dec 12, 2004 11:21 pm Post subject:
If the situation turns bad, we could create an our own version of the mod, introducing Hitler as a third side. The Blitzkrieg MOD not work efficently.
Btw I agree with Carnotaurus. QUICK_EDIT
Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Mon Dec 13, 2004 1:52 pm Post subject:
Quote:
I have seen the other RA2 mod, forgot the URL though. Coen linked me to it on MSN a few days ago.
Yeah, but Blitzkrieg don't have Skirmish mode working properly. Btw, this could be a good idea, to introduce RA1 TC with Hitler, probably a never seen mod. Of course, this is only an idea. If we receive the START to create RoRA, this mod could be leave until we not finish.
IMHO, RoTD and RoRA will be famous in the future, because this let all the modders to start from a TD/RA1-like game, and I think that a lot of people would create a their own mod with this version of the game. QUICK_EDIT
Derelict Studios is probably making a similar mod and all he is doing is to invite people to help them.
Beep!
1. This is not a DS production
2. Obviously this isn't working, so best of luck with whatever you do.
He is right, Now, I hate this idea break up, I can do voxels, I am quite frequently online, would most of you join if I took the place as leader?
If not, Think who could be best. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Dec 13, 2004 3:58 pm Post subject:
spider-man_2099 wrote:
Banshee wrote:
Derelict Studios is probably making a similar mod and all he is doing is to invite people to help them.
Beep!
1. This is not a DS production
2. Obviously this isn't working, so best of luck with whatever you do.
Hmmm... that's why I used the word "probably" . Anyway, where is this mod then?
Edit: the way you posted before sounded like a DS propaganda.
Spiderman_2099 wrote:
think you misunderstood me guys, what I'm saying is, the mod is ALREADY in development, but if you guys are really serious about this, I think it would be more productive to just make one bigger, better mod.
Also there will be no need to search for at least one person to fill each postition, the team is pretty much assembled, of some of the most talented veterans of the community too. I can only think of a few positions that need filling. Of course, there some positions that can always use more staff, like mapping for instance. The more people making maps, the more maps you have :p.
On top of that, we have been working on the mod for alittle over a month now, and we have done some very nice progress too . I'll hold off showing screenshots for now though. however, if you're interested, you can either message me on msn, or pm me here, where you will probably have a better chance of seing some stuff, to show the seriousness of this.
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Dec 13, 2004 7:27 pm Post subject:
if they are some of the most talented people in the community, we never know, because there are so many talents we don't know.... but we can certainly assure that there are very tallented people behind it. _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
That's why I said in the community, as in people we know, those are SOME of the most talented ones. There are a couple that are nothing less than the MOST talented too . QUICK_EDIT
Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Mon Dec 13, 2004 10:51 pm Post subject:
In AfterMath and Counterstrike I have detected the following units/vehicle.
This is a RAW file with all the info.
Quote:
This is Dr. Demitri, who have create the super version of Mammoth Tank (in Aftermath)
[DELPHI]
Name=Dr. Demitri
I though that we could introduce it using Massdont voxel or something like that, for this vehicle...
[4TNK]
Prerequisite=weap,stek
Primary=MammothTusk
Secondary=Vulcan
Strength=10000
Armor=concrete
TechLevel=20
Sight=6
Speed=5
Owner=soviet
Cost=1700
Points=60
ROT=8
Tracked=yes
SelfHealing=yes
Crewed=no
Explodes=yes
The following data is about all the civilian in Gryewn (or whatelse it is) mission, where, all the player could remember the little boy with a little gun that fire nuclear shells...
[DELPHI]
Primary=Stinger
Sight=8
Infiltrate=yes
Crushable=no
Strength=800
Armor=heavy
Counterstrike Ant Mission. By the way, you will find 4 ants, instead of three, because an ant have 2 different weapons in 2 different missions...
[ANT1]
Image=ANT1
Name=Warrior Ant
Primary=Mandible
Strength=125
Armor=heavy
TechLevel=-1
Sight=3
Speed=8
Cost=700
Points=40
ROT=8
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5
to introduce as a building
[LAR1]
Name=Larva
Strength=25
Repairable=false
Adjacent=0
BaseNormal=no
to introduce as a building
[LAR2]
Name=Larvae
Strength=50
Repairable=false
Adjacent=0
BaseNormal=no
In rulesMD.ini must introduce the ant nests building...
here there is the second definition of Scout Ant, with napalm weapon
[ANT3]
Image=ANT3
Name=Scout Ant
Primary=Napalm
Strength=85
Armor=light
TechLevel=-1
Sight=3
Speed=7
Cost=700
Points=40
ROT=9
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5
; Prototype version of Tesla Tank
[MRJ]
Prerequisite=weap,dome
Primary=TeslaZap
Strength=110
Armor=light
TechLevel=12
Sight=7
Speed=9
Owner=allies
Cost=600
Points=30
ROT=5
Tracked=yes
Crewed=yes
Powered=true
Name=Tesla Tank
General Nichos Stavros
[GNRL]
Name=Stavros
Primary=Sniper
Sight=4
Speed=4
Infiltrate=no
[Sniper]
Range=3
Taken from the mission where you have to conduct Tanya and Stavros. This airplane are found again in the mission where the player use Volkov and a technichan to deactivate the four nuclear silos.
[U2]
Primary=ParaBomb
[ParaBomb]
Warhead=Nuke
Taken by the mission called "Fresh Tracks"
[HELI]
Name=F-A Longbow
Speed=20
ROT=4
Ammo=10
Sight=5
SubMarine with nuclear torpedo
[SS]
Prerquisite=spen,stek
Name=ATS
[TorpTube]
Warhead=Nuke
Range=10.5
Volkov and...
[GNRL]
Primary=Sniper
Strength=2500 <--- IMHO this value is too high, to be used in Multiplayer. Must be rebalanced from scratch...
C4=yes
Armor=heavy
Sight=10
Burst=2
Name=Volkov
Crushable=no
Chitzkoi. I think, instead to recreate a dog with the standard attack, we could, in this cause, introduce it with the ability to chew tanks. Remember that this is a robotic dog...
[DOG]
Sight=7
Speed=6
GuardRange=8
Strength=1000
Name=Chitzkoi
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Mon Dec 13, 2004 11:16 pm Post subject:
Well, if this mod does start up, I would love to see a Paradox Equation mode. I was going to do this myself at one stage but it was hell to balance.
We don't really need any of the level-specific units and I really don't think we should deviate from the original RA units in any way. Keep them as they were made. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Tue Dec 14, 2004 1:10 am Post subject:
Wait, wait, wait. I'm not talking about to modify the normal units to fit the ones that was locally coded in the maps.
I'm talking about to include them as a CrateGoodie or, maybe, let them only work in the map, without code them locally. This could be userful to check the balancing of the units.
About the locally units, it could be interesting to see a different voxel image for that vehicles, for example a Nuclear symbol in MiG or Badger, with a different color.
About the list above, that will be introduced, after the boss ok, with a total adapting of the weapon, in order to create single weapons/units and not modify the balancing/feature/description of the normal ones. QUICK_EDIT
I think it should remain like the original RA1, if a special unit is specific to a certain single player mission, it shouldn't be in multiplayer.
The number one priority is to recreate the original game. THEN we can consider adding 'extras', like more side specific things (Maybe France gets a better turret, Germany gets a better medium tank, Britain gets a better cruiser or destroyer etc...) _________________
I think soviets need volkov instead of tanya, I don't care if it has the same abilities gameplay wise, they just did not have tanya! _________________ Please, read the signature rules of the forum. QUICK_EDIT
Ra1 HAS NO BUILDLIMITS AT ALL , Just give the soviets a second tanya with the image and name of volkov _________________ Please, read the signature rules of the forum. QUICK_EDIT
i have 15 missle silo's volkov is superior though, he has heavy armour, a sniper rifle (which sometimes use HE rounds), self-healing, non crushability and general coolness.
If your gonna deviate from the basics then don't bother.
its gonna be impossible though to create chronosphere unstability except via map triggers i guess. _________________ QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Thu Dec 16, 2004 3:44 pm Post subject:
Didnt DeeZire have a paradox unit? i have a feeling we could do something off that.
eg:AI builds invisible paradox unit,as a AI-Trigger. the AI Paradox Tank goes somewhere(anywhyere,not to the player),and plays a invisible animation,killing itself,and spawning the Chrono Paradox Object.. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Its possible. If you make the chrono final phase anim spawn invisible gas-type particles, which would have very high speed and after, say, 9000 frames they will transform into chrono vortex gas-type particles.... _________________ in 2009 to Florence. Viva Italia! QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Thu Dec 16, 2004 5:19 pm Post subject:
The only way I can think to do that is a HUGE animation which is black, and has 50% transparency. Unless, of course, we can find a combination of an action and type to use a colour change somehow.
They are talking about the Chrono Vortex, though. This was the big whirlpool that you could often find going around the map (IIRC, there wasa 33% chanc of it occuring each shift) and fired tesla bolts at nearby units, killing it.
According to the rules.ini, there was also something called a Chrono Quake. I've never seen one of these but from what I can tell it is similar to a MAD tank effect. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
I had it once, It damages eveything bu a percentage, similiar to the MAD tank, I believe it killed infantry too... _________________ Please, read the signature rules of the forum. QUICK_EDIT
the whirlpool also acts like a magnifying class, its see through and you see the terrain behind it, kinda twist, it sort of randomly appeared and disappeared after chronoshift usage.
Also chrono units won't teleport back automatically and infantry won't be fried inside transports like in RA1 _________________ QUICK_EDIT
I know. But I also know that its couldn' be done and I'm thinking of a way how to make as closer to RA1 as possible...
As for chrono tank (I doubt thou) it could be done thru siege chopper logic - SimpleDeployer or something like this. Its a terrestrial tracked vehicle with normal locomotor which would deploy into the same unit but with chrono locomotor (remember the dummy SCHD). Thou I highly doubt that its possible, IMO somebody could try it... _________________ in 2009 to Florence. Viva Italia! QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Fri Dec 17, 2004 1:00 pm Post subject:
It's either that or we resort to the RA2 method of doing it. We could always just make a chronoshifting state and an attack state. You'd have to deploy the unit to change it. Could we give the structure a dummy weapon so it undeploys when it fires? _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Fri Dec 17, 2004 4:18 pm Post subject:
Clazzy wrote:
The only way I can think to do that is a HUGE animation which is black, and has 50% transparency. Unless, of course, we can find a combination of an action and type to use a colour change somehow.
They are talking about the Chrono Vortex, though. This was the big whirlpool that you could often find going around the map (IIRC, there wasa 33% chanc of it occuring each shift) and fired tesla bolts at nearby units, killing it.
According to the rules.ini, there was also something called a Chrono Quake. I've never seen one of these but from what I can tell it is similar to a MAD tank effect.
ooh, right. Sorry. The Chronal Vortex was actually a big lens slowly going over the batlefield, destroying anything that came near it with a little yellow lightning. It slowed the game down a horrible lot on my old 486
Never seen the Time Quake, but yes, from what I've heard from people that have seen it, it's indeed a map-wide MAD Tank effect. _________________ QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Fri Dec 17, 2004 6:06 pm Post subject:
a MAP...wide...MAD affect....your kidding,right? oh and Nyer,when/if i get back on MSN this weekend,IM me,i wanna play you on RA-Aftermath.(Island Wars Extreme for the map. )
1:i made a minimod for it,adds the helicarrier,phase-trans,and the Convoy Truck to both sides.
2:im stuck on the Library's computer till i reconnect the compy.
3:how do you get Chrono Vortex/Time Quake to appear? _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Chrono Vortex = use the chronosphere
Time Quake = use chronosphere, crate effect
also read your rules :p
; Chrono side effects
QuakeChance=100% ;20% ; percentage chance time quake will occur with each chronoshift use
QuakeDamage=20% ;20% ; percentage damage to inflict when time quake occurs
VortexChance=100% ;20% ; percent chance that chronal vortex occurs with each chronoshift use
VortexDamage=200 ; damage inflicted by vortex discharge
VortexRange=10 ; scan for victims up to this distance away [in cells]
VortexSpeed=10 ; speed of vortex movement _________________ QUICK_EDIT
I heard from someone at my School that if you built too many power plants, it spawns some sorta Cloud like thing that also shot bolts around...And followed your units around... _________________ ... QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sat Dec 18, 2004 7:36 pm Post subject:
Alkovroxjoosox wrote:
I heard from someone at my School that if you built too many power plants, it spawns some sorta Cloud like thing that also shot bolts around...And followed your units around...
that's the chrono vortex Allied General has described above your post. QUICK_EDIT
Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Sun Dec 19, 2004 12:53 am Post subject:
Problem for Paradrop and ParaBomb is solved. For parabomb could be used AmerParaDrop engine, using a shp bombs.
Quote:
; Neutral, Parabombs
[PBOMB]
Image=PARAB
UIName=Name:NI002
Name=Parabomb
Prerequisite=none
Category=Soldier
Primary=ParaBomb
Armor=none
Strength=1
TechLevel=-1
Points=0
DontScore=yes
Sight=5
Sensors=yes
SensorsSight=255
DetectDisguise=yes
DetectionDistance=255
GuardRange=255
Speed=0
Size=1
PhysicalSize=1
TypeImmune=yes
RadarVisible=no
RadarInvisible=yes
Owner=[Must Be Choosen]
Selectable=no
Nominal=yes
Bombable=no
Civilian=yes
Crushable=no
Trainable=no
Unnatural=yes
CanRetaliate=yes
Insignificant=yes
OpportunityFire=yes
BerserkFriendly=yes
CanPassiveAquire=yes
PreventAttackMove=yes
DefaultToGuardArea=yes
IsSelectableCombatant=no
AllowedToStartInMultiplayer=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
MovementZone=InfantryDestroyer
Explodes=yes
DeathWeapon=SuicideBomb
DeathAnims=TWLT100I
HasStupidGuardMode=false
ThreatPosed=1 ; This value MUST be 0 for all building addons
LegalTarget=no
Spawned=yes
; Neutral, A-bomb for Nuclear-Strike
[ABOMB]
UIName=Name:NI003
Name=A-Bomb
Prerequisite=none
Category=Soldier
Primary=ParaABomb
Armor=none
Strength=100
Cost=5000
Points=30
Sight=1
Speed=1
Size=1
Soylent=100
PhysicalSize=1
Owner=[Must Be Choosen]
CrateGoodie=no
IsSelectableCombatant=no
AllowedToStartInMultiplayer=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
MovementZone=Infantry
Explodes=yes
DeathWeapon=BloodDeath
ThreatPosed=10 ; This value MUST be 0 for all building addons
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sun Dec 19, 2004 4:40 am Post subject:
there isnt even a team set up. why are we even bothering doing this without a team,even? _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Sun Dec 19, 2004 12:16 pm Post subject:
This is no an another RA for TS, but for RA2. I think that, if a lot of people is continuing to submit ideas and so on, probably, is not only an idea of the reapper to create a beautiful conversion for YR of RA1. Of course, now we need a boss that is able to mod very well to give us an advice.
About RA3, i don't have seen a lot of mods for Generals, so, who will ensure that there will be a mod for RA3? I have had a look of Generals "Rules" files, and are very difficult to modify, IMHO. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Jan 17, 2005 1:55 pm Post subject:
No RoRA
Alright, I know this topic has kinda faded out anyway, but I just wanted to inform you I'm not making a RoRA. Maybe something else, time will tell. QUICK_EDIT
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