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Contra Remix 2 Released


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#21 Juggernaut1985

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Posted 14 June 2005 - 04:44 PM

Can you increase the range a bit so that if the defense is next to a retaliator then it can reach maybe a few feet in front of an artillery targeted at the retailator.
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#22 Pendaelose

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Posted 14 June 2005 - 07:47 PM

Can you increase the range a bit so that if the defense is next to a retaliator then it can reach maybe a few feet in front of an artillery targeted at the retailator.

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Its intentionaly just a very little bit shorter than long range artillery. If it had that range it would be horribly unbalanced. It does so much damage already it makes a tank rush near imposible while a mass of retaliators makes an Air assault imposible.

I have no intention of making Nuke's base defenses un-breakable. there are plenty of options for protecting yourself from artil. Use air support, or use your own artillery are 2 obvious solutions. both very effective. I held a nuke base agasint a Laser USA and a tank china at the same time so I am 100% sure it is not a weak base defense.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#23 Pendaelose

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Posted 14 June 2005 - 07:53 PM

one quick Screen shot with 2 of flame china's new units in it.


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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#24 Guest_Guest_*

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Posted 14 June 2005 - 08:05 PM

What is that aweome cannon?

#25 Pendaelose

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Posted 14 June 2005 - 08:09 PM

What is that aweome cannon?

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Scorched Earth Artillery Station

It replace's the nuke silo. It has all the same upgrades, plus a cannon similare to the strategy center cannon, and calls in a really scarry incenerrary artillery barrage once every 6 minues.

This is a good view of 2 Scorched Earth Strikes happening side by side... they leave a very pretty wild fire all over the target area... the fire is just starting in the pics... after all the shells drop it gets going really well.


Edited by Pendaelose, 14 June 2005 - 08:17 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#26 stack111

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Posted 15 June 2005 - 01:00 AM

love everything so far, im in the keys just chilling :umad: andwe arre just loving life wheni get a good chance i will post my new suggestions cuz on the road trip i found that all gla is soooooo boring
it might be tonight :umad:

EDIT: how come the artillery is notfiring at the tanks?

Edited by stack111, 15 June 2005 - 01:04 AM.

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#27 Pendaelose

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Posted 15 June 2005 - 01:26 AM

EDIT: how come the artillery  is notfiring at the tanks?

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Because the poor soul that owned those tanks was my team mate... he didn't know what to make of my Efreet burning up all his tanks.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#28 Gilgamesh

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Posted 15 June 2005 - 11:36 AM

How many shells it fire?
Have you saw that mod made by "nuke", that has an artillary general? If not, he has a general point used to make a HUGE artillary rain at the selected spot. Huge like the area of a nuclear missile. :umad:

#29 Pendaelose

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Posted 15 June 2005 - 12:20 PM

How many shells it fire?
Have you saw that mod made by "nuke", that has an artillary general? If not, he has a general point used to make a HUGE artillary rain at the selected spot. Huge like the area of a nuclear missile.  :umad:

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This also does about the size of a normal nuke. The damage is changed alot, but it drops 80 shells. they only do about 1/4 the damage per shell, but it leaves behind the flame wich does alot of damage.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#30 Pendaelose

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Posted 16 June 2005 - 04:17 AM

Could anyone help me with some Skinning for models? I've got about a dozen or so models that the skins got all jacked up on durring the export from Gmax/Renx... I don't understand skinning well enough to figure out why this happens. some come out just fine, others get all hosed.

If you're willing to help, let me know... I can send the models or post them
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#31 Vaginomano

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Posted 16 June 2005 - 09:09 AM

new stuff looks really cool. I already thought about an earth shaker-like tank for the flame general as a super unit but thats cool too :p

#32 Pendaelose

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Posted 16 June 2005 - 01:24 PM

new stuff looks really cool. I already thought about an earth shaker-like tank for the flame general as a super unit but thats cool too :)

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The biggest prject I've been working on is the "Universal Defense Foundation" for infantry china. It comes in 2 varieties. Small and large. Small requires powerplant and war factory, large requires nuke silo.

The basic thaught is... Infanrty gets next to no standard tanks, so give them all those things in base defenses. Works like a GLA defense site, build the foundation, build the Addon.

The list will probobly get shorter as they are playtested, but right now it is...

Light Foundation:
Radar
Artillery
FlameThrower
Cluster Launcher
ECM
Flack

Large Foundation:
Neutron Cannon
EarthShaker
Mantacore
Artillery Spotter
Advanced ECM

The heavy list has 3 types of longrange artil/anti-artil... atleast one will have to go. If I can get everything working right it will most likely be the earth shaker that gets cut from the list.


These are the same model's I'm having trouble with the Skins on.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#33 stack111

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Posted 16 June 2005 - 01:52 PM

models didn't show...
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#34 Pendaelose

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Posted 16 June 2005 - 02:49 PM

models didn't show...

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I didn't post any screen shots... they still look gapped up without help on the textures

Edited by Pendaelose, 17 June 2005 - 11:01 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#35 Pendaelose

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Posted 17 June 2005 - 11:01 PM

I fixxed most of them that will be staying in the game... heres a quick screen shot that has the current working list in view. I had some trouble working out a model for the Artilery spotter... for the moment I'm using the A10Designightor tower... I will proboly change it soon.

the Current list has 4 Upgrades for the Light Foundation and 3 for the heavy


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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#36 M.E.C.H.

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Posted 17 June 2005 - 11:18 PM

I fixxed most of them that will be staying in the game...  heres a quick screen shot that has the current working list in view.  I had some trouble working out a model for the Artilery spotter...  for the moment I'm using the A10Designightor tower...  I will proboly change it soon.

the Current list has 4 Upgrades for the Light Foundation and 3 for the heavy


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Really awesome work pendaelose ! I hope creator take these stuff in his version if he cant then you may put em in yours with the promotion fix
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#37 Pendaelose

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Posted 17 June 2005 - 11:22 PM

Really awesome work pendaelose ! I hope creator take these stuff in his version if he cant then you may put em in yours with the promotion fix

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If all goes well thats what I plan to do. Take .04 in all its glory, strip the promotion requirments and then add all my units and changes back in.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#38 Lord_Mordja

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Posted 18 June 2005 - 10:23 AM

Forgive my lack of knowledge :ninja: ,but do you need contra 03 installed to play the remix?

#39 Pendaelose

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Posted 18 June 2005 - 12:41 PM

Forgive my lack of knowledge  ;) ,but do you need contra 03 installed to play the remix?

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nope, it's got all the needed files.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#40 Lord_Mordja

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Posted 20 June 2005 - 07:31 PM

And there was much rejoicing. "Yay"




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