Jump to content


Photo

Contra Remix 2 Released


  • This topic is locked This topic is locked
406 replies to this topic

#41 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 21 June 2005 - 04:20 PM

I finnaly got the last of the bugs out of the AI using the Foundation defenses and am looking at a new list of ideas... I want to have these done before Contra .04 comes out, but I will be pushing it to do it all.

This post will also be sort of a progress chart. I'll change the color to GREEN on things I finish.

The new do lists looks a little like

Bring Back Sell buttons on NON-Core base buildings. Air fields, War Factories, Command Centers, Super Weapons, Tech Centers, and other main buildings WILL remain permanant placements. However... Power plants, Supply Depots, base defenses and other minor builds will be up for sale again.

Bug Fixes:

Stealth General, check prices
AA behavior on squads (will they fire on planes?)
Iron Dragon Death bug
ToolTip fixes
Cut costs on all clean up crews
Make Medium AI worth playing for those who don't enjoy punishment
Make Hard unbeatable :umad: ... ... ... even if it has to cheat hehehehhe
Rebel ambush bug

New Units:

SupW: Patriot Support Tank
SupW: Pop Up Patriot SitesI like these alot, but they cause mismatch errors wen they popup :p
Flame: SuperSonic Napalm Bomber (aurora like, thinking call it Phenix)
Infantry: Wheeled Tanks braught back, atleast ECM, Flam and Gattling
Stealth: Gurilla , very similare to Miner for infa china
Robot: Drone Controller get a varrety of drones and more drones.Assault: Mammoth Tank, Rival to Overlord Tank

New Powers:

Robot: Drone reinforcements change to drop lots of the infantry drones instead of a few standard drones.
Robot: Tech renforcments into a tank drop... drop a mix of crusaders, custer Artillery units and heavy robots.
Robot: Lvl 5 A-10 strike, calls in 5 A-10s for a severe blow to one structure (Requires all 3 previous lvls of A10)
Robot: Carpet Bombing



I will post screen shots as available.


Edited by Pendaelose, 25 June 2005 - 02:14 PM.

Posted Image
Posted Image

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.


#42 Gilgamesh

Gilgamesh
  • Members
  • 144 posts
  • Location:localhost

Posted 21 June 2005 - 04:29 PM

I've edit you version of Contra, to make the demolition scudstorm receive the HE upgrade too. When upgraded, his missiles have a mirv warhead, like his new "scud launcher" with 2 savage upgrades.
Was a very nice touch, and not too powerful. I just did it because i think his sw is a bit too "bland".

This is just a sugestion, anyway :umad:

#43 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 21 June 2005 - 04:33 PM

I've edit you version of Contra, to make the demolition scudstorm receive the HE upgrade too. When upgraded, his missiles have a mirv warhead, like his new "scud launcher" with 2 savage upgrades.
Was a very nice touch, and not too powerful. I just did it because i think his sw is a bit too "bland".

This is just a sugestion, anyway :umad:

<{POST_SNAPBACK}>



I'm all for that... can you paste the changes into a txt file and attacth them to a post? If you make it painless I'll gladly include it.
Posted Image
Posted Image

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.


#44 Gilgamesh

Gilgamesh
  • Members
  • 144 posts
  • Location:localhost

Posted 21 June 2005 - 04:44 PM

I'm at work now, but will try to remember that when i arrive at my house. :umad:

#45 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 21 June 2005 - 04:49 PM

I'm at work now, but will try to remember that when i arrive at my house. :umad:

<{POST_SNAPBACK}>


sweet. I agree that having to many generals using the exact same super weapon is kinda bland. I've added 2 already and am excited that Creator is adding one more. A strong tweek on Demo would be a nice touch.

I need to do alot more work with GLA, but I just don't play with them at all to have any ideas what to Add... creator gave them the most make over already and I've not even found all his changes there are so many. GLA just needs love.
Posted Image
Posted Image

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.


#46 matador

matador
  • Members
  • 95 posts
  • Location:AirForce China
  • Projects:trying

Posted 21 June 2005 - 05:13 PM

mines :umad:

lots of mines :p

#47 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 21 June 2005 - 05:44 PM

mines :umad:

lots of mines :p

<{POST_SNAPBACK}>



yes, the Gurrila unit is from or suggestion. You said you had figured out how to make the differnt mines... If you can share that code in an attatchment it would rock so much. and make my working much much easier
Posted Image
Posted Image

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.


#48 matador

matador
  • Members
  • 95 posts
  • Location:AirForce China
  • Projects:trying

Posted 21 June 2005 - 06:30 PM

well im trying but my coding is way to bad :umad:

ill post it when its done :p

#49 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 21 June 2005 - 06:33 PM

well im trying but my coding is way to bad  :umad:

ill post it when its done :p

<{POST_SNAPBACK}>


thats cool. it doens't have to be perfect... as long as it works half way and I can figure out the rest.
Posted Image
Posted Image

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.


#50 matador

matador
  • Members
  • 95 posts
  • Location:AirForce China
  • Projects:trying

Posted 21 June 2005 - 06:42 PM

its impossible to let the mines only be triggered by vehicle or infantry :umad:

#51 matador

matador
  • Members
  • 95 posts
  • Location:AirForce China
  • Projects:trying

Posted 21 June 2005 - 06:47 PM

i know maybe a way that mines only damage a tank and not infantry

by using those not used damagetypes for mine damage

and then make it that it only damage tanks

but the problem is the mines wil go off when infantry is moving over it :umad:

#52 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 21 June 2005 - 06:50 PM

i know maybe a way that mines only damage a tank and not infantry

by using those not used damagetypes for mine damage

and then make it that it only damage tanks

but the problem is the mines wil go off when infantry is moving over it :umad:

<{POST_SNAPBACK}>



It would work just as well to make a varety of mines that always go off, but only do certain damage, like a toxin mine for infantry, or a HE for tanks... Or an ambush trap (calls in a lvl1 ambush)
Posted Image
Posted Image

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.


#53 matador

matador
  • Members
  • 95 posts
  • Location:AirForce China
  • Projects:trying

Posted 21 June 2005 - 06:51 PM

hmm your right


thinking way to difficult :umad:

#54 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 21 June 2005 - 06:54 PM

The top post on this page will double as a Do list and a progress chart. I'll mark things off in green as they are done.
Posted Image
Posted Image

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.


#55 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 22 June 2005 - 02:13 AM

Patriot Supprt Tank for SuperWeapon USA



Wheeled Tanks for Infa China braught back


Edited by Pendaelose, 22 June 2005 - 03:58 AM.

Posted Image
Posted Image

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.


#56 Gredinus

Gredinus

    Weapon of mass destruction.

  • Hosted
  • 1,128 posts
  • Location:Slovenia
  • Projects:Remix3 Support
  •  GLA Guru

Posted 22 June 2005 - 07:32 AM

yep GLA needs some sirius upgrade. becose i played with them but now others are to strong for them, even if GLA is my oponent i defet them faster than others. (on hard)

and a buggy with a S-60 mounted on him would be nice for the stealth general. one unit more for hit and run tactic ;)

Edited by Gredinus, 22 June 2005 - 10:32 AM.

Posted Image


#57 Gilgamesh

Gilgamesh
  • Members
  • 144 posts
  • Location:localhost

Posted 22 June 2005 - 10:38 AM

Here it is! I found that this upgraded scud storm can destroy a command center sometimes... ;)
A screenshot:
Posted Image

And the source code:
Upgradeable Demo ScudStorm

#58 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 22 June 2005 - 03:58 PM

I was brainstorming on my way to work and I came up with a compleatly new Superweapon for Demo GLA... the Upgrade on the Scudstorm is cool, but I think you'll like this alot....

The building is "The Heart of the Jyhad"
Its a temple and comes with a mad mob that guards it and respawns at it.

The superweapon power is "Riegn of Terror"
It has a 10 minute reload time and has the destructive force about equal to the Nuke China MIRV.

It can best be described as a cascade call in of terror abilities.

First, all over the base 20-30 Terrorists spawn and attack nearst target, 1 second later (durring terrorist attack) a Sneak attack opens and dumps bomb trucks out in the base about 6 of them... then at random enemy 2 vehicles in the target area are replaced with nuke bomb trucks that auto target... lastly 2 lvl 5 demo planes call in and hit remaining targets.


It will be a good trick to make all the units attack the way they should, but I'm sure it can be done... will just take alot of OCLs and weapon objects. I think many of the vehicles and troops can actualy be weaponobjects fired from other OCL call ins. I've never tried giving a missle a motorcycle model and locomotor, but it might work.
Posted Image
Posted Image

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.


#59 Gilgamesh

Gilgamesh
  • Members
  • 144 posts
  • Location:localhost

Posted 22 June 2005 - 04:19 PM

Sounds extremelly powerfull! ;) I hope it is a new sw, not a replacement for his scudstorm. Because within 10 minutes, the enemy can build another sw and use it to destroy the "Reign of Terror" :(

Last night, after creating that zip with the source code, i started to play with new mines for him. Because i think using chinese mines with a gla general is out of place.

So i created the new "black" mines. VERY powerfull, can send a tank flying like a buster bunker, with the force of a scud missile.

This new black mines are deployed by the scud storm, but i planned to make it a new free general power, that comes with the black market. Dropped by a missile, they hit a huge area, bigger than the scud storm, but in a very small number, like 5, so they are very sparse.

But i hit 2 problems, that should be very easy to fix:
1) The "black" color is not showing. I copied the orange mines, and replaced 2 lines that have "Color1" and "Color2" with "10 10 10 20", and the mines come out invisible. So now i replaced the MineFXBlack with MineFXOrange. ;)

2) The mine explosion only hit the victim if triggered by another explosion... very weird. Should be something with that radius affects thing.

This was only my second attempt to mod, need to learn more.
My first one was a mega scud storm, using a model i found at some place.... It had about 50 missiles, covering an area of about 4 screens :p I called it "Desert Maker" ;)

#60 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 22 June 2005 - 04:28 PM

10 minutes is not as long as it sounds... Tank General has a 9 minute wait, and other generals have a 7 minute... And if the building is tough enough it can easy live through 1 super weapon. But yes, it was my intent to replace the scudstorm.

the time scale is just a figure right now. after it is made I will play test it and decide how long it should take... for sure no less than 7 and no more than 10. If it is scary enough it has to be voulnerable to Superweapon sttacks. just one would smear a base (just like the MIRV)
Posted Image
Posted Image

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.





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users