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Remix Escalation Suggestion


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#1 Pendaelose

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Posted 16 October 2005 - 05:14 AM

Let me start with the overview of what I have done so far, and already plan to do...

starting with the first Remix release to current, these are the changes that I can think of... keep in mind, this list is not complete, these are just the changes I could think of...

AirF got...
Laser support plane braught back as microwave plane
EMP chinook
B-1 bomber
modular base defenses - standard tech
new super weapon, fires fast, covers large area, low damage
light artil tank
Raptor reinforcments replaced with Commanche reinforments

SupW got...
SDI cannon changed to agressive base defense
Patriot Tank
Hydrogen bomb upgrade for ICBM
EMP raptor

Lazr got...
F117 replaced with F14 (move firepower, more vaulnerable)
added F-16 as weak interceptor
heavy tank

Cybr got...
Anti-Infantry Mech
Anti-Tank Mech
Light Drone controler
Old drone controler got more drones + varety of drones
Buildable A-10s
Cluster Tomahawk Launcher (replaces the MRLS)
a lvl5 version of A-10 strike
paradrop replaced with drop pods.
tech upgrade drop replaced with a mech combat drop
Apache for anti-infantry and light vehichle
Commanche given good anti-tank missiles
Fafnir Battle Mech
Tomahawk storm damage/area adjusted alot
drones for infantry
little bird A-10 spotter
Modualr base defenses - high tech
Railgun defense
replaced F-117 and X-jet, with more useful planes, (UACVs are comming)

Nuke got...
MIRV changed to upgrade instead of default
Iron Dragon - Retaliator
Nuke Missile base defense

Tank got...
Noting I can think of...

Flam got....
All gattling weapons replaced with napalm missle weapon/units
Iron Dragon - FireStorm
Pheonix Napalm Striker
Efreet heavy tank
new super weapon
smerch base defense
flamethrower infantry have traditional flame throwers

Infa got...
Modulare base defenses, light and heavy
Krylin neutron tank
Artil spoter
wheeled tanks -returned from Contra.02 (all but battlemaster)
Iron Dragon -Contra.02 style
light tank

Aslt got...
Artil tank
Mig19-I for AA


notice GLA really got the short end of the stick... its tough to have alot of ideas for an army you don't play. I've got a good list of changes for Assault and Stealth that I plan to include with the next release, but Demo and Chem arn't planed to recieve any more than just heavy base defesnses.

Planed things right now - and/or working on right now...

Everyone:
a second tech center for advanced prerequisits and research
upgrades tied to several key buildings to slow down the tech escelation just a little

AirF:
new lvl 5 superpower... a cluster of Aruora's will fly in and bomb an area to hell and fly off the map A-10 style
replace repair 1-3 with Raptor reinforcments (if it will work right)

Cybr:
might remove unused units because so many have been gained.

Lazr:
satalite caller unit (almost done, might make it into Contra.04)

Flame
a 6 plane airfield with 3 runways. (already designed... easy to model)
Infa:
a heavy airfield for paradrop planes

Nuke:
I've got a mobile retaliator gun, must deploy to fire. thinking about adding.

aslt:
pretty much a complete overhaul...I've started doing this already. will return to a standard base (no mobile commnd or stash) I have 7 vehicle replacements planed(some done), new base defesnes, and add artillery to the generals powers.
an 80's Mig as an interceptor (maby somthing like china standard mig as AA)

slth
several powers changed and added
powers tied to some buildings to allow moer than the standard
NO new units... stealth has the least and weakest, I will keep it that way.
I've got an idea for a new super weapon... secret for now...
an aditional base defesnse

demo
plans for new super weapon - very powerful, comprable to MIRV or H-Bomb
heavy base defesnse. (done)

chem
new heavy base defsnse (done)


And of course bug trouble shooting. i'll be starting all the code for my units overagain so that they are all cleanly added to Contra.04

yes, I will get it into MODTOASTER :) BEFORE YOU ASK! ^_^

those are my ideas... any suggestions?

Edited by Pendaelose, 16 October 2005 - 05:17 AM.

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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.


#2 Gredinus

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Posted 16 October 2005 - 09:08 AM

Reaplacment for stealth gens scorpion: Posted Image

reaplacment for assault gens scorpion:
Posted Image

chem gens scorpion shuld get the jag upgrade (viators model) instead of the rocket, like the inf gens light tank.

i think that GLA (except assault gen) shuld get its hijackers back.
and flying ones (on a rocket) for stealth.
(I have a idea how to make a air-field for stealth gen.)

All artilery units shuld have a guard radius of their max rand and stay stationary when in guard mode (the S-60s shuld stay stationary to when in guard mode.)

Posted Image


#3 M.E.C.H.

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Posted 16 October 2005 - 10:40 AM

Reaplacment for stealth gens scorpion:

reaplacment for assault gens scorpion:

<{POST_SNAPBACK}>

Gredinus, i have suggested those tanks before...but recieve no answer...Its very sad cause i really like to see a merkava on the battlefield fighting a chineese overlord.... :)
I hope Pendaelose hear your/mine suggestions........

Also i agree for the guard mode..... ^_^

Edited by Pendaelose, 16 October 2005 - 07:03 PM.

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#4 Pendaelose

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Posted 16 October 2005 - 03:18 PM

I've already replaced the Assault General scorpion with a full bodied tank.
I really like stealth's missle scorpion, but I might make a wheeled scorpion replacment for someone else.

the JAGScorpion that Viator was working on was never finished. I have an OK version of it, but it still had alot of work to do and he disapeared without sending me a copy.

I'm against airborn highjackers... but I will likely give them back to Demo.

I've tried the artillery gaurd radius adjustments on a few units... its doesn't work that well. there is an order to "Gaurd without pusuit" some artillery have this already. I will put it on more. gaurdradius itelf though is tough to control. It is based off the vission range, but I don't know what the ratio of vision --> gaurd is.
Posted Image
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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.


#5 stack111

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Posted 16 October 2005 - 06:56 PM

how about just making artillery units target units automatically
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#6 Pendaelose

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Posted 16 October 2005 - 07:02 PM

how about just making artillery units target units automatically

<{POST_SNAPBACK}>


most already do
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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.


#7 Gilgamesh

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Posted 18 October 2005 - 10:40 AM

Well, on my personal remix of remix 2, i did some changes to the demo general:
- Changed his toxin tipped bullets. They have a shorter life, exploding instead of disapearing, and will be upgraded with Nitroglicerine fields, when you buy the demolition upgrade at the black market. Also, when you buy the HE Upgrade at the scud storm, they gain a small shockwave too. This do a small damage to tanks and infantry, but the shockwave send enemies around just a little bit, good because this ruins their aim.

- Give him his own mines. If you have regular mines, neutron mines and thermobaric mines, why not HE Mines? They do have a delay around 1s-2s, and are very strong, sending the unit above the ground. Because of this delay, fast units are not caught by the blast (wich reminds the strategy center cannon hit).

As for the tank general, i was thinking about an upgrade to his war factories. Specialization. Each war factory can have one of the many specializations in an certain tank production. I.E. if you bought the "battle master specialization" in a war factory, that war factory will be locked to only producting that tank, but not a normal battlemaster.... It will product a better one, like cheaper, or less production time, or with a chevron, or better armored... You got the idea.

I also thinking about removing the tank general nuclear missile. Instead, he will have a reinforcement pad with a "super power": each 7min, you can call a special paradrop. One that is a huge plane, who will paradrop one HUGE tank. When saying HUGE, i mean about the same size of china barracks. This special tank has a lot of health, and is "supercharged". Because of this "supercharge", it has a life span of about 40s, and when this expires, the tank explode like a small nuke (half the size of a nuclear missile). I had this idea after playing "Tower Defense: Time to Kill".

#8 Pendaelose

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Posted 18 October 2005 - 02:05 PM

As for the tank general, i was thinking about an upgrade to his war factories. Specialization. Each war factory can have one of the many specializations in an certain tank production. I.E. if you bought the "battle master specialization" in a war factory, that war factory will be locked to only producting that tank, but not a normal battlemaster.... It will product a better one, like cheaper, or less production time, or with a chevron, or better armored... You got the idea.

I also thinking about removing the tank general nuclear missile.

<{POST_SNAPBACK}>

the nitroglysern fields and demo mines don't really do it for me... the mines are OK, but I'm not sure I think they're worth the trouble. I like the mines he has.


the war factory upgrade... This I really like. there are easy ways to do it, but not every unit could be chosen for specialization... I think just basic units, like BattleMaster, Gattling Tank, and TroopCrawler should be optoins, but instead of building a super one, it should build 2 at a time.

I don't like a short life super tank drop, but a huge air assault with 15-20 assorted tanks dropping in could be very cool.
Posted Image
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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.


#9 M.E.C.H.

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Posted 18 October 2005 - 04:20 PM

the nitroglysern fields and demo mines don't really do it for me...  the mines are OK, but I'm not sure I think they're worth the trouble.  I like the mines he has.
the war factory upgrade...  This I really like.  there are easy ways to do it, but not every unit could be chosen for specialization...  I think just basic units, like BattleMaster, Gattling Tank, and TroopCrawler should be optoins, but instead of building a super one, it should build 2 at a time.
I don't like a short life super tank drop, but a huge air assault with 15-20 assorted tanks dropping in could be very cool.

<{POST_SNAPBACK}>

I completelly agree with Pend...! I prefer 20-30 tanks drop ! And also i liked that idea (the specialization) but with more interesting stuff ! Like : FAST, FIREPOWER, ARMOR...If you prefer fast, the tanks will become faster, firepower will become faster..........Also when on fast huge tanks cannot being build ! When on Firepower the tanks are making more damage...all the tanks are on ! When on armor...the light tanks are cutted off, and the heavy ones become more heavy !!!!! :sad:
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#10 Gilgamesh

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Posted 18 October 2005 - 04:37 PM

As for the mines, they are ready. I even posted the code in this forum, if you would like to take a look at it ;-)
Here

#11 M.E.C.H.

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Posted 18 October 2005 - 04:53 PM

As for the mines, they are ready. I even posted the code in this forum, if you would like to take a look at it ;-)
Here

<{POST_SNAPBACK}>

I will check those mines later, and say if i like em ! I may gonna use em to Blue Fire (if you want it of course !!!! :sad: )
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#12 REWENGER

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Posted 21 October 2005 - 09:52 AM

i like the idea of ad on turrets to usa air force, why don't give them to all usa generals? :lol: that will give them an chance against infantry rushes :D

what shal the tank generals get as superweapon if you take avay the nucklear misile, maby an even more powerfoul tank... :lol:

#13 Pendaelose

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Posted 21 October 2005 - 03:36 PM

i like the idea of ad on turrets to usa air force, why don't give them to all usa generals?  :)  that will give them an chance against infantry rushes  :p 

what shal the tank generals get as superweapon if you take avay the nucklear misile, maby an even more powerfoul tank...  :huh:

<{POST_SNAPBACK}>


Ever sense the Airdrop suggestion I've been thinking about an AirAssaultCenter... the superweapon would be an AirDrop of about 15-20 assorted tanks. Thats the thaught at least.
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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.


#14 oops2005

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Posted 23 October 2005 - 05:08 AM

Remix is very good, and I like it.
But the game speed is much slower than contra.
What caused this lag?
BTW, when Remix 3.0 will be released?

#15 M.E.C.H.

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Posted 23 October 2005 - 09:37 AM

Remix is very good, and I like it.
But  the game speed is much  slower than contra.
What caused this lag?
BTW, when Remix 3.0 will be released?

<{POST_SNAPBACK}>

It will be released once Pend finish it ! And he has alot of work... :p
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#16 Pendaelose

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Posted 23 October 2005 - 02:31 PM

Remix is very good, and I like it.
But  the game speed is much  slower than contra.
What caused this lag?
BTW, when Remix 3.0 will be released?

<{POST_SNAPBACK}>



Thanks....

The lag was the result of my learning to mod... I guess thats the best way to put it. Remix 2.75 was the last version that was based of my early code and AI. Everything is Remix3 is being re-written from scratch and so far is running MUCH smoother than earlier versions.

It will take about a month from now at the soonest. I'm working hard to make things much cleaner and kill bugs the moment they start. As a result i'm running lots of play tests EVERY TIME I add a single unit just to make sure its not causing a problem.

I started off finishing about a General a day, but as the changes get more involved and I make more new content that was not in earlier versions thats really slowed down to about 1 general every 3 days, and when I hit China and GLA it will just slow down from there... but this isreally a god thing. The delay just means fwe bugs and more new content.
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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.


#17 M.E.C.H.

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Posted 23 October 2005 - 07:03 PM

Thanks....
The lag was the result of my learning to mod...  I guess thats the best way to put it.  Remix 2.75........from there, but this isreally a god thing. The delay just means fwe bugs and more new content.

<{POST_SNAPBACK}>

Well, Thats right !
Good luck PEND !
We all are awaiting news ! :D :) ;)
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#18 Monsunami

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Posted 23 October 2005 - 07:53 PM

Good luck. Also having beta testers to test your versions can also speed up your work and find bugs that you won't find :D
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#19 Ironwolf

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Posted 23 October 2005 - 08:11 PM

Yup
Beta Testers Beta Testers...

But why give GLA a howitzer and an M1A1??

#20 Pendaelose

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Posted 23 October 2005 - 09:49 PM

But why give GLA a howitzer and an M1A1??

<{POST_SNAPBACK}>


what in the world are you talking about???? Who wants to give GLA an M1A1?

also, the artillery piece Asasult GLA got was because its in his description... Powerful Tanks, artillery, air support. He didn't recieve specificly american artillery... its just a mobil gun.
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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.





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