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There have been 37 items by AlexArt (Search limited from 04-August 19)
Actually I was talking about average firing range. In vanilla Generals tanks had firing range of 150 ft, infantry - 100 ft, long-range artillery had firing range of 300 ft, and jets were capable of firing at 300 ft. This gives us an average fire range of appr. 175 feet. In Real War Mod, we're increasing the overall firing range to make the player feel a different experience during the gameplay. Instead of watching the fire exchange between your units and your opponent's units at such miserably small distances as 150 feet are (or 50 meters, whichever definition you like) you will be supposed to make your forces always moving and maneuvering to find a better position on the battlefield. Finding a better position on the field will ensure a better survavability for your army and more accurate and heavy fire at the enemy.
AlexArt was obviously referring to artillery ranges. Direct fire ranges are going to be somewhat similar to C&C: Generals and other RTS games, maybe slightly longer. To increase them further would mean ruining the gameplay.
And finally to the numbers. As I already mentioned, the overall firing range will increase about 3 times. This actually means that firing range for armoured units will be around 350 ft, for infantry appr. 175 ft, for long-range artillery (including rocket batteries) up to 550 ft, and for airplanes up to 450 ft. This won't kill the balance or the gameplay itself, but would create a bit different experience ingame.
Thank you, but if the firing range is going to be increased, at such a rate, is the map size going to be subsequently increased, to accomodate the new firing range?
Just go on, you're doing the right thing.
Please forgive if i ask too much questions, but this forum, seems inactive, and i thought i could put a bit of activitie in it.
I guess we'd try to find out what exactly C&C 3 offers to modders. Personally I am sure C&C 3 will be a kind of a hit for modders and we'll be able to change it in any way we like.
I'd suggest staying on ZH for now (and preferably until at least a first release). The fact of the matter is, CnC3 isn't exactly just a newer version of Generals, it's a different game. I has a different build system, no General powers (the system is based solely on money and seems considerally more limiting) and (hopefully changeable) bo airfield logic. Just because the next game offers fancier graphics doesn't necessitate a change and doesn't meen ZH will die. Look at Red Alert 2, the amount of modding has gone up since Generals came out.
Basically, I'd suggest not to switch until you're sure the game offers what you want.
BTW, what card did you get?
Please keep a full release on Zero Hour. I still need a new Processor for C&C3 (Finally got the graphics card)
I know this might irrelevant to the mod, but i wanted to ask about your opinion about a WW2 era Katyusha Launcher, that i modeled using 3ds max8, this is one of the few models i've ever completed, it has exactly 1501 polygons, and 3076 triangles, can the Sage or Zero hour engine, handel it, meaning can i add this unit to Zero hour, after i've done everything else, or is it too high poly?
Well it doesn't look like a Katyusha Launcher at all. That's all I can say.
You can add that unit to Generals if you want (SAGE is able to handle units which consist from up to 6000 polys without any visible lags), but I wouldn't do that if I were you...
BTW why don't ya help us to make this mod if you're so eager to play it?
- No starting positions please, this will be a videomap.
- No civilians, instead of them you may add forsaken burning cars, lots of trash, but no destroyed buildings yet. A forsaken city ya know. Everyone has been evacuated...
I've used 3ds Max 8 and 9 for export, and I couldn't export anything at all. When I tried to export a model, an error occured and the messagebox stated that Max is "Unable to open file." I have a properly installed Max 8, I have a properly installed MOD SDK (with required applications), and I have copied the contents of 3DSMax7_Plugin folder to where it was needed. All the menus in Max 8 are working (I mean w3d menus), the shaders are working and WWSkin works, too.
Does anyone know what the problem may be caused by?
PS: if my friends try to export the model on their PCs, it works perfectly. WTF