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#89833 V1.11 Changes

Posted by Sydr0 on 05 December 2004 - 03:13 PM in Sudden Strike

-Yes the Repair Vehicle is tracked, I made it amphibious so it should have those thingies around it like the Amphibious transports and such. If it cannot be added, then the tracks could simply be just written over.
-Fix the Apache problem, I think the problem lies in the the [APACH] coding, since it's the same as of that old unit [APACH] which has been in the ini files for a while, change it to ANYTHING, for ex [LONGBOW]
-The SS website needs to have a link to Tech Buildings. Right now it's only accessible from Yuri's Country Specials.

#89514 Some small suggestions and questions

Posted by Sydr0 on 04 December 2004 - 03:07 AM in Sudden Strike

Heyyy, well I really don't have much say in this mod so I don't care wut you guys do with it, it's all Deso now.

I have a few suggestions
-I think the Tech Buildings could be integrated onto more maps, I would really love to see this, I have added a lot of new tech buildings and spent a lot of work on it.(BTW, the Tech Buildings link is not on the SS site, you can only access the page if you go to the Yuri Country Specials)
-The Kirovs..... I think it needs some serious change, and has a potential to become a real cool unit, heres how.
The speed, since I added the new rotors, I think Deso can hook up a few more somewhere, ie edit the voxel. Well this is what it would do. It would make the Kirov faster of course, much faster, it would be pretty fast, and when it would have CRAPPY acceleration. It would be able to get to targets pretty fast(of course not as fast as jets) but when it gets there and starts firing, if it tried to run away, it would take it a while to accelerate and run.
Next part to refine the Kirov is to change the ammo. Give it a laser weapon, kinda like to expand it from teh Laser Drones. The Laser would fire against all moving targets, ie other aircraft, vehicles and infantry. The laser would be pretty strong, it would do a lot of damage but the ROF pretty slow, or it could be pretty fast and weak but it would fire against MULTIPLE targets(I forget if this would work lol).
The next part is to change the bombs, the old fashioned bombs would be used against buildings and such. They would accelerate like missiles under it and would not just drop right stright vertically. They could be called Rocket Somethings I dunno. They would take a while to accelerate like the Kirov of course and would do some damage, the range would be ok I guess.
So refine speed, and weapons could make Kirov a vg aircraft.
-The Nuke Artillery, being the strongest unit in teh game could use some refinement, heres how. You could give it an AA weapon. It would be NUKE FLAG, ie it would shoot some sort of mini nukes in teh air(new animation and such) and this would do damage in a radius like FLAK does. The NUKE FLAK weapon could also be fired from teh same cannon that fires the standard weapons, and it is aimed up anyways. It could easily defeat a group of aircraft at a LONG range, but if you split your aircraft to go in opposite direction, it would make it less effective.(give it a long minimum range, cuz the cannon cannot aim up)
-Grand Cannon. I think the Grand Cannon could also fire some long range FLAK against aircraft or shells(does a lot of damage in a large radius, but slow ROF), it's range would be even longer than against the standard ground targets since it's firing lighter shells. It could destroy a lot of aircraft with the "FLAK" at longe ranges. It would of course have a long minimum range since the cannon cannot aim that high. This can also be over come by spliting your aircraft around. Of course, raise the price of the Grand Cannon, just keep the building time the same.

I think a did a pretty good job in SS when it came to creating unique units :grin:.

#68936 Current Mod Condition - Look here for development status

Posted by Sydr0 on 06 July 2004 - 02:51 AM in Sudden Strike

So Andre, what is happening?

whenver you have an AI update, send it to my e-mail zipped at sydr0@hotmail.com OR serbian4ever@hotmail.com

#66942 Current Mod Condition - Look here for development status

Posted by Sydr0 on 14 June 2004 - 07:46 PM in Sudden Strike

ok cool

anyways, I am around sometimes, check news and such, nothing else really.

#66734 Current Mod Condition - Look here for development status

Posted by Sydr0 on 12 June 2004 - 04:19 PM in Sudden Strike

Anyways, how much work did you do on the AI since I handed it over to you(like back in January)?

#64410 Current Mod Condition - Look here for development status

Posted by Sydr0 on 22 May 2004 - 08:23 PM in Sudden Strike

I don't know, If Andre cancells me out then I will ask Apollo but I am not sure he will do it.

#63449 Current Mod Condition - Look here for development status

Posted by Sydr0 on 14 May 2004 - 11:34 PM in Sudden Strike

Andre, what happend to AI?

#63448 Changes/Additions for V1.1(next version)

Posted by Sydr0 on 14 May 2004 - 11:33 PM in Sudden Strike

so Apollo, in your method the chopper stays up in the air and when it stops moving in the air, it's rotors still spin and they don't stop?

#61991 Changes/Additions for V1.1(next version)

Posted by Sydr0 on 01 May 2004 - 06:17 PM in Sudden Strike

yes but then I need someone to seperate the rotors from the main body for me.

#61740 Changes/Additions for V1.1(next version)

Posted by Sydr0 on 29 April 2004 - 09:33 PM in Sudden Strike

I tried to get Apaches and Hinds not to land at all but the problem with them is that if I make them never land, when they stop moving in the air and hover above one spot their animation stops too therefore their rotors stop spinning, but if I want them to be like the Siege Chopper then they'd have to deploy.

if anyone has a different solution to this problem please say it.

#60082 Bye everyone, looks like I can't enjoy this world longer

Posted by Sydr0 on 17 April 2004 - 07:45 PM in Open Topic

OMG Riz, I cannot believe this? Man I really don't know what to say, I am just shocked...............................

#57086 Changes/Additions for V1.1(next version)

Posted by Sydr0 on 25 March 2004 - 01:59 AM in Sudden Strike

thx, I will post the current changes

-Slightly changed the Serbian mini Flag for reasons.
-Chrono Reactor power doubled.
-Fixed the Apache so it does not cause internal errors when built(its like this unit has a life of it's own, it always does this)
-Fixed the V4 so it didnt create alot of lag.
-All landing pad planes cannot be droned anymore by Terror Drones.
-Made a new flag for Serbia, China, Iran, Bio and Psy Corps(the ingame flags on poles)(will reveal some later).
-Changed the voices of the Marine Commandos
-Increased terrorists speed by one, however for some reasons Terrorists cannot auto pickup targets(unfourtunately you will have to micro them).
-Increased the buildtime of the Humvee by 15% so when more than one built, the one after the first one might not have a chance to come out of the War Factory because the first one didnt come out already
-Made a distinction between different speedtypes, like normal tracked units and wheeled ones like Humvee and IFV and others, this would change their speeds on different terrains and would not be the same as the ones for the wheeled units
-Greatly increased the firepower of the Elite Humvee's TOW Missiles, they are real tank killers(still not that strong but otherwise good).
-Fixed the Superweapons Mayhem gamemode so Genetic Mutators can be built. Also ForceShield in this gamemode will recharge 2 minutes earlier than in normal modes.
-AI will now build Chrono Reactors as well as the Naval Defences.
-The Psychatron has now been properly balanced, I accidentaly put it to use its Elite weapon as the primary weapon but this has now been fixed.
-Changed Sea Sled's turret, it now gets it's turret positioned correctly(graphically). Fixed Sea Sled's weapon so it fires at structures too, also decreased it's range by 2, fixed it's elite weapon and firing position.
-Renamed the World Dominance gamemode to Allied Unification because there is already a World Dominance gamemode in Ra2(thx Blade, I forgot).
-Reduced the number of crates per human player to 2 instead of it being 5 so players wont spend all game hunting for crates like I used to.
-Increased Apaches and Mi-35 Hind's armor up by a 100 since its very light so it can withstand fire from AA, also decreased their firepower vs miners.
-Fixed the Dreadnought so it too didn't cause lag. Dreadnoughts will no longer be required to turn around to fire, their small missiles are now faster, have alot more range, Dreadnoughts will also fire back at units that fire at them.
-Fixed the Airport so sometimes aircraft on the landing pads would not be covered by the animation.
-Increased the firepower of the Sky Hunter vs armored units and plated infantry, also changed their move sound so they dont sound like jets when they are moving.
-Increased Dragon Artillery's firepower a bit vs heavy armored tanks and lighter tanks as well as plated Infantry.
-Increased Kirov's climb speed and normal speed.
-Fixed so AI does not build he Tech Naval Yard, it was my mistake when I was copying and pasting codes from other shipyards they had AIBuildThis=yes and I didnt notice that and did not change it however.
-Made a new loading screen, a new menu screen and a new skirmish/coop customize screens.
-AI will now protect their Assault Flag with walls.
-Elite Grand Cannons fire Nuked Shells, they will also do more damage in cellspread.
-Changed the aftergame Chrono Legionnaire, Virus and Desolator screens to F-35 Hawk, Gattling Tank and Dreadnought, new and cool. The exiting screen where it asks you if you want to quit or not has been changed to a Chaos Drone.
-The F-35 Sea hawk(Carrier plane) has its speed increased tremendously and it is less likely to miss moving away units.
-Aegis Cruiser now uses it's middle launcher only vs Infantry(Rockies) and and it's two side launchers vs Aircraft. Elite Aegis Cruiser has a an elite firing animation.
-Made some clarification regarding the Dolphin and the Squid. Dolphin's firepower remains unchanged at the most except vs structures it is weaker(also fixed its weapon).
-Increased Wasp's armor by a 100(still 100 lower than Hind's and Apache's)
-Added the Crates War Gamemode, in this gamemode over 10 crates appear/human player. Although in here the booby traps will appear more often in this gamemode.
-Increased Tu-160's and B-2s firepower so 2 of them could destroy a Shipyard in one shot.
-Removed Mastermind's elite ability to fire mind blasts and now Masterminds will not auto pickup targets, they will only attack back, they will not attack alone unless you command them to.
-Properly centered the Voxels of many new units to their center of the cell and properly adjusted firing positions of many other units.
-Removed the Bay of Pigs map, it was really pointless because there were no bugs just some balances made on the map, I could've made millions of balances on millions of YR maps, so no point and I took it out.
-Increased all Basic Tank's firepower vs defensive structures, so it's a bit harder to mega turtle, and decreased their firepower vs normal structures, for some reason it was never changed but in SS they are alot stronger vs these structures, a lot of things are messed up that I cannot fix, like the firing positions of the Dred's missiles and the firing positions of the Mirage Tank, alot of things just happen that I never touched and that I cannot fix, same with the Magnetrons.
-Renamed Lasher Battle Tank back to Lasher Light Tank and resized it so it was a bit smaller than the original Grizzly and Rhino, now its a bit smaller than the Abrams. This also fixes the little graphic glitch from the Lasher Tank where you could see the bluish turret of the Ra2 Light Tank.
-Made a few gamemodes. Combined Meat Grinder and Assault as one gamemode, also there is a Team Assault Meat Grinder version too.
-Fixed the Team Assault Gamemode so it works properly now.
-Added the new Survivor Gamemode, in this mode there are no bases just plain starting units that you must use to attack your enemy, you start out with a Commanding Tank which is the Nuke Artillery and depending on settings, if you set short game the very last unit of that side that gets destroyed that player looses, if Short Game is NOT on then if your Commanding Tank gets destroyed you loose anyway regardless of how many other units you have.(All the info on Gamemodes and Maps Page)
-Increased the Range by 10 of all the capital ships weapons for Naval War Gamemode only against land targets NOT against Naval Targets.(They all have a land targeting range of 35 now)
-Added a new Sound Pack featuring 6 new themes(Techno)
-Transport Disk no longer spins when it is in the air.
-Increased normal Boomer's Missile Range to 25 on par with the Dreadnought and the Aircraft Carrier.
-Made many changes to maps (Standard Gamemodes are FFA, Battle, Superweapons Mayhem, Allied Unification, Crates War, Meat Grinder)(Note: Meat Grinder is no longer a seperate gamemode that uses different maps but rather all normal standard maps because really there was no difference between the Meatgrind Maps and Standard Maps). Team Alliance and Naval War as well as Mega Wealth are seperate map types.
-Aircraft Carriers can no longer detect and destroy submerged units, I figured they were too powerfull with this especially now that Sea Hawks are so fast.
-Decreased F-35s Hawk's, Harrier's, Yak-141's and Mig-40 Foxhawk's air ranges so they dont have the same range as Air Defence Ships and Air Defence Tanks.
-Made Robot Tank's firepower twice as weaker vs Naval Units so they dont slaughter them that easily. It was really pathetic that they owned Destroyers so easily and along with Dolphins slaughtered Subs.
-Replaced the old Sky Hunter image with a newer one.
-Machine Gunner no longer has it's own IFV slot but shares the one with the GI, Conscript and Others.
-All 3 Naval Yards can be captured including the Tech Naval Yard
-Engineers can now swim, this doesnt include Technicians.
-Restored the Old Images of Grizzly and Rhino, really there was no point to T-90 or Abrams.
-Repair Tanks are also amphibious now. It is renamed to Amphibious Repair Vehicle.
-Once again changed the name of the Yuri Hover Transport. From Jet Transport to Turbo Transport
-Changed the V4 a bit, it has been renamed now to V4 Ballistic Missile Launcher, basically the changes are that it's missiles will be kind of like Ballistic Missiles, they are launched vertically(90 degrees) and fly very high before going down. Also increased the range and minimum firing range.
-Dreadnought's missiles do not tilt up before launching, they just stay in the same spot, also there are no pause frames when launching.
-Fixed Mirage Tank's firing position.
-Yuri's Psychic Tower no longer is a base normal meaning you cannot build stuff off of it like from other defensive structures.
-Spies no longer get cursor over Terror Drones and Missiles.
-Brutes and Mummies no longer get range bonuses from heights.
-Tech Power Plant's tech flag is always animted even when not powered.
-Sudden Strike will not include the big Tech Expansion file, this has to be downloaded from the Terrain Expansion site and put into the Ra2/YR folder along with TX maps.

#54137 War Factory Bug????

Posted by Sydr0 on 27 February 2004 - 02:00 PM in Sudden Strike


#53966 War Factory Bug????

Posted by Sydr0 on 25 February 2004 - 09:38 PM in Sudden Strike

the Tech Naval Yard thing has been fixed, as for the War Factory thing, it's not a glitch it was meant like that.

#53515 B-2 Spirit

Posted by Sydr0 on 23 February 2004 - 02:32 PM in Sudden Strike

^^whatever he said

#51844 Changes/Additions for V1.1(next version)

Posted by Sydr0 on 05 February 2004 - 08:33 PM in Sudden Strike

I didn't like the V1.0 because it was a bit too buggy and the AI sucked. This is mostly to blame for the failing beta testing and my older AI writer AJBxxx who just didn't do much for it. However V1.1 will be very good.

#51737 Changes/Additions for V1.1(next version)

Posted by Sydr0 on 04 February 2004 - 08:51 PM in Sudden Strike

well SS has been perfected pretty much, or so I think, I am now distributing the V1.1 with buildable tech buildings now for testing all the tech units and just going to wait for Andre to finish up the AI.

#51312 Posting requirements...

Posted by Sydr0 on 01 February 2004 - 04:11 PM in Sudden Strike

yes unless you have the pirated version, then sorry you're outa luck cuz we dont support illegal versions.

#49917 I got a idea for the next version

Posted by Sydr0 on 22 January 2004 - 02:45 PM in Sudden Strike

yes I really wouldnt want someone else changing everything, as I made this mod the way I saw it should be done. I will see what will happend.

#49736 I got a idea for the next version

Posted by Sydr0 on 20 January 2004 - 08:48 PM in Sudden Strike

sorry for the double post, I deleted one of them.

Anyways I will not hand it over to someone, I will probably come around and possibly release one small and quick version fixing everything, which wouldnt come out in a while after 1.1

#49644 I got a idea for the next version

Posted by Sydr0 on 20 January 2004 - 01:59 PM in Sudden Strike

yes the SHP is cool but I am afraid I have no use for it, like I said no more units will be added

Anyways new Tech Units feature

Tech Vehicle Factory
-Salamander Amphibious Tank
-Groundhog APC
-Smylodon Atomic Tank
-Skyguard Missile System

Tech Barracks
-Laser Vanguard
-Flamethrower Trooper
-Tower Bunker
-Laser Cannon
-Proximity Mine
-Radiochemical Mine

Tech Naval Yard
-Salamander Amphibious Tank
-Stingray Heavy Cruiser
-Blackangler Nuclear Submarine

Tech Command & Communication

Tech Oil Pump

#49066 Tech Naval yard Development

Posted by Sydr0 on 14 January 2004 - 04:24 PM in Sudden Strike

those are some great names Jah, but I already named it the BlackAngler which is good imho since the sub is really "black" colored

#49064 I got a idea for the next version

Posted by Sydr0 on 14 January 2004 - 04:14 PM in Sudden Strike

I am not adding anymore units to the normal sides, I have already decided on all of them and nothing will change anymore.

I am adding new Tech Units, have added quite a few so far and will add a few more, but I dont think I will add anymore Aircraft!. Thanks for the ideas though

#47411 Happy bday Sydr0!

Posted by Sydr0 on 30 December 2003 - 11:17 PM in Open Topic

awwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww, thanxxxxx guys, thats nice


Posted by Sydr0 on 30 December 2003 - 11:16 PM in Sudden Strike

I am not going to give the ACCs auto attack, would make them too powerful, I already removed their ability to detect submerged units, they were too powerful with that and auto attack would've made em even mroe powerful.