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Company of Heroes: Alerted


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#1 True Lord of Chaos

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Posted 04 May 2009 - 12:21 AM

I'm back!

This is the announcement of my WIP mod. I'm using the tech tree from the demo of the game, because that's all I have, but it'll still work. I've gotten rid of the remap, so it'll be best to go against someone of the other side. At the moment, I have some infantry and the HQ for the Allies, nothing for Axis yet. The game Company of Heroes is based off of World War II, and it's the Allies versus Axis. Allies is mostly America, and Axis is mostly Nazi Germany.


Posted ImageAirborne Drop cameo
Posted ImageAmerican Rifleman
Posted ImageGerman HMG infantry
Posted ImageGerman Mortar infantry
Posted ImageGerman Volksgrenadier
Posted ImageBlitzkrieg Stormtrooper
Posted ImageAlpha Airborne

I'll have unit stats soon.

EDIT: I changed the screenshots because we're replacing some unit graphics.

Edited by Azura's Servant, 27 August 2009 - 11:19 PM.

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#2 Allied General

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Posted 07 May 2009 - 10:14 AM

I can't really comment on some recolors and a static conversion of a building which looks like wrong perspective etc
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#3 Mig Eater

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Posted 08 May 2009 - 10:57 AM

The building is the wrong angle & way too big (if you're just gona cut the buildings out from screen shots then you wont get the angle correct)

The infantry recolours aren't that great either, they look a bit blotchy in places ... I guess it's a start tho.


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#4 True Lord of Chaos

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Posted 08 May 2009 - 02:08 PM

All of the buildings are going to have that angle, so shouldn't it not matter?

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#5 need my speed

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Posted 08 May 2009 - 03:53 PM

But the map (or your point of view above the battlefield) is still in another angle, so yes, it matters.
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#6 FallenDwarf

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Posted 08 May 2009 - 07:25 PM

All of the buildings are going to have that angle, so shouldn't it not matter?


haha lol you might as well put the buildings up-side-down
my point is that the angel and size must be same as ra2 or the mod will look ugly
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#7 Nighthawk

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Posted 08 May 2009 - 07:50 PM

While you could have the SHPs at any angle you want, it doesn't change the fact that RA2 is designed for a dimetric view. The building system will always operate at the same angle, which you could see when you attempt to build something from your ConYard with the green and red squares; as will the building's "bounding boxes", defining the physical boundary of a building. If your building is at a different angle, you'll find that units can move through the parts of it that are outside the normal defined foundations.
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#8 True Lord of Chaos

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Posted 09 May 2009 - 12:27 AM

They actually fit the boxes very well, they just need more of them.

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#9 need my speed

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Posted 09 May 2009 - 04:57 AM

That's another point, with such large structures, you can't build a normal base on some maps because there's no room anymore...
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#10 True Lord of Chaos

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Posted 09 May 2009 - 05:10 AM

There aren't many buildings, just the HQ, the barracks, the defenses, which are only the machinegun outposts or bunkers, the support center, the supply yard/kompcraft center, which are pretty much upgrade centers; the armory, and the tank depot.

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#11 Mig Eater

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Posted 10 May 2009 - 10:01 AM

How do you plan to implement the resource system?


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#12 True Lord of Chaos

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Posted 10 May 2009 - 04:34 PM

I'll stick to just the regular money system.

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#13 True Lord of Chaos

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Posted 18 June 2009 - 07:35 PM

Axis Buildings coming up soon, wait for the update.

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#14 True Lord of Chaos

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Posted 22 June 2009 - 09:53 PM

No buildings yet, but I've got some cameos for the viewers:
Posted ImageWeapons Support Center, necessary for heavy machine gunners, mortars, and snipers.
Posted ImageThe riflemen cameo, the basic infantry.
Posted ImageThe jeep cameo, the scout vehicle with a heavy machine gun.
Posted ImageThe heavy machine gunner cameo, powerful against infantry and light armor.
Posted ImageThe Barracks, required for riflemen and jeeps.

What do you think?

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#15 NCoder

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Posted 22 June 2009 - 10:42 PM

What do you think?


I think it looks tasty... come on people - the building shp is great and beats generic RA2 buildings by a faaaaaar shot.
But then again... I'm just the forum newb, so I'm not really in the position to comment on this. I only think the infantry might be a little to small for buildings this size (or the buildings are too big)

In some places, the cameos do look a bit like what you criticised on my cameos, though... :p

Edited by NCoder, 22 June 2009 - 10:44 PM.

Posted Image

#16 True Lord of Chaos

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Posted 22 June 2009 - 10:49 PM

It's just the headquarters that's 6x6, the other buildings only get up to 5x5, and that's for the tank building.
Oh, and those cameos are ingame screenshots, using the magical moving camera :p that's why they look kinda blurry.
PS: The reason why the HQ is so nice, and sexy, is because it's a screenshot of the ingame graphic, which is 3d.

Edited by True Lord of Chaos, 22 June 2009 - 10:52 PM.

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#17 need my speed

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Posted 23 June 2009 - 03:27 PM

Alas, I've read somewhere that Construction Yard's must be 3x3...I've never tried it, but someone well known (I don't know who) said it on PPM if I remember correctly, so...
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#18 True Lord of Chaos

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Posted 23 June 2009 - 03:30 PM

The original Con. Yards are 4x4. I don't think anything will happen if they're bigger or smaller.

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#19 need my speed

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Posted 23 June 2009 - 03:46 PM

Well, I changed the Soviet Construction Yard in 2x2, and nothing happened. Stupid person who posted false information. :huh:
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#20 True Lord of Chaos

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Posted 23 June 2009 - 05:45 PM

I love being right :huh:

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