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more fractions and generals


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#21 link.the.first

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Posted 27 August 2005 - 12:08 AM

What do you mean not many upgrades to spare? Did EA put a limit on that, too? If they did, then you can start by ditching the Sentry Drone Gun upgrade and making them start with one.
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#22 Bob

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Posted 27 August 2005 - 05:31 AM

Yep, apparently theres a limit. A while back Vanguard mentioned that he had eight upgrade slots left.

Bummer. :p
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#23 Pals

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Posted 27 August 2005 - 07:20 AM

For that idea, I would say choose USA, China, GLA or Militia and pick your general once you're ingame.  Otherwise you end up with General Granger choosing the Laser branch.  How would that work?

Here's a thought for a variant:  (all Generals removed from select screen)

You start with a sigle Command Center, as always, but this command center lets you choose your general.  Once you get very rich and get a Strat Center equivelant, you can build an additional Command Center and choose a different general here.  You can get a combination of all Generals this way.  As for generals powers, the ones common to all generals are selected normally, the ones available at each command center depend on which general you chose (you must buy them at their command center and some aren't available until you are a 3 or 5 star general) and Emergency Repair is a War Factory upgrade.  For example: The USA Fuel Air Bomb is available normally.  Raptor Strike can be bought from the Command Center after you choose General Granger and get a 3 star rank.  You do not need an extra gen point to pay for it; it is automatically available at 3 stars, but you do need money.

In order to fully acess all Generals units and structures, you do not need a Superweapon Factory and a Laser Factory, all  units can come out of one.  However, you do need seperate Strategy Centers/Palaces etc.

Superweapon:  Command Center gains a long-range cannon for defense.  It is a more powerful version of the Sledgehammer.
Strat Center loses Bombardment and gets a cruise missile superweapon in the gun's place.
Command Center can build King Crusaders, Humvees, Sentry Drones, Combat Engineers, Rangers, and Missile Defenders.

Laser:  Command Center gets a defense particle beam, which can hit air units.
Strat Center deploys a particle beam for Bombardment, and laser fences for Hold the Line.
Com Center can build Laser Tanks, Humvees, Sentry Drones, Laser Rangers, and Missile Defenders.

Air Force:  Command Center has a runway and space for two planes.
Strat Center has a big air traffic control tower.  Search and Destroy is always on. 
Com Center can build Raptors, Hornets, Light Tanks, Humvees, Sentry Drones, Pilot(elite), Ranger, Marine and Missile Defender.


China:
Infantry:  Command Center spawns four red guards every few minutes and can be garrisoned.
Propoganda Center has four gattling guns.
Com Center can make Land Raiders, Anti-Personel Tanks(should replace the Gattling Tank), Minigunners, Heavy Gunners, Snipers and Tank Hunters.

Nuke:
Command Center gets a runway with space for two planes.
Propoganda Center has a nuclear silo built in.
Com Center can build Nuke Migs, Radiation Tanks, Gattling Tanks, Red Guards, Tank unters, and Siege Soldiers.

Tank:
Command Center gets a bigger factory which makes vehicles faster as well as a heavy AT cannon.
Prop Center doubles as a War Factory.
Can build all tanks(not light vehicles, just tanks) at the Command Center.


GLA:
Bio:
Com Center gets a large Anthrax sprayer and always generates Anthrax, meaning no one can get close without an ambulance.
Palace also generates anthrax and everyone inside gains an anthrax hose to spray in addition to their main weapon.
Com Center can build Toxin Rebels, Toxin RPGs, Toxin Tractors, Toxin Technicals, and Toxin Marauder.

Demo:
Comm Center starts with booby traps.  If one is destroyed, a worker will emerge to rebuild it.  It also has a SCUD Storm, but you can't use it until  you get a Palace.
Palace adds throwing dynamite to the abilities of everyone inside.
Com Center can build Rebels, RPG Troopers, Terrorists, Scorpions and Technicals.

Stealth:
Comm Center cloaks anyone around it with a lot of camo netting, making the building camo too.  It also, has the ability to create a tunnel network anywhere near it and create Terrorists automatically.  After the psycos leave it, you can train some infantry at these.
Palace creates three Terrorists and five Rebels every few minutes.
Com Center can build Terrorists, Rebels, RPG Troopers, Technicals, Quad Cannons, and Saboteurs.

This would free up AI space for someone else: Russia, Great Britain, Korea Iraq, who knows, and allow the Militia to have generals.

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I seriously think this would be a sweet idea, if it were possible.
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#24 Karlos Vandango

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Posted 27 August 2005 - 10:44 AM

insted of picking generals in the command center

u could have lutenits eg

swg (super weapons)

Mechina letinit dedicated to mechines

air letinut dedicated to air force

tank letinut dedicated to tanks
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#25 Yarry

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Posted 27 August 2005 - 04:45 PM

if you could get deep enough into a games code you can remove what the makers have set, some times it takes a really long time

#26 Karlos Vandango

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Posted 27 August 2005 - 10:35 PM

yea it can be a pain the ass
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#27 link.the.first

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Posted 28 August 2005 - 02:48 AM

This sort of thing would allow some more options for generals. How about when you build a command center, you choose a branch of the military?

Army has the best tank force with some decent close support aircraft.

Marines has the best infantry anywhere, a little of everything, and really light and fast vehicles.

Air Force has...ummm...planes and more planes, with above average light vehicles and infantry.

Black Ops has laser technology, REALLY sneaky agents, a good number of stealth things, and the Particle Beam. They have more precision stealth bombers than the Air Force.

IDK how the Navy could be implemented here unless water maps are more common.

You need five command centers and five strategy centers to get everything, so it might be better to focus on one, but if you lay down your defenses and enough superweapons to deal with other superweapons quickly, then you can get all five.
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#28 Yarry

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Posted 28 August 2005 - 03:08 AM

i find this odd= the cost of tanks and the use of tanks, in real wars you would have 100s of troopers for every 5-10 tanks one reason is tanks cost alot, millions each, but ive seen some troopers cost more then tanks

#29 link.the.first

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Posted 28 August 2005 - 03:12 AM

yea i know what you mean

Maybe all infantry should come out a few at a time so it looks more like a realisticaly sized war, or have them train squads: USA AT team has four people with rocket launchers and three more with smaller rockets, lots of grenades, and C4; Black Ops has some Special Forces and some dude with C4, Standard Squad has a Commando(XM-29 rifle), six Marines/Rangers, and four Missile Defenders.

Note: Don't use the angry mob physics like the Epic mod did because thats just annoying. Have them all be independent units.

Edited by link.the.first, 28 August 2005 - 03:13 AM.

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#30 n0rad

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Posted 28 August 2005 - 06:37 AM

man, this is a game... for REALITY mod, there is the RESTORE JUSTICE...
and i dont know, but the AI wont use the subsides of the mod, and there wont be many upgrades, cuz the fuckin SAGE is limited in a lot of things :(

#31 Yarry

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Posted 28 August 2005 - 07:17 AM

for the infantry squads, just use them like on the china's infantry generals squad stuff

#32 link.the.first

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Posted 28 August 2005 - 02:07 PM

The AI probably could be programmed to randomly pick a faction because it is coded as an upgrade.
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