Remix Escalation Suggestion
#1461
Posted 03 September 2006 - 12:24 PM
CnC Guild - As ancient as time itself.
Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.
Latest Remix Escalation on ModDB
Remix Escalation on Revora - Track the latest news and changes.
#1462
Posted 03 September 2006 - 02:09 PM
also i think one gla side should get upgrades on the marauder, such as 2 gunners with 50 cal machine guns on the back, or 2 howitzers or and rpg/stinger launcher.
CnC Guild - As ancient as time itself.
Do you like anything CnC releated? Then the CnC guild likes you! Go make friends with it.
Latest Remix Escalation on ModDB
Remix Escalation on Revora - Track the latest news and changes.
#1463
Posted 03 September 2006 - 02:20 PM
And could it be that the Solar Panels for laser and SW have no effect?
And about those guys on the back of the marauders don't fire!
#1464
Posted 03 September 2006 - 03:13 PM
solar panels does nothing
guys at the back of the maraduer dont fire
#1465
Posted 03 September 2006 - 10:24 PM
only tech buildings
we could have:
US: Helicopter drop zone for US(the Helicopter comes from out side of the map so on the way 2 the LZ it could be shot down)A Heli comes every 10 seconds(but u could only build 2 LZ for 1 HQ)
CHINA: same thing as the US but with a small convoy of supply trucks
GLA: same thing but with Motoer bikes and Jeeps
the amount of money u can decide
2 upgrades for all sides
Protection:gives the convoy a some protection units which goes out of the map with the supply carring vechile when the supplys are droped)
Bigger load:more supply
u dont have 2 take away the supply drop zone for the US
if u like this idea maybe we could take it farther for example:
light tanks
a cargo plane comes and drops five off
heavy tanks
cargo planes drops 1 or 2
#1466
Posted 04 September 2006 - 12:52 AM
Argon lasers and carbon lasers are in remix v3 but u need a partical cannon.
Solar panels works fine my end idk why u don't think they work.
I do however think solar power needs to be got at tech level 4 or something because the power u use is just soo damn high that by the time u get the upgrade u got so much power u don't need it.
A wise man chooses death before war, A wiser man chooses not to become war.
Foamy!?!! Xombie!?! Awesome Cannon Rock
Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.
#1467
Posted 04 September 2006 - 01:37 AM
#1468
Posted 04 September 2006 - 07:07 AM
And LAser really needs sth about his power, casue we needs so many god damn powerplants!
#1469
Posted 04 September 2006 - 12:13 PM
i am not saying we need more i am saying we need another way
There is a saying tiker "don't fix things that aint broke" in other words the supply stations and the black markets, hacker centers/hackers and drop zones are fine they work and so why get another way?
We don't need another its pointless to replace a system that works or add another way of making cash when these work fine.
A wise man chooses death before war, A wiser man chooses not to become war.
Foamy!?!! Xombie!?! Awesome Cannon Rock
Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.
#1470
Posted 04 September 2006 - 02:41 PM
Laser DOES have a power problem. A while back I had posted an idea of how to rework the powerplants for both laser and SupW. I think I'll go through with it.
SupW will loose the "blue" reactors and fall back to normal power. After tech2 a SUPER powerplant will become available to build with the advanced dozer.
Laser will start with the standard powerplant, but in the midgame a 2nd powerupgrade will become availabe that changes the rods from yellow to blue and doubles the output.
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.
#1471
Posted 04 September 2006 - 02:44 PM
That's good Pend hope it will help laser, but every general needs a weakness
#1472
Posted 04 September 2006 - 02:49 PM
and nuke general can get a Nuclear power plant(same size as the HQ)The money making works fine. There is no need to change it.
Laser DOES have a power problem. A while back I had posted an idea of how to rework the powerplants for both laser and SupW. I think I'll go through with it.
SupW will loose the "blue" reactors and fall back to normal power. After tech2 a SUPER powerplant will become available to build with the advanced dozer.
Laser will start with the standard powerplant, but in the midgame a 2nd powerupgrade will become availabe that changes the rods from yellow to blue and doubles the output.
but when this power plant is blown up things around it dies 2 (like in RA2)
#1473
Posted 04 September 2006 - 02:49 PM
I know. I've tried several times to fix it, I'm not sure why they arn't working. I've even tried just copying code directly from the old zerohour and it still didn't work.Pend sorry to say but the Fast ropes don't work! First I thought it may the Ranger squad but it doesn't work with anykind of rangers of USAF
Rightnow I think Laser is the weakest of the Remix3 USA generals. Robot and Airforce have gotten such an overhaul, but laser is left with very few new toys. I've got a few more new units I'm working on, and the new powerplant system. I'm not sure how much will be in the next WIP, but it should all work out well for laser.That's good Pend hope it will help laser, but every general needs a weakness
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.
#1474
Posted 04 September 2006 - 02:52 PM
#1475
Posted 04 September 2006 - 02:53 PM
#1476
Posted 04 September 2006 - 03:00 PM
Ì know I've complained about laser sometimes, but he isn't so bad, have you ever seen what happens when you got argon and carbonm laser upgrade any you attack a base with APCs Paladins and Repair vehicls, ok I only tried against ai so far but they screw a hole base with minimum losses but I think if laser gets more stuff then it's good, by the way did you got the sound files?
not yet. I was out of town yesterday.
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.
#1477
Posted 04 September 2006 - 03:05 PM
#1478
Posted 04 September 2006 - 03:13 PM
Anyway, I hope you'll like them, and I must say sth I've tried two other mods that came out these days, and I had to delete them after a few games, they just didn't had that feeling! And sth else Pend I've suggested some cosmetic stuff for the Stryker, I hope you haven't forgotten, anyway could you pls add some kind of debris for them it could be a Humvee, it just looks wired when the vehicle suddenly disappers!
they disapear?? I haddn't noticed it... yeah. I'll fix that.
I remember your request for cosmetic work. Its on the to-do list, but its not a high priority yet.
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.
#1479
Posted 04 September 2006 - 04:10 PM
Ive been on the forum for quite some time, and i signed for alphatesting aeons ago. Now ive been gone for a couple of months, and i hear alphatesting has begon. If you need more testers, ill be happy to help. Finding bugs is a small expense, if i can try out all the new cool units
I can both test multiplayer and singleplayer.
If you dont need more, ill just wait for the beta.
good luck.
#1480
Posted 04 September 2006 - 04:24 PM
The laser gen already has a mobile partical cannon kinda vehical, aswell as an obital strike artil unit.the laser general can have a mobile particle cannon(particle cannon on a truck just not as powerful)
The fire support tank fires a long range fairly powerful beam much like the partical cannon just not continuase beam. And i can't remember the name but at tech 3 he gets that other call tank with the big ass attack that the laser gens firebase does.
Pend is it possable to code the tank gens troop crawler when upgraded with propoganada tower to actuly move with the army even if u order the section of units to attack while having the troopcrawler in question in the group aswell. hope that makes sence.
At the moments is very anoying that u put one in your group to support them and then omg u attack something and he sits behind letting the group advance with no support, very anoying having to manuly move him up while trying to co-ordinate another attack and do other things.
ps: chimras rule!!! Upgrade chimaras with 1 of 2 weapons, the extra anti tank cannons or lighting coil weapon, and then upgrade the ecm dish on top and u have a work horse right there, even with out propganda mine ranked to level 3 hero status and was healing them selfs, they can't die if the enermy units are off line because of the ecp, and the lighting coil helps with men easy and also has a emp damage effect so if the units lives it will be offline from the blast.
I LOVE them tanks
A wise man chooses death before war, A wiser man chooses not to become war.
Foamy!?!! Xombie!?! Awesome Cannon Rock
Everyone should watch this and pass it on as its a very good argument on the subject of Global Warming.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users