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Remix Escalation Suggestion


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#4141 ApOcOlYpS

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Posted 05 September 2007 - 08:37 PM

ok, no one's posted for a good 5 days. I'm not asking for an estimate on WHEN it'll be complete, but can we at least have a percentage of how much is done already, so we can estimate ourselves? And does anyone have a suggestion. ANYONE PLEASE!!!! lol. I'm getting bored coming to this forum and not knowing anything new scense a few days before. But even just a percentage estimate would be nice.

#4142 Pendaelose

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Posted 05 September 2007 - 08:55 PM

ok, no one's posted for a good 5 days. I'm not asking for an estimate on WHEN it'll be complete, but can we at least have a percentage of how much is done already, so we can estimate ourselves? And does anyone have a suggestion. ANYONE PLEASE!!!! lol. I'm getting bored coming to this forum and not knowing anything new scense a few days before. But even just a percentage estimate would be nice.


ok. I have 25 percent of the TOTAL GLA setup done, this includes integrating old and new content

I have 95% of the planning done. (this is sometimes the hardest part)

I have 80% of the total models that will be used

I have about 40% of the NEW models that will be used.

I have about 80% of the units and buildings coded in some form.


the part that makes the whopping missing 75% is integrating the old content with the new content, play testing for balance and ofcourse troubleshooting to make sure everything works well enough to play.


keep in mind all of these numbers are guesses only and can change dramaticly just by changing my mind at the planning stage.
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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.


#4143 ApOcOlYpS

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Posted 06 September 2007 - 01:07 AM

Ok, I was just reading the militarty thing in the contra 5 forum, and a suggestion came to mind. Could you give tank general a form of sniper cannon tank? I've never liked the troop crawler much, but i love the sniper cannon, so thought it would be interesting if there was a light and heavy tank that had a sniper cannon, so it would be better armord, though there wouldn't be any turret rotation, so it couldn't fire while moving (except streight ahead). That would be an interesting addition, though it should have like a longer than normal reload.

#4144 Capt.Drake

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Posted 06 September 2007 - 07:03 AM

You never used the Sniper Cannon upgrade for the Overload don't you?
And Pend we all know that those numbers in the end say nothing how long it will take^^

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#4145 Phoenix911

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Posted 06 September 2007 - 11:50 AM

heh yer i was just laughing cos of that i mean honestly apoc have u never upgraded any of your emperors?
They have sniper cannon upgrades, and the troop crawler sniper cannon i think u are not giving enough credit, there range is fantastic as well as there power deploy some just out of side defence range and u could pawn them making way for your lite tanks or heavy(heavy would not really matter tho as they take the punishment lol)
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#4146 ApOcOlYpS

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Posted 06 September 2007 - 08:26 PM

i've used both emporors & troop crawlers, each respectively with all upgrades (including sniper cannon). I just thought it would be an interesting tank by itself. if i hadn't used or didn't use the sniper cannon, how would i know how good it was? I was just making a suggestion. :p

#4147 olli

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Posted 06 September 2007 - 09:07 PM

i've used both emporors & troop crawlers, each respectively with all upgrades (including sniper cannon). I just thought it would be an interesting tank by itself. if i hadn't used or didn't use the sniper cannon, how would i know how good it was? I was just making a suggestion. :p


indeed you were...and it was a valid suggestion. however, i think tank general has reached his unit limit number. there are no more avaliable cameo slots on the warfactories to produce more tank units. adding a sniper cannon tank would mean removing another tank. and tank generals tanks are very good at the moment, and it would be heartbreaking for tank general fans to see one removed!

Edited by olli, 06 September 2007 - 09:08 PM.

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#4148 Phoenix911

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Posted 07 September 2007 - 12:41 PM

don't get me wrong apco its good giving suggestions and i all for it but just thought that idea was silly i mean honeslt u do have a sniper tank respectivly if u use a sniper cannon upgrade.
Besides sniper cannons are slow firing and as u said it would nto have a rotating turret it would have to face the target..
So why would i build a tank that can not fire on the move cos it can't move and turn to face a target at the same time also has a slow fire rate that of the sniper cannon anyways for balance.
I could build a emperor with 1 and then it can fire on the move and when the sniper cannon is reloading it can use its other 2 main guns to continue adding to the damage.
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#4149 olli

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Posted 08 September 2007 - 12:04 PM

the range of cybers's microwave defense is too short.
the rocket cyborgs can out range it. the range of it needs to be upped.

tbh...all basic starting defenses need to have there range increased.

that is

30 MM gun battery
SRM missile defense
Microwave defense

and some others which i cant think of atm.
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#4150 black hand

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Posted 08 September 2007 - 07:17 PM

I to think the microwave and the 30mm have too short a range..up it and we should be fine.

#4151 olli

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Posted 08 September 2007 - 07:20 PM

ok...we have an update..... some new units for cyber gen and flame general

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the new thermite LRM tank. it fires an ECM missile that shuts down the tank it has targeted and then 3 thermite missile close into the target. takes out all light/medium tanks in one volley


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the "Iron man" mech.
the Fanfir's little brother. armed with 2 anti tank cannons... 2 miniguns and 6 large anti tank missiles. (same as seige spiders missiles. they are homing and does good damage to all ground units/buildings)

Edited by olli, 08 September 2007 - 07:28 PM.

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#4152 black hand

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Posted 08 September 2007 - 07:24 PM

:O...holy cow....NICE UNITS. THATS AWESOME :p

Edited by black hand, 08 September 2007 - 07:25 PM.


#4153 PeeWee

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Posted 15 September 2007 - 07:56 PM

Iron Man? did he return from the grave to kill everyone he once saved? :p

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#4154 Pendaelose

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Posted 15 September 2007 - 08:03 PM

Iron Man? did he return from the grave to kill everyone he once saved? :)

P.S. its schweeeet lookin'


:p ;) :D
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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.


#4155 King Earnur

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Posted 15 September 2007 - 10:12 PM

Could you make an infantry unit for all the sides that can swim. Because in one of the levels I uploaded there is an aircraft carrier that just sits there and you can capture it but it's too far out to reach. Or just make a dock where you can buy "sea-faring vessels" that'd be enough for me.

#4156 Thats me!

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Posted 16 September 2007 - 11:22 AM

^ is it possiple in sage engine ?
(well i think not)
if it is possiple it will be cool

Edited by Silverx, 16 September 2007 - 11:23 AM.


#4157 Alias

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Posted 16 September 2007 - 11:36 AM

Swimming Infantry is possible, but it'd look cheesy as unless you wanted to spend a good few days just working on an animation that will rarely be seen.

Edited by Alias, 16 September 2007 - 11:37 AM.


#4158 taclled

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Posted 16 September 2007 - 11:38 AM

I downloaded a map once (a campaign style one)that had that in it a swimming thing (with animation for it) to go around and place bombs on enemy ships and had a arms dealer that was right by the water that can also make boats so it is possible in a map but that is most likely only cause of the placement of the things so it is possible although only in custom scenarios as far as i know
(a similar map had flatbed trucks with overlord cannons on them that shoot cows)
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#4159 ApOcOlYpS

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Posted 16 September 2007 - 07:45 PM

ok. Be sure in the next release to have the dolphins unstealth themselves when they attack. they don't at the moment. I just checked. And also, can the little stealth drones that are on vehicles detect a bit more. They can't see far enough it seems. But be sure to make the dolphins unstealth themselves, otherwise they're a bit too powerful lol.

#4160 Capt.Drake

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Posted 16 September 2007 - 09:55 PM

well they are meant to be powerfull they are like very very late in game quite expensive, so they have to be powerfull

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