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Remix Escalation Suggestion


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#4261 Guest_Guest_*

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Posted 13 November 2007 - 12:05 PM

where is Pend? are he have team to work with this mod? why no update anymore? are this mod get 'stuck' or maybe 'become a dead project'?

#4262 Phoenix911

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Posted 13 November 2007 - 03:39 PM

He has been busy with other things but he is around and the mod is not dead be patient u will get an update when there is one to give.
Even the staff section is having little conversations at the moment but you gotta understand once in awhile there are some quiet times where there is like a time out, pend has a family and work and everything else to keep up with as well :cool2:
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#4263 Pendaelose

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Posted 13 November 2007 - 09:30 PM

Sorry Guys, I've been very busy with real life... I've been out of town on buisness trips and the next month or two are looking even bussier. I'll still get online now and then, but work on the mod has been on hold while shoveling shit.
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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.


#4264 ApOcOlYpS

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Posted 14 November 2007 - 01:36 AM

You need servants. Let them work for you lol. Than you'd be free to work on the mod for us. I've kinda put playing the mod on hold for a while myself. I've been either playing other games or doing work. If I had a faster computer I probably would play more though.



Can't wait for the next release (especially new laser and AFG updates)

Anything going to be shared about the new units or anything that have been introduced in staff section to the public? please??

Edited by ApOcOlYpS, 14 November 2007 - 01:37 AM.


#4265 Pendaelose

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Posted 14 November 2007 - 02:45 PM

You need servants. Let them work for you lol. Than you'd be free to work on the mod for us. I've kinda put playing the mod on hold for a while myself. I've been either playing other games or doing work. If I had a faster computer I probably would play more though.



Can't wait for the next release (especially new laser and AFG updates)

Anything going to be shared about the new units or anything that have been introduced in staff section to the public? please??


theres no secret screen shots or anything... and I'd rather not get the public forum too excited about long term plans that could change.

But do feel free to ask testers about thier impressions of Assault general.
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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.


#4266 ApOcOlYpS

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Posted 15 November 2007 - 01:14 PM

Ok. on the topic of heros, what about like a speacial infantry squad for infantry general. If anyone has played reborne, it could be like the speacial forces squad that US can bring in with their officer. They'd be more usefull than lotus is, and it'd give infantry gen some infantry that doest die in a chunk from enemy artillary.

#4267 olli

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Posted 15 November 2007 - 06:05 PM

All the screenshots from the Staff section are in the screenshots area.

The hero's were discussed a while ago and something similar like this was discussed. The basic version of it was this (this is not planned, but discused);

2 generals from the same faction will share the same hero. (1 hero for robot + laser..... 1 hero for Superwepaon and AirForce..... 1 hero for tank and nuke.... etc)
At the moment, if we were to put this into perspective this means there would be a total of 6 completely different heros. (subject to change)

The heros would all be unique and different with their own weapons and abilities and they would be matched to the 2 generals from the same faction with the most similar play style.

so for example Laser and Robot would have a very aggresive powerful hero that would be used in full frontal assults, but it wouldn't offer any support powers (e.g Black lotus' disable building) They would have strong firepower, but no other abilities (such as stealth etc)

Superwepaons and Airforce would have a slightly more tactical, support hero. much weaker in raw firepower than the aggresive one for laser and robot, but has other usuful abilites and support abilities that could be capable in turning the tide of the battle. (e.g can call in strikes, lay traps, create an AoE, stealthed... all those things etc)


Nuke and tank could be grouped together with thier own hero, as could flame and infantry.
Assult and Chemical would be similair in play style and Demo and stealth would be grouped together.


Although the hero for Laser and robot would be similar to the hero for Nuke and tank (aggresive and strong fire power... with no "support" abilities) they would be different models, and use different weapons which would be effective at different targets. E.g the hero for Robot and Laser could be armed with a laser chaingun which would be strong against tanks and buildings and medium effectiveness on infantry

the hero for nuke and tank could be armed with a semi auto retalliator gun... strong against infantry but still able to fight tanks.


you get the idea...
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#4268 Phoenix911

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Posted 15 November 2007 - 07:22 PM

And together they destroyed the world >.>
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#4269 ApOcOlYpS

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Posted 15 November 2007 - 11:00 PM

OK that's also nice. But will the heros for 2 generals with the same gen have slight variations? Like insteadd of an air strike, SWG's hero would have some kind of ion strike or sumtin?

And together they destroyed the world >.>

lol :closedeyes:

#4270 olli

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Posted 16 November 2007 - 08:25 AM

yes, possibly.

This refining will only probably be done near the 95% completeion mark.
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#4271 Phoenix911

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Posted 17 November 2007 - 10:13 PM

ok just to clear this up.
Un-public alphas are for testers only ok thats why there "un-public"
The mod is not dead its just been quiet for a short while because pend is busy, so please be patient and don't ask me to send you the newest wip because i wont.
Simply saying this because i already been asked once and so i thought i would let everyone know the score not to ask testers for such things.

One last thing if you are bored of the wip you have then why not try another mod while you wait, the mods not dead so you can always check back later.
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#4272 Guest_Guest_Moab_*_*

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Posted 19 November 2007 - 01:29 PM

I read on page 15 that you might stick some navel units on?

If you like a could wip up some navel maps for ya?
If not I could make some Remix3 maps just for the fun... how about it?

#4273 Guest_Guest_Moab_*_*

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Posted 19 November 2007 - 01:49 PM

:good: Sorry doube post...

If you say yes I will register :p

Btw love the mod.

#4274 Phoenix911

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Posted 19 November 2007 - 05:38 PM

No navy is not being added unless we get a mapper.
If not then the answer is no, it just wont work right besides current maps are too small so that another reason why.
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#4275 Guest_Guest_Moab_*_*

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Posted 19 November 2007 - 07:01 PM

Im a mapper...

#4276 ApOcOlYpS

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Posted 20 November 2007 - 02:31 AM

I myself am trying to figure out how to make a map. though i have as little experience as possible lol.

I'm only pro naval IF and ONLY IF the ships are smaller than they are on other current mods. they are impossible to move, and seem just out of place, they should be like half their current size. They could fit like 10 emporors on them, that's a bit big for one unit in a game. To have them any use at all they need to be a lot smaller and eisier to menuver around a map.

#4277 Phoenix911

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Posted 20 November 2007 - 09:28 PM

Im a mapper...

how good of a mapper?
The way pend would add a navy is by having custom maps with shipyards already on that are neutral for capture much like hospitals and the rest.
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#4278 Guest_Guest_Moab_*_*

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Posted 20 November 2007 - 09:30 PM

How good of a mapper?

Lets just say I can do everything except very long "boring" scripts...

#4279 olli

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Posted 20 November 2007 - 09:30 PM

i personally would say no to a navy.
Far too buggy and a pain in the arse to do and make.
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#4280 Phoenix911

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Posted 22 November 2007 - 12:19 AM

Well pend said there is a way to add navy with few bugs but would need a mapper and would also require neutral shipyards u capture.
To be honest i do not like the idea of navy in generals or more to the point on the "sage" engine, i personally find they suck there outta place can be buggy and the maps are just too damn small with not enough water. Even if custom made with lots of water it would still have the limit in max size of a map, This in term would be stupid since who ever gets a ship yard first wins.
The build ships before another move closer destroy the other shipyard or bombard the enemy's base or units trying to get close or cross a bridge? or whatever.

However moab if you want to make maps not related to navy then feel free to then post them up for all to download, think drake made a map thread once for his maps... I'm sure he would not mind u posting some of yours there with links to download.
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