Remix Escalation Suggestion
#481
Posted 27 February 2006 - 06:22 PM
Command tower (needs 1 point in command)
and
Missile Battery (needs 1 point in advanced targeting).
Maybe a railgun or something.
#482
Posted 27 February 2006 - 06:32 PM
can the gla trucks be upgraded to salvige units (not directly but eventualy)Also, I've decided to make Tribute Trucks for each faction. Each truck will cost 2000. The trucks can then transport that 2000 to your allies. If the truck is destroyed half the money will be lost and the rest will be spilled on the ground.
Edited by Red Alpha, 27 February 2006 - 06:33 PM.
#483
Posted 27 February 2006 - 07:49 PM
i would add
Command tower (needs 1 point in command)
and
Missile Battery (needs 1 point in advanced targeting).
Maybe a railgun or something.
The command tank has a very limited and special role. If any other unit could do the same suddenly there would be no reason to build the command tank at all. I'm going to be limiting the frenzy power to just the command tank and frenzy towers (a huge upgrade to propaganda towers)
Missile battery needing a point... good idea. I think it should need the lvl2 adv targeting. so its on the same scale as the lightning cannon. But your right, it should play into the tech tree theme
railgun... I've got no other rail guns in the game. I've considered them many times and always decided against them. Also theres no aditional use for them. I've already got a weapon for every unit type plus a weapon for every combination of unit types.
can the gla trucks be upgraded to salvige units (not directly but eventualy)Also, I've decided to make Tribute Trucks for each faction. Each truck will cost 2000. The trucks can then transport that 2000 to your allies. If the truck is destroyed half the money will be lost and the rest will be spilled on the ground.
I'm not 100% sure what you mean... but I think the answer is probably no. The tribute trucks will have only one use. Run money to your allies. In many multi-player rounds everything is going good until your ally is out of money and has no dozers... or his last chinook got killed, or his hackers got blown up and his supply pad is empty... Now you can just run him a few of these trucks and get him back on his feet.
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.
#484
Posted 27 February 2006 - 09:10 PM
As for the railgun, i thught that maybe infantry could unlock it with a gen ability.
For GLA i thought maybe a allie tunnel (requiers a gen point) that only your team mate can use. And a advanced tunnel for stealth and chem gen(bigger unit cap).
#485
Posted 27 February 2006 - 09:25 PM
I've got sketches on paper for something like that... like a mobile miniature fersion of the hack3 power. It would target the location in the same fasion as the Artillery caller from Remix2.75/Contra.04 and call in a random rank1 general power. Maby A10 strike 1, or Artil1, or VanHo Strike1 etc... also Maby a toggle into toggle "support" mode where it calls in random EMP, leaflet, neutron, ECM, etc.I meant something like a altilery designator, while we are at it thelvl 3 command ability shuld give target designators.
but this would be a whole vehichle, not just an addon. It would require the Command Rank3, Strategy Center (from Command Rank2), and the relay center (super weapon)
I'll consider it. I'm debating between making tech tree purchases a Tank general only thing OR making infantry general similar and give him a Neutron, ECM, Railgun tech tree (added for Considering it as of your post)As for the railgun, i thught that maybe infantry could unlock it with a gen ability.
I'm mostly leaning toward making Tank general unique in the tech tree system though. I've already got a full build plan for Infantry general, so I'm reluctant to change it, but considering never does any harm.
For GLA i thought maybe a allie tunnel (requiers a gen point) that only your team mate can use. And a advanced tunnel for stealth and chem gen(bigger unit cap).
not sure if its posible. If you can find any structure that similarly lets players from another faction enter a building that belongs to you let me know... without a working code example I don't think it will happen.
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.
#486
Posted 27 February 2006 - 09:40 PM
#487
Posted 28 February 2006 - 03:34 PM
Reaplacment for stealth gens scorpion:
reaplacment for assault gens scorpion:
chem gens scorpion shuld get the jag upgrade (viators model) instead of the rocket, like the inf gens light tank.
i think that GLA (except assault gen) shuld get its hijackers back.
and flying ones (on a rocket) for stealth.
(I have a idea how to make a air-field for stealth gen.)
All artilery units shuld have a guard radius of their max rand and stay stationary when in guard mode (the S-60s shuld stay stationary to when in guard mode.)
Yup
Beta Testers Beta Testers...
But why give GLA a howitzer and an M1A1??
I think he ment those.
#488
Posted 28 February 2006 - 03:44 PM
#489
Posted 28 February 2006 - 04:07 PM
Please... make sure what you post makes sense... cause I don't want to be rude and delete what might have been an atempt to help... but I'm also frustrated to have a huge set of gymungus pictures that have nothing to do with what we were talking about.
Edited by Pendaelose, 28 February 2006 - 04:21 PM.
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.
#490
Posted 01 March 2006 - 12:25 PM
not sure if its posible. If you can find any structure that similarly lets players from another faction enter a building that belongs to you let me know... without a working code example I don't think it will happen.
Try the power plants of infantry gen in contra 004 (maybe 003),
they alowed even enemys to enter.
#491
Posted 02 March 2006 - 08:01 AM
Most obviuse differences are:
Creator's is 100% inpenetrable to missiles and shells, but is on a timer.
Mine has weeknesses, but the shield is up as long as the unit is deployed. These weeknesses are not bugs... they are balanceing factors.
weeknesses:
Enemy troops can pass through the shield to be INSIDE it, they can then attack the truck directly and it has no defense. (my favorite feature)
with enough fire power it CAN be overwhelmed. In testing I've never seen an AI attack it enough to overwhelm the shield, but it could happen... this is caused by a huge swarm of shells or missiels hitting all at once. when this happens some shells will pass through the shield un harmed... keep in mind, it takes ALOT of shells and missiles to make this happen. A few MSP4 or Smerch launchers would be your best bet, but the odds are only a few missiles would make it in.
Aircraft can fly into the sheild just like a unit and attack from inside.
It cannot move while the shield is active.
The shield will have a max damage absorb before collapsing. If it collapses the shield would stay down for about 20 seconds while the generator is cooled off To overload the shield a player would have to keep a constant barrage of fire on the shield... (atleast one attack every half second) as soon as it gets break it would cool down on its own without collapsing. The more fire you barrage it with the faster it will collapse.
Strengths:
It never turns off, so you can place them over critical buildings to protect them from most superweapons and artillery attacks.
When mixed with your base defenses a simple line of patriots can be nearly unbreakable.
If an aircraft fires too soon the missile hits the shield and does no damage... this makes for good Air defense for units seeking shelter, but not for the sheild gen itself.
Other differences:
The Remix shield unit will have a much higher build cost, will have higher prerequisites, will require a significant amount of power.
Ofcourse the model and sheild fx are differnt, also the remix version has a shield glow effect when it is hit by a weapon. BTW, I need help finding a good shield absorb sound FX.
Edited by Pendaelose, 02 March 2006 - 08:06 AM.
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.
#492
Posted 02 March 2006 - 08:24 AM
And did you look at the code of infantrys power plant?
#493
Posted 02 March 2006 - 12:13 PM
And what about kind of putting three or four shield Generators together?
Should be almost unbrakable? exactly the thing I'm looking for, a replacement for the SDI
which I really love after a LAN last weekend, hope it works as good as the SDI against the Thomahawk Storm.
Just a question what happens when a nuke hits directly will it explode or what?
It's almost like the Shield in a game I'm playing sometimes, jsut a huge coordinated attack can bring the shield down for a bit.
So keep your auroras on standyby while getting the Generator down and then attack
#494
Posted 02 March 2006 - 02:18 PM
that looks like a hanuka candle.
And did you look at the code of infantrys power plant?
Its animated, so in game it looks less like a candle stick....
not yet. It was a GLA suggestion, so its just in the waiting list.
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.
#495
Posted 02 March 2006 - 02:25 PM
ps: and that thing sounds cool, too
Edited by Gilgamesh, 02 March 2006 - 02:29 PM.
#496 Guest_Emperor_*
Posted 15 March 2006 - 07:54 AM
#497
Posted 15 March 2006 - 01:54 PM
When will be ready next version to download? I´m lookin forward to.
I get asked that question more than you could imagine.... ...
It will be done when its done. I have to balance my modding with my Wife and Kids and job. I don't have a "team" helping me, so when I get really busy at home there's very little modding being done.
With some luck I'll have the China factions finished by the end of the month. When they are done I will be releaseing another Alpha for testing and balance. I was hoping to have them done by now, but I've not been able to get anything done lately.
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.
#498
Posted 18 March 2006 - 06:02 AM
First, the Emperor tank drop:
Notice the Hopper (big helo) starts at high altitude and dives to deliver the emepror on the ground. the emperor is released in the air just above the ground (it free falls the few feet) and the Hopper contenues on to leave the map.
The Aproach
The Drop off
The get-a-way
A close up
The HeavyWarfactory (model curtesy of Rosco) It is used to build Overlord Chasis tanks and other large vehichles for all China factions.
Frenzy Tower... FieldCommand upgrade for Propoganda Tower. It gives level2 frenzy as a bonus around itself.
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.
#499
Posted 18 March 2006 - 08:06 AM
#500
Posted 18 March 2006 - 11:42 PM
Tank China Strategy Center. Used to give Passive bonuses to tanks.
Requres: Stratiegic Command (lvl 2 command tech tree)
Edited by Pendaelose, 18 March 2006 - 11:43 PM.
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.
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