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Remix Escalation Suggestion


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#5121 Tomeister

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Posted 24 April 2012 - 09:59 PM

I definitely think a bomber would be good- maybe have one of the 'trees' make it deploy spider-mines.:)
Your other ideas a good too, he needs another artillery unit. And maybe make the 'hack' make them fire randomly instead if attach other? And periodic black spots would be good, maybe make a limited amount of black spots at once however.

#5122 ApOcOlYpS

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Posted 24 April 2012 - 10:05 PM

But spider mines are micro's thing, and he even already has a spider mine deploying bomber.

Would help if you clarified which parts were related to micro and which to macro....But yea, I'm pretty sure macro needs another T1 (and possibly even a T0) artillery, so that's pretty high on the list.

Having weapons fire randomly is also Stealth General's thing since he has panic. This would be a little different in that it's like assuming direct control of defenses. Not sure if that's possible (wait...of course it is! OCLs, hijackers and such!).

#5123 Tomeister

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Posted 25 April 2012 - 06:42 AM

I thought the panic in remix attacked objects- I recall how annoying it is to have my SDI cannon fire on my commcentre!...

#5124 Tomeister

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Posted 25 April 2012 - 03:03 PM

And would the take over be permanent?

#5125 ApOcOlYpS

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Posted 25 April 2012 - 03:38 PM

No, take over would be temporary. I believe panic works by creating a bunch of invulnerable objects, which units will automatically shoot at. Think, for example, of how when a rebel ambush appears in your base. Not only do defenses in range fire on them, but any units that are close will defend themselves and engage automatically, even when not on guard. Panic then just creates a lot of things that pretend to be enemies, which causes this same behavior.

The "hack" power would actually convert a structure to you for a time. Of course, there would have to be some way to remove the "sell" function. It may be that the object is converted to your team, but you have no control over it (can't select it). Then after some time, it's set back to it's original owner. I'll think more about it.

#5126 Tomeister

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Posted 25 April 2012 - 08:22 PM

Okay- good plan. Keep us posted. What are you sub-techs going to be for the generals you're adding them too?

Edited by Tomeister, 26 April 2012 - 09:19 PM.


#5127 Tomeister

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Posted 29 April 2012 - 09:27 PM

Why about heavy spider mechs, which can tunnel through ground?


And for the super weapon general, have a choice between specialising in amazing defenses and good super weapons, or amazing super weapons and good defenses?

And a new ability called blockade, which spawns a certain formation of defenses in a line, useful for setting up a siege or guarding your ally.

Edited by Tomeister, 29 April 2012 - 09:28 PM.


#5128 ApOcOlYpS

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Posted 29 April 2012 - 09:48 PM

I would expect a tunneling style ability would be more suited to light mechs, but regardless that treads on teleportation for Lasers, which is questionable in balance already according to Creator.

Also I can't in good conscious force Super Weapons to....actually I really like that idea. She needs capable super weapons regardless, but that would be a good mid game (T1/2) tech choice, like poison's choice between acids and toxins.


So let's run with this a bit:

SDI cannon & shield require defense specialization, and hydrogen bomb requires super weapon specialization. Defense repair power requires the defense specialization tech. New defensive buildings (Light and heavy rail gun batteries. Mid/long range, high damage, long reload. Strong vs everything. Similar to particle I guess, but effective against troops). Another rank of the mobile defenses generals power to unlock rail tanks. Allow mobile defense units to "entrench" similar to assault forces. Defensive building spawning power (3 levels). Upgrade for all rail weapons so they fire a 3 round clip, but get a slightly longer reload time.

Super weapons would need a superweapon to replace the SDI cannon. Add in more offensive generals powers (rods from god is a cool one)....a little less sure on this. I mean I don't know what to add for this specialization at the moment. Will think on it more.

#5129 Tomeister

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Posted 30 April 2012 - 06:55 AM

So you like it? Those splits sound about right, maybe the super weapons side could have a new super weapon which does something like the earthshaker, basically creates an earthquake which disables buildings as well as damage them, with an offensive generals power instead of defense restoration?

Edited by Tomeister, 30 April 2012 - 07:02 AM.


#5130 ApOcOlYpS

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Posted 01 May 2012 - 02:51 PM

I don't want to steal the earthshaker from Shockwave. Besides that, I don't like the earthshaker as an idea anyway (the tank is cool though). Rods from God would be the thing to replace restoration as an offensive generals power. I also don't want to do ANOTHER storm weapon (scud storm, tomahawk storm, blackout barrage, and any others). I'd rather have something really clever as a superweapon. An oversized railgun would be cool, but has the issue that defensive tech has the rail weapons, and it wouldn't make much sense anyway. I don't know, ideas?

#5131 Tomeister

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Posted 01 May 2012 - 08:37 PM

I dont mean steal- just do something similar.:)

Ideas: upgrade to make particle cannon emp
Meteor shower- rains meteors.
Several particle cannons which slowly move to middle point,
Lightning storm-like RA2
Teleporter- teleports selected units of structures to another place.
Defense spawner(generals power?)
Earthquake-shakes floor and damage buildings
Rail gun- moves straight through map.
Scatter blast- scatters troops everywhere
Neutron missile- like ICBM; with neutron
Power surge- overload enemy base with power, causing each building within area of effect to let of lightning charges damaging other units.
Defense defector- takes control of an enemy defense.

Edited by Tomeister, 01 May 2012 - 08:37 PM.


#5132 Tomeister

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Posted 02 May 2012 - 09:09 PM

Is there something I can put in the DATA folder to reduce lag? Destructive forces adds something like that- would it work in Remix?

#5133 ApOcOlYpS

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Posted 02 May 2012 - 09:18 PM

I can't think how adding anything would reduce lag. Do you have a link or something to what you're talking about?

#5134 Tomeister

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Posted 02 May 2012 - 09:40 PM

http://www.moddb.com...forces-v14-full


Included in the download- in a sub folder.

#5135 ApOcOlYpS

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Posted 02 May 2012 - 10:00 PM

I still don't see what you're talking about. Where do they talk about reducing lag? I saw something about him changing an airship, which could just be some changes to the model or effects.

#5136 Tomeister

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Posted 03 May 2012 - 04:04 PM

After you've downloaded it.

#5137 ApOcOlYpS

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Posted 03 May 2012 - 04:07 PM

Yea it's what I thought. They're basically just manually lowering the graphics settings. They keep the camera lower (like in Contra) so that the game doens't have to render as much, as well as lowering the max particle count, and turning off extra animations. I'm pretty sure you can change all that manually from your settings menu, other than the camera height.

#5138 Tomeister

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Posted 04 May 2012 - 06:28 AM

Ah thanks. Would it work in remix? To adjust the camera height but be able to remove it quickly.

#5139 ApOcOlYpS

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Posted 04 May 2012 - 02:18 PM

Maybe. You can try using the file. Just make a backup of your own gamedata.ini file or something. Everyone needs to use the file though or it'll say you have different versions.

#5140 ApOcOlYpS

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Posted 09 May 2012 - 08:06 PM

Just a quick little update. I've not been able to work on the mod for a bit, and won't be able to for about a week. I THINK my graphics card died (that's the hope) and I should have a replacement either this afternoon or tomorrow. However even assuming the card is the problem and the new one works, I have homework I need to catch up on which'll eat some of my weekend.

On the other hand, the following weekend I have 4 days off of school due to the NATO meeting, and shouldn't have much homework. So I should be able to kick in plenty of time reworking a lot of stuff then.




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