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Remix Escalation Suggestion


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#621 Pendaelose

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Posted 09 June 2006 - 12:26 AM

meh as i said before i fed up of everyone asking pend when it will be done let him do it in whis own time gezzz >.<
and pend do u play DoD souce or the old Hl 1 DoD?
dod is pretty fun but can get pretty boring after a while i used to play all the time. Idk if i got it still heh.

Have u ever played on a server running the Warcraft mod ?
that was fun made the game have some funny things happen. altho it can fubar soem of the map balancing so u have to watch it but good for a laugh.


Not DoD, DDO. Yes, I have played DoD. Both the original pre-beta mod for HL1 and the new DD Source, it was a great game, but I got so fed up with the shit heads on every server that I stopped playing. There were people who got more joy in the game from ruining other people's fun... Battlefield2 had the exact same problem. When I was in a chopper I was shot down by Friendly Fire more than enemy fire... Stupid team mates wanted the chopper so bd they would kill me for it. Makes the game suck.

DDO = Dungeon's and Dragon's Online.
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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.


#622 Pendaelose

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Posted 09 June 2006 - 03:47 PM

Many many times I've heard folks ask for exo-skeleton super infantry for Robot general. It looks like its finaly going to happen. Creator has found a good source for models with lots of usable content.

At a glance it looks like robot is going to get the lion's share of the new models... almost all are robots of some kind or another, but we'll still have to wait and see just what is realy usable and how they turn out.

But, for right now, Creator has already got some bad ass robot infantry in game, with a screen shot.

More detail than that will have to come from Creator when he officialy posts it for Contra05. (And hell yes it's going to be in Remix3!)

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Now that, plus some models from Rosco have me relooking at some of the USA factions and I will be going back to add a few things. The China factions have taken a long time, but they are also much better than my USA factions in many ways. Some are stronger, and all have more unique buildings and units. This trend should be retro active to the USA factions I've already done. SuperWeapon USA got a huge overhaul with the Shield Gen Truck, but the other 3 have gotten almost no attention sense the first USA alpha.

AirForce will finaly be getting the AC-150 Heavy Gunship (AC-130 style). I'd still like to add a light gunship, like a next generation replacement for the A-10, but its still holding on a model. Theres a chance I might just add the exsisting Robot general's A10 to Airforce as well, I'm still debating this. It does border defense better than any other medium plane and would be a good asset for Airforce general.

I've had many requests to give AirForce general the Stryker. right now I'm planning on using the AMOS as a chassis for the Stryker and making the AMOS itself one of 4 possible upgrades. The others will be APC, Anti-Air, and Anti-Tank. AirForce vehichles that overlap with these will be redistributed among the other generals.

I'm adding a new building to Robot general. "Automation Center" It'll be a late game factory capable of producing all light drone units in squad numbers for reduced costs. Perfect for players who want to uber-spam the enemy base with hundereds of Gaurdian drones. This building will also house some of the upgrades currently on the tomahawk storm.

Lazr general might be getting a new late game weapon platform. I'm thinking of taking the OLD anhilator (big square) and removing the tiny particle cannon from it. This platform can upgraded to cary one of 3 or 4 not yet chosen weapons. the platform is MOBILE UNTIL UPGRADED. It will have a nice little deploying animation while it builds the new weapon, around a 60 second deploy time. right now I'm thinking
1.Field Particle Cannon (like Remix2.75 SDI Cannon. Faster tracking but weaker damage)
2.Laser Defense (like the Contra.04 SDI cannon but shorter range)
3.Siege Artillery (cannon or missiles with super long range)
One of each built just out of range of an enemy base would be a VERY scary thing.


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Now for Good news/Bad news

Good news: 4 days in a row I've been able to start modding at 9pm and keep it up till 2am (then get up and go to work at 8am)

Good news: IF my mod time keeps up I'll actualy finish the China alpha in a reasonable amount of time. 95% of all models needed to finish the next Alpha (including the new units mentioned above) are already done. The most challenging thing will be the AI. I've gotten a new debuggin tool that has made life MUCH easier in that dept, but even with the tool it takes a few days to get just one AI faction up and running. depending on how things go, I might hold the china alpha until all 8 AIs have been done (8 for the 8 modding factions SO FAR) or I might just release it with limited support, like only Robot and Nuke etc... This IS an alpha, so there might be some AI work held off until after GLA is modded as well. My original plan was to hold back on ALL AI work until the end, but I wanted to play solo for testing and it was fun... ....

Bad news: There are a few special projects I wanted for Remix3, such as walls and wall building units, but I'm horribly dissapointed with how they actualy play in game. I might still setup fences to hold back infantry, but I'm leaning against it. I know everybody wants them, and I want them... and I was able to work around many of the problems others have had in setting them up, but even though they can be built, the overall engine and AI don't work well with them... BFME2 has them, and it doesn't work well thier either, and it was designed for walls. I think just like the games that did them so well (WC2, RA1 and C&C) they are a thing of the past that will be missed.
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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.


#623 Guest_Guest_*

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Posted 10 June 2006 - 11:15 AM

Hows about a robot dozer for the robotics general. That would be so cool.

#624 olli

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Posted 11 June 2006 - 02:36 PM

Pheonix, have you ever been shooting before?
i do it atlest 5 times a week, and full bore(7.62) once a week.a 7.62 round will go through pretty much anything, in WW2, it used to go through at least 1 house before slowing down.
it would make a very big hole in you, but were playing C&C generals here........ which isnt very realistic, seeing as it takes about 5 tanks shells to kill one man......
on a tank, if it had a 7.62 gun, it fires rapidly, and it would take 1 shot to kill him, but by the time you pull the trigger, about 3 rounds would have gone into him, which is what i meant.
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#625 Pendaelose

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Posted 11 June 2006 - 04:59 PM

on a tank, if it had a 7.62 gun, it fires rapidly, and it would take 1 shot to kill him, but by the time you pull the trigger, about 3 rounds would have gone into him, which is what i meant.


Its all in syntax Olli... you "said" it would take 3 rounds, but your point here is VERY true... with a machine gun of any kind its VERY hard to only fire 1 round. I've fired a nice variety.... M-240G, the SAW, the classic 50Cal and the M-19 grenade launcher, and with any of them you touch that trigger you just sent 3-5 rounds down range... though Phoenix was quite right at the time to point out it doesn't take but 1 round hitting to do the job.
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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.


#626 olli

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Posted 11 June 2006 - 05:44 PM

Yea, i know, but that is what i meant, just couldnt put it down in words at the time....slow brain + dyslexia=wrong impression/point
but anyway, glad thats cleared up, and in future pheonix dont be so picky:P
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#627 olli

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Posted 11 June 2006 - 06:40 PM

just a thought thought.....
it depends where the bullet hits, obviously if its in the head, then it will pretty much rip your head off (7.62), but if in the leg, it will knock you over and you will be screaming in pain(assuming it doesnt hit an artery). so lets assume we have a gunner(IN A TANK), he is a nervious person, and is scared of the noise the gun makes. he sees some one, pulls the trigger, and off the rounds go. he is weak, so he cant hold it very well so it sprays like mad. the likely hood of the round going through his head or heart is reduced a lot, so about 3 rounds would go into him killing....eventually, but anyway its C&C generals, like i previously said, so accuracy aint a problem. and this situation is unlikely :) lol
have you ever fired a .22 rifle or .303? (small bore) there bullets are tiny, and if shot somewhere in the body(apart from heart,head or lungs) it wouldnt kill you.
heres why..
when you fire the gun, lets say it produces 3000j of energy(maybe more/less depends on gun). about 1000j(joules) would go into you, and the rest of it would carry oin straight through you. so thats 2000j wasted. if its was a 7.62 round, it would produce even more, say 5000j or 5kj. again about 1000/2000 would go into, and the rest would exit you body. however, as it is such a big round, it would make a big hole right through your body, maxamising damage, as it would have taken out several major arteries/veins. if it was a .22 round, it would leave a small wound, but enough for you to die of blood loss, depending if it hit an artery/vein. Hunting rounds are specifically designed to counter this. when they hit a target, the bullet mushrooms and splits, so it doesnt leave the target, but stays in its body. if the gun produced 3000j of energy, all of the energy(exclude that lost on the way to the target,depending on how far it is) would stay in the target, increasing damage, and the force would knock it back and kill it, depends on the target again, say a rabit and a fox. put it this way, it takes about 50 pound, (maybe less) per square inch to knock a full sized human being to the floor. a 7.62 round would produce ABOUT 1500(possibly more) pound per square inch........ enough to kill. that concludes are physics lesson for today:P
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Posted 11 June 2006 - 06:50 PM

what happend to the old rank system? You know the promotions u have to get to build things. I kinda liked that. Is it going to be totally removed?

#629 Pendaelose

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Posted 11 June 2006 - 07:54 PM

what happend to the old rank system? You know the promotions u have to get to build things. I kinda liked that. Is it going to be totally removed?


In Remix3 its replaced with the Escalation system. The tech tree is significatnly longer, and before you can move on to the next tech level you have to research it. A little bit like defcon level in Act of War or the command center expansions in Dawn of War.

It controls the pace of the game in the same fasion as contra, but it makes managing your base and tech development much more important.
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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.


#630 olli

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Posted 11 June 2006 - 07:56 PM

just been reading through old posts in other topics, and just thought of this.
has the flame general got an upgrade to increase damage to naplam weapons?, like the toxic general has to increase damage by toxins by 50%-anthrax beta, and his acids upgrade.
i think this really should be included, as he is the flame geberal after all.....
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#631 Pendaelose

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Posted 11 June 2006 - 07:59 PM

just been reading through old posts in other topics, and just thought of this.
has the flame general got an upgrade to increase damage to naplam weapons?, like the toxic general has to increase damage by toxins by 50%-anthrax beta, and his acids upgrade.
i think this really should be included, as he is the flame geberal after all.....



He starts with Black napalm... then he gets the Thermabolic Mixture upgrade that replaces many of his napalm weapons.
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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.


#632 olli

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Posted 12 June 2006 - 07:03 PM

Thats kewl, what super uint wil he have, apart from the imolator?
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#633 Pendaelose

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Posted 12 June 2006 - 07:32 PM

Thats kewl, what super uint wil he have, apart from the imolator?


He's got the TBM Mortar from Contra.04 and the Efreet (rebalanced from Remix2.75).

the Efreet is a MUCH more powerful version of the Dragon tank. Its flame throwers are far more powerful than even the imolator and it can easily create firestorms when more than one are firing on a target. Its flame damage is enough to melt tanks, and it can almost instantly destroy most buildings. It's heavily armored and has better range than other flame thrower units. Its only draw back is being very slow.

He also has a super sonic bomber. Standard it has a Firestorm warhead, after the TBM upgrade it has a very powerful TBM bomb.
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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.


#634 olli

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Posted 12 June 2006 - 08:02 PM

THAT SOUNDS AWSOME
cant wait to try it out, im like a lil kid waiting to open presents for x-mas ;)

are you still working on GLA? cause i would love to actually see them good, they such atm, apart from toxin general. please make more units/buildings/powers for them, so they actually have a decent chance of winning. ive only played dtelth general 1ce, and i quit pretty much instantly, he had nothing good to try out.
so plz make them good cause atmt hey are like :) and they should be like ^_^
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#635 Pendaelose

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Posted 13 June 2006 - 05:41 AM

A new toy for late game robot general...







Its still in the early WIP stages, but its a reaasonable expectations of what it will look like. Theres a little more polishing up to do on the model, but the core design is ready. Then it gets animated and skinned.

There are going to be 2 seperate versions. A close range, and a long range. togeather they will replace the Daishi mech that is currently in the Remix alpha. This is one I've been wanting to add for a long time, but didn't want to promis it until I knew I could include it.

The mech pictured has two very large anti-tank guns(slow fire, high damage), 2 anti-vehichle guns(fast fire, low damage), and on the underside (tough to see in the pic) a microwave dish. To me the microwave dish made sense underneath so it could shoot infantry even if they were running between its legs or hiding below it(no luke skywalker triks on this mech), and being imune to the beam, it can't damage it's own legs. To give a sense of scale, it is shorter and lighter than the Fafnir, but easily a match for a standard overlord. Expect it to have great damage and good speed, but low health (for its size).

The long range version will likely have a missile battery instead of cannons. I'm still working out weather it will be a battery of 4 cluster tomahawks or a LRM shower of some kind(like a robo smerch).

Edited by Pendaelose, 13 June 2006 - 05:51 AM.

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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.


#636 wolfshadow

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Posted 13 June 2006 - 01:26 PM

Pen, that thing is Farkin' sweet~!

Now stop posting and get back to work~! *G*

#637 Soul

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Posted 13 June 2006 - 07:08 PM

Can u put this mod on the Modtoaster2 when ur done so I can download it easyer plz :lol: .
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#638 Pendaelose

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Posted 13 June 2006 - 07:58 PM

Can u put this mod on the Modtoaster2 when ur done so I can download it easyer plz :lol: .


When its done, yes. But I'm not putting any Alphas on Mod Toaster.
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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.


#639 Soul

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Posted 13 June 2006 - 08:08 PM

I know I would really like to play the final version when ever u finsh it I'm not rushing u just wanted to let u know.

And thax :lol: .

Edited by Forgotten_Soul, 13 June 2006 - 08:08 PM.

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#640 Guest_olli_*

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Posted 14 June 2006 - 12:57 PM

hey pend, can you post the pictures of the other mechs plz ?
and wat other mechs will there be for the cyber general ?
p.s has that other one u posted replaced the dashi, and can you post a picture of wat the dashi looked like?
cheers :blink:




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