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Remix Escalation Suggestion


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#1601 Gredinus

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Posted 12 September 2006 - 09:23 AM

Well he cant be good at everything...
take some good screenshots and post them, then someone will make a good one or we can have a contest for the best one.

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#1602 CPT.TIKER

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Posted 12 September 2006 - 12:18 PM

make 1 of Plane vs plane
Chinese planes vs Falcon

#1603 Pendaelose

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Posted 12 September 2006 - 12:59 PM

Well he cant be good at everything...
take some good screenshots and post them, then someone will make a good one or we can have a contest for the best one.

:p Hey! I like my loading screen!

Anyhow, a screenshot contest exactly what I asked for a few months ago. The ONLY background sent to me was one by Drake, and even though it was very nice, it wasn't quite what I was looking for.

I'm still open to loading screen suggestsions. If I get a few good ones I'll open up a voting poll to see which is best.
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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.


#1604 Pendaelose

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Posted 12 September 2006 - 06:16 PM

A taste of things to come...

I hand sketched a concept picture for the new Assault GLA Superweapon. Instead of the standard tech building methods, Asault GLA will have a huge cannon that replaces the Palace. 3-5 minute reload, fires one shell anywhere on the map. After Escalation2, the Cannon can be upgraded to a duel revolver style artillery. 12 shells total. At escalation3 the cannon can be upgraded for a larger bore to do far more damage.




The current Palace of the Jihad will be moved to Chem GLA.
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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.


#1605 Ubermedic

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Posted 12 September 2006 - 07:29 PM

An artist.
A modder.
And he even drew the peasant.
(It's kinda hard to see but it made me laugh)
Wonderful.
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The hand has five fingers. Capable and strong. Able to both create and destroy

#1606 Gredinus

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Posted 12 September 2006 - 07:54 PM

Altrught i like it it isnt GLAish enught ;P

Ou and the new alpha freezes randomly and defreezes after a while (everywhere: in the menu, in a battle,...).

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#1607 CPT.TIKER

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Posted 12 September 2006 - 07:54 PM

how big is it in the game because in the drawing it is huge

#1608 Pendaelose

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Posted 12 September 2006 - 08:05 PM

Altrught i like it it isnt GLAish enught ;P

Thats only becaues my artistic arn't up to snuff... it will have a very GLA look. Or, the other way of looking at it, it will very much so have the look I want the GLA to have. I've mentioned a few times I'd like to change the overall look of Asault GLA.

But it will still be far more GLA than china looking.

Ou and the new alpha freezes randomly and defreezes after a while (everywhere: in the menu, in a battle,...).

Not really noticed it, but I'll run it through the script debugger to test it.

how big is it in the game because in the drawing it is huge

Its not in game yet. there is only the drawing. In game the barrles will be about as big around and long as the IC nuke cannon... and it will have some extras surrounding it like some cammo netting over ammo and maybe a little building and some sandbags.... all togeather it should have a base size about as big as a scud storm... give or take.
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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.


#1609 Gredinus

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Posted 12 September 2006 - 09:32 PM

And the freezing happens so frequantly that i can play.

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#1610 Pendaelose

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Posted 12 September 2006 - 10:25 PM

And the freezing happens so frequantly that i can play.

I've not had that problem at all.... I'll still check out the AI scripts, but it doesn't sound like a problem I've seen.... Try replacing your skermishscripts.scb with an older copy.


Has anyone else had this problem?
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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.


#1611 CPT.TIKER

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Posted 13 September 2006 - 01:48 AM

maybe crappy PC?
my PC is crappy so i have some freezes and in a second or 2 it clears up(this happens alot when A:alot of things get destroyed at the same time. B:When there is 2 much units on the map)

#1612 Gredinus

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Posted 13 September 2006 - 05:52 AM

No not that kind of freeze, it freezes every few seconds nomather what im doing.
I have a medicore PC and changeing the graphic setings dosent affect eanything.
And it isnt the scripts fault, something else has to triger the bug. Ill try if its on my side by reinstailing the old alpha.

Edited by Gredinus, 13 September 2006 - 06:00 AM.

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#1613 Pendaelose

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Posted 13 September 2006 - 06:03 AM

No not that kind of freeze, it freezes every few seconds nomather what im doing.
I have a medicore PC and changeing the graphic setings dosent affect eanything.
And it isnt the scripts fault, something else has to triger the bug. Ill try if its on my side by reinstailing the old alpha.


its for sure something in the AI scripts, I'm 99% certain. For now try rolling back to an older AI file, maybe the Contra.04 AI. I have some ideas on how to streamline the AI scripts, but will take time.
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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.


#1614 Capt.Drake

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Posted 13 September 2006 - 11:48 AM

Ok, I made up that loading screen idea, and Pend finished it, I'll upload my own version of that thing soon.

A Plane Plane is very difficult if you want to have it in the way the idea was.

That cannon thing sounds evil, but great.I've found map where the game gets fucking slow after some time!

But nothing randomly by now!

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#1615 CPT.TIKER

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Posted 13 September 2006 - 12:17 PM

for the shell map maybe u can do D day with US coming up the shore and the Chinese on the hills overlooking the beach

#1616 Capt.Drake

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Posted 13 September 2006 - 12:24 PM

Ok, I'll try to map this weekend, because school has started and I'm in 10th grade now it's becoming harder no, only three more years to come!

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#1617 Guest_Violence (Not Logged In)_*

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Posted 13 September 2006 - 01:16 PM

Hey there.

A couple of things that came into my mind about Remix 3..

1. An option for Full Shared Unit Control a la Warcraft 3.

2. A way to transfer funds to your allies- maybe a Diplomacy button like other RTS games or a building that can be used to send money to your allies like it was with ZH:Reborn's Oil Derricks. It could be called anything, maybe an "Embassy" or Trade Center(LOL, no offense though!).

3. A special function added to all buildings called "Evacuate" which leaves the building free for capture by anyone through the Capture Building of standard infantry- this way allies can gain control of each others' tech- interesting combos would come out of this..

4. A similar function called "Abandon Vehicle" added to all vehicles, leaving them empty(like when the driver's sniped by Jarmen Kell) so that friendly infantry can get in and capture them if needed.

5. A way for allied infantry and vehicles to enter someone's own bunkers, transports and so on to elevate cooperation between allies during assualts(much fun in that really).

#1618 Guest_Violence (Not Logged In)_*

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Posted 13 September 2006 - 01:18 PM

......something I forgot in the above post!

Maybe make dozers be able to finish buildings under construction of other armies! I hate it when my ally has a dozer or worker in front of a half-finished building of mine and they can't build it up when my dozer dies.

#1619 Pendaelose

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Posted 13 September 2006 - 02:00 PM

1. An option for Full Shared Unit Control a la Warcraft 3.

I don't think the engine supports this.

2. A way to transfer funds to your allies- maybe a Diplomacy button like other RTS games or a building that can be used to send money to your allies like it was with ZH:Reborn's Oil Derricks. It could be called anything, maybe an "Embassy" or Trade Center(LOL, no offense though!).

This is already being worked on for the next release. I've wanted to add Tribute trucks for a long time. A direct cash transfer has txt labels in the .CSF file from EA, but I don't think it was a finished feature. So instead I'm building units that can suiicide and createa a pile of money.

3. A special function added to all buildings called "Evacuate" which leaves the building free for capture by anyone through the Capture Building of standard infantry- this way allies can gain control of each others' tech- interesting combos would come out of this..

Interesting... ...but I don't think there is a way to kill the crew in buildings. It would have to use the same logic as the neutron weapons, but the engine is so very hardcoded... I tink neutron behavior works on vehicles.

4. A similar function called "Abandon Vehicle" added to all vehicles, leaving them empty(like when the driver's sniped by Jarmen Kell) so that friendly infantry can get in and capture them if needed.

This is possible, but I'm not sure it would be very useful.


5. A way for allied infantry and vehicles to enter someone's own bunkers, transports and so on to elevate cooperation between allies during assualts(much fun in that really).

I don't think it can descriminate allies/enemies. Again, so many of the engine features are hard coded... they just can't be workd around the ways that we would all like.

Maybe make dozers be able to finish buildings under construction of other armies! I hate it when my ally has a dozer or worker in front of a half-finished building of mine and they can't build it up when my dozer dies.

Even dozer behavior is hard coded.




While all the suggestions are good, almost all of them invole changing basic behaviors, and this isn't possible within the limits of the game engine. Maybe If I got a exe De-compiler and reverse engeneered the core game code it could be done.... but honestly thats not a very viable option.
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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.


#1620 Guest_Violence (Not Logged In)_*

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Posted 13 September 2006 - 02:15 PM

4. A similar function called "Abandon Vehicle" added to all vehicles, leaving them empty(like when the driver's sniped by Jarmen Kell) so that friendly infantry can get in and capture them if needed.

"This is possible, but I'm not sure it would be very useful."

Since the other proposals aren't viable at all, this is better than nothing; it still offers indirect tech "exchange" with friends by emptying a dozer for your friend to take. It is not just for China/USA exchanges. Seeing how GLA are built(mobile command vehicle able to build workers rather than only buildings producing workers in your mod) they too can exchange tech with their allies.

So how about it? :p

Tribute truck.. I like that. Instead of having to destroy it to create the crates, why not make it spawn supply crates(like the ones that drop on USA drop pads) every once in a while, and anyone can pick them up? Make them cost as much as a supply pad(maybe more, it's mobile and it can help your allies) and work in the same way or just have it like an ability with a timer.




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