Beta 1 Released
#41
Posted 03 December 2005 - 03:49 PM
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#44
Posted 03 December 2005 - 05:09 PM
Btw I have not had time to test it yet but I will do so later on.
#47
Posted 10 December 2005 - 10:32 PM
sometimes the stelth bomber's second ammo bar doesnt go up (ai doesnt use them when they do this)
a TON of random ei pop up every now and then (espicially when your about to win )
new pictures of units needed
grizzly, rhino, apoc.,howitzer, tank destroyer, destroyer, moble navy yard (its to small to deploy into somethin that big), and lasher should get new look (way to old)
you also could get a better look for some of the new units.....
new contries should have two added units like the old ones
better ai needed
anti p tank should be able to attack buildings and tanks (maby aircrafts), and do at least some worthy damage- mabe equal to gattling gun...
Ill edit this post for more updates....
though the mod is fun; it really needs the new side and sugestions above.
SHUT UP AND SMILE ! ( :
#48
Posted 17 December 2005 - 09:24 PM
no wonder he has been gone so long
hey night when u get back can i beta test?
is it too late i wanna see the mod
Edited by ZeroSamuraiX, 17 December 2005 - 09:53 PM.
#49
Posted 18 December 2005 - 11:12 AM
Here
This is going to be a long post...
@Zero: And also I probably will be away longer still, I'm not good at making voxels so it might take me a while
@OLH: That's if I intend to change the look of the existing vehicles just because they would look better ingame, this mod is set to take place immediately after the end of the YR Allied campaign, so there won't be any graphical changes to existing units. I'm not a voxel machine, even trying to do all that would probably take months with me and I'm not going to give that much work to people to improve something that was ok to begin with .
@all (in relation to what OLH said): OK... after that tantrum, what was I going to say, ah, I already am changing the voxel of the Mobile Naval Yard (editing Destroyer instead of using Tugboat) and I am planning on improving the AI for later versions. I don't know how to fix the problem with the Stealth Bomber Ammo bar, about the IEs, is the AIMD.TLB file in the RA2 folder, you'll get a pile of IEs if it isn't. And I haven't given the new countries two units because I am not trying to keep the game extremely balanced, each country is deficient in something (not sure on Korea though, I never changed it). I know about the white>pink problem. I followed the RP tut on changing skirmish colours but it still goes pink. The Anti-P tank is supposed to be the same strength as the Scout Tank in terms of armour and the bullets are so weak against armour and structures that they only do negligible damage and should be backed up by other anti-armour units.
That'll do for now, I'm tired...
Merry Christmas people
Edited by Nighthawk200, 18 December 2005 - 10:36 PM.
Job Openings with the Guild: Division Staff, News Posters.
Job Openings with Ares: Documentation Maintainer, Active Testers.
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#50
Posted 21 December 2005 - 06:15 PM
also the USS defient thing is almost invincible against the ai (I know campaign only dont remind me)
ps. the vortex thing that makes the ion cannon is imposible to destroy....
in reply to the below statement- oh ok
Edited by Our Last Hope, 21 December 2005 - 06:40 PM.
SHUT UP AND SMILE ! ( :
#51
Posted 21 December 2005 - 06:34 PM
And yes, I know the vortex is invincible, but it will only feature in the campaigns as a neutral object (and it wouldn't make much sense to have a vortex that can be killed by a tank). It is only in the Test mode to let you use the Ion Cannon and build the Meteor Controller. It will not be in Skirmish when the campaign add-on is made quite a while from now, it will remove all the test modes .
Job Openings with the Guild: Division Staff, News Posters.
Job Openings with Ares: Documentation Maintainer, Active Testers.
PM if interested.
#52
Posted 21 December 2005 - 11:27 PM
so begins my quest to become part of the project group
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