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GLA in Remix3


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#61 Pendaelose

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Posted 17 April 2006 - 04:51 PM

Chem general should have a polution defence. A build which constantly filled an area outside the base with poisons and later acids.



I like... I like....
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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.


#62 Phoenix911

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Posted 18 April 2006 - 04:25 PM

well i'm tired so i wont post idea's yet but the chem general he's gonna be like the gla version of flame?
and the chem airships i liek teh sound off the only debate i can think of is this, They are airships witch mean they move pretty slow making them very easy targets for AA. How will u get round this?


Zeplin artillery guns on it ofcourse! :)


All this dose is make me tremble in fear from the days of red alert2.
U sort of get scard when u hear "Kirov reporting" Specily when u hear that 3 or 4 times then see the ernemy has started advancing them at you. O god the weapon of doom.

the polution defence is kinda nice idea. BUT how do u get your units out with out them being FUBAR'd up aswell?
Cos if i am understanding this u want a defence that make a consent area poluted right?
Or are u wanting to make it like the flame general where it is a fired weapon only when enermy is in range.
If its a constent area poluted then i sure as hell wont be them, i not wanna see my units die on exit lol
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#63 Gredinus

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Posted 18 April 2006 - 04:45 PM

Ummm Pend isnt that a idea that we came up?
Becose we were talking abaut chem defences and one of them was a giant fan that would spray a are with chemicals.

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#64 Pendaelose

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Posted 18 April 2006 - 05:51 PM

Ummm Pend isnt that a idea that we came up?
Becose we were talking abaut chem defences and one of them was a giant fan that would spray a are with chemicals.



yes, we had talked about a fan that would send out clouds into an area to kill infantry WWI style. I'm not 100% sure it would look good, but I'm still going to give the fans a try. they might make it in game.


As for killer chem field defense huting your own exit... I think it could have an on/off/auto button.
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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.


#65 wolfshadow

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Posted 18 April 2006 - 06:37 PM

A semi-auto mortar turret, or mortar pit with Chem shells might work for this Pen. , if you wern't happy with the fan look. Wold be neat if you could code airburst shells for chem weapons.

Edited by wolfshadow, 18 April 2006 - 06:38 PM.


#66 Pendaelose

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Posted 18 April 2006 - 09:19 PM

A semi-auto mortar turret, or mortar pit with Chem shells might work for this Pen. , if you wern't happy with the fan look. Wold be neat if you could code airburst shells for chem weapons.



airburst is easy, and a good idea.
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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.


#67 Phoenix911

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Posted 19 April 2006 - 11:33 AM

why not add a protoss carrier >.> jk "carrier has arrived"

Humm the fan i do not like the idea of and i really do not think it would look good, not only that a fan would be hit once and brake it would be silly to see it take like 4 or 5 shells and still have a working blade ;)

I do however like the idea of a defence that can contaminat(sp) an area, If they had a on/off switch then fun, Maybe make them automatic.
I do really liek the diea tho more of a mortor site with chem shells and if they was airburst then that would soo rock :p
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#68 wolfshadow

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Posted 22 April 2006 - 05:10 AM

Suggestion for defence for Chem. General. Acid Mines, and Posion Gas Demo traps... Hopefully easily adapted from existing code.

#69 Phoenix911

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Posted 24 April 2006 - 01:05 PM

teh demo traps for toxic gen already has toxic in i ebleave? but i can't remember not play gen since my computer died.
but thats a good idea, personly tho i do not want another side with mines its get boring and reptative.
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#70 Gilgamesh

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Posted 15 May 2006 - 06:53 PM

If you take the "anti-missile-laser" and copy it, reducing its range a lot, making it invisible and changing his fire sound to a metalic-hit sound, you can put it in a super-tank and call it "anti-missile armor" . It's a fake one, because the missiles will look like they hit the tank and did not exploded. This "special laser" damage should be medium, to not kill tomahawks neither scuds.

#71 Pendaelose

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Posted 15 May 2006 - 07:18 PM

If you take the "anti-missile-laser" and copy it, reducing its range a lot, making it invisible and changing his fire sound to a metalic-hit sound, you can put it in a super-tank and call it "anti-missile armor" . It's a fake one, because the missiles will look like they hit the tank and did not exploded. This "special laser" damage should be medium, to not kill tomahawks neither scuds.



It could be done. thats very very similare to how the shield generator works.
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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.


#72 Guy980

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Posted 15 May 2006 - 09:41 PM

P.S: what is heart of Jihad?

#73 Pendaelose

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Posted 16 May 2006 - 03:10 AM

P.S: what is heart of Jihad?


It will cause a catastrophic non stop storm of spawned suicide attacks in an area. on the same destruction level as the MIRV or H-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.


#74 Measapon

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Posted 21 May 2006 - 05:33 AM

How bout a building for stealth general where he can put a certant amount of infanty in it and have it ambush where he wants it to, build limit 1

#75 Gredinus

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Posted 21 May 2006 - 07:50 AM

Thats called tunnel networks.

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#76 Phoenix911

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Posted 21 May 2006 - 10:02 AM

Thats called tunnel networks.

1 point to grendius.

Ps: check teh remix suggetions thrend, i posted an idea for gla with out thinking off putting it in here.. was real tired.
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#77 Measapon

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Posted 21 May 2006 - 03:53 PM

Thats called tunnel networks.


yes but tunnel networks can be dsetroyed and aren't instant, not quite the same as an ambush, more like a dynamic ambush than a tunnel network

Edited by Measapon, 21 May 2006 - 05:15 PM.


#78 Phoenix911

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Posted 21 May 2006 - 11:41 PM

Thats called tunnel networks.


yes but tunnel networks can be dsetroyed and aren't instant, not quite the same as an ambush, more like a dynamic ambush than a tunnel network

but they are tooo similer to tunnel networks or rebal ambushs. All your doing is changing how it works.
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#79 Measapon

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Posted 22 May 2006 - 10:01 PM

i meant it to be an ambush, just custimized attack. where stealth general could actually ambush when he feels, not every 4 mins, but w/e

Edited by Measapon, 22 May 2006 - 10:01 PM.


#80 Phoenix911

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Posted 23 May 2006 - 10:58 AM

so he can attack whenever he puts units in such a building?
that woud be OVER POWERED.
You could easly buuild an army put as meny in the building and let teh other sit ready then ambush your oppoents base then reload building and do agine.
Your opponet would be over run in minuets.

Why do u think the sneak attack tonnel could be destrolyed?
Why do u think the rebel ambush has a reload timer?
It stop what i just said by making it not over powered and makin in BALANCED.
Have u ever heard of balance?
Besides witch the sneak attack is usfuly enough as u can do what u said keep loading the tonnels up and emptying it in the enerny base before it is destroyed your soo over run them.
And u could always uses a diversionaly attack from teh frount to pull there army from there base.

Its called TACTICS i hope u can learn a vaulable lesson here about balacing powers out and how to use the sneak attack to its full.

ps: I am being a jackass and i appolagice, i did not get much sleep but meh who cares ;)
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