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General's Powers for china.


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#21 Casojin

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Posted 07 February 2006 - 03:26 PM

Without Nuke infantries, how should we fight off our enemy in the early game? With tanks?
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#22 Capt.Drake

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Posted 07 February 2006 - 03:39 PM

Just build a bunch of small combined arms forces and throw them in the hotspots of the battlefield, and if you manage to hold out then you got it, almost won!

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#23 Phoenix911

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Posted 07 February 2006 - 05:11 PM

Without Nuke infantries, how should we fight off our enemy in the early game? With tanks?

same way u do with all generals that do not reliy on nuke's stratagy and good planing and using the units u have at hand effectivly. Not to be mean but saying such a comment as what u did really make me cry as to think no one seems to remember this is a stratagy game, even if u had the nuke gear a good player could easy make and use a stratagy that could kill the nuke gen, Find a weakness and explote it. U would be wise to learn this ;)

And pend the retaliators upgrades i was talking bout is not to make them uber powered as i know there powerful its just to make them more uniqe and to let players be able to make them fit that players playing style. To balance it u could always make them also have draw backs.
Incressed range = weaker shots
incressed shot power = less Building life
Repairing/fortification upgrade = less range
Or something along them lines, And again u could not have all 3 upgrades on a turret only 1 per turret, and u have to get the level 1 gen power to gain the advance retaliator upgrades.
It was just an idea tho :p

Edited by Phoenix911, 07 February 2006 - 05:12 PM.

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#24 ShadowofaDoubt

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Posted 07 February 2006 - 05:20 PM

Hmm... maybe early nuke general could get an ability that makes overcharging a nuclear power plant take less health than normal...? That'd be fun.

Ahh, so kwai is gunna get an ability similar to the nuclear powered war factory eh? Yeah alright. I personally think china needs an early recon unit, but I think thats just because I play USA sw gen so much. :p

Oh, I know! How about an early nuke gen power that gives nuclear bullets to his gattling cannons? ;)

#25 Pendaelose

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Posted 07 February 2006 - 06:51 PM

Without Nuke infantries, how should we fight off our enemy in the early game? With tanks?


Nuke still has the single best starting defenses turret in the game. He has good tanks. He has air support. All generals have cheap, fast building infantry. for the cost and time for 1 standard infantry you can now train 5 at once. a strong mix of tank hunters and red gaurd with air support and a few tanks is a VERY strong defensive line. Nuke china also has Tank bunkers now. These can help standard tanks hold out much longer against early rush units.

The Nuke tank hunters were (in my opinion) one of the most grosly un-balanced units in the game. They were awsome, but they were available much to soon. I think they make a much more apropriate mid-late game unit.

OR like the other guys said, "use some strategy". Nuke was outragously stronger than the other armies on every department. It shouldn't bother you to hear that you might have to outplay your oponnent.

Edited by Pendaelose, 07 February 2006 - 07:19 PM.

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#26 Phoenix911

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Posted 07 February 2006 - 07:47 PM

I so agree with the nuke hunters be soo over powerd my friend lunched a groupd of about 20 or 30 at my flame overlord tanks this also included tons of infantry i got close enough to open up napalm but it was not killing the nuke hunters quick enough and infantry is not much better as the blast from the nuke hunters could easly blow them of the map.
It was a simply test to see how easy an attacking force could brake past them and lets be fair it would take nearly 5 times as meny units, to get past a hughly smaller size force of nuke tank hunters.
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#27 Pendaelose

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Posted 08 February 2006 - 12:49 PM

last night I finished setting up the china drones. They're in place and good to go.

The Adv Defense Research is on indeafinate hold because of technical details.
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#28 dragoncommander

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Posted 29 June 2006 - 04:20 AM

I know this is a older topic but im new o the forums.
i think a really good 1st lvl nuke general upgrade would be an upgrade for the nuke tank hunters to move faster
i love to use a bunch of the guys but they seem to take forever to get anywhere and to produce.
just a thought i have no idea what you would call it. and it probably to late for any sugestions anyway but there you go.

love the mod by the way keep up the good work!!!

#29 REWENGER

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Posted 29 June 2006 - 03:41 PM

I know this is a older topic but im new o the forums.
i think a really good 1st lvl nuke general upgrade would be an upgrade for the nuke tank hunters to move faster
i love to use a bunch of the guys but they seem to take forever to get anywhere and to produce.
just a thought i have no idea what you would call it. and it probably to late for any sugestions anyway but there you go.

love the mod by the way keep up the good work!!!

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#30 Guest_Guest_*

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Posted 29 June 2006 - 07:38 PM

anyone thought of adding a super nuclear power plant similar to the one in red alert 2, that provides 300 odd power but if destroyed explodes with the hydrogen bomb blast for the sw general to balance its use.

#31 Pendaelose

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Posted 29 June 2006 - 08:29 PM

anyone thought of adding a super nuclear power plant similar to the one in red alert 2, that provides 300 odd power but if destroyed explodes with the hydrogen bomb blast for the sw general to balance its use.


If SuperWeapon general didn't have the more powerful reactors already it would be very fiiting. the best option along these lines would be to give the blue glow reactors to Laser general and then make a super power plant for super weapon.

Overall I like the idea of a super-powerplant. I don't know if an H-Bomb is a fiting blast size, but definatly some kind of blast would be apropriate,
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#32 alpha86

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Posted 30 June 2006 - 10:33 AM

anyone thought of adding a super nuclear power plant similar to the one in red alert 2, that provides 300 odd power but if destroyed explodes with the hydrogen bomb blast for the sw general to balance its use.

If SuperWeapon general didn't have the more powerful reactors already it would be very fiiting. the best option along these lines would be to give the blue glow reactors to Laser general and then make a super power plant for super weapon.

Overall I like the idea of a super-powerplant. I don't know if an H-Bomb is a fiting blast size, but definatly some kind of blast would be apropriate,

Or how about just a secondary upgrade for the SW reactors? like the china buildings have with the mines? As to the explosion thingy... well its a reality concept really, the whole idea of them not having the USA reactors blow up is because they are stable? Where as China has unstable reactors? the reason for the overcharging prehaps?

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#33 Pendaelose

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Posted 30 June 2006 - 03:54 PM

Or how about just a secondary upgrade for the SW reactors? like the china buildings have with the mines? As to the explosion thingy... well its a reality concept really, the whole idea of them not having the USA reactors blow up is because they are stable? Where as China has unstable reactors? the reason for the overcharging prehaps?



A second upgrade isn't posible. Atleast not using normal tricks. Its an idea worth looking into, but I expect the workarounds to be buggy.

Here's an irony for you. In REAL life... Nuke reactors (fision Reactors) like what china uses, don't explode, but they do leave a readioactive waste. Fusion Reactors, like what USA uses, DO explode with the force of a Hydrogen bomb.

Edited by Pendaelose, 30 June 2006 - 04:48 PM.

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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.


#34 alpha86

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Posted 30 June 2006 - 04:15 PM

You know, I think people take too many RL concepts and try to put them into generals... me included... kinda stupid really, after all, its not even realistic to say that a proper general would send hundreds of men at a base just to get another star :)

Okay, if not a second upgrade, how about a boost or something, like the solar pannels upgrade, except that it affects only the fusion reactors?

Edited by alpha86, 30 June 2006 - 04:16 PM.

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#35 Pendaelose

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Posted 30 June 2006 - 04:52 PM

I still like the second upgrade idea... but it needs to be checked out. I think I can do it... just not 100% sure. It would actualy use overlord contain logic. As long as contained objects can still create power it will work fine.

I also like the idea of an uber reactor.

I'm thinking of this.

Superweapon general. Remove ColdFusion, and replace with normal powerplants. Add Tech2 super reactor.

Lasergeneral. Start with fusion Reactors, Upgrade to control rods, Research Cold fusion at a strategy center to enable second upgrade button, now upgrade reactors with Cold fusion.

I think its do-able
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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.


#36 Guy980

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Posted 30 June 2006 - 05:14 PM

Holy fuck your dead IF IT BLOWS. :)

#37 Pendaelose

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Posted 30 June 2006 - 05:45 PM

Holy fuck your dead IF IT BLOWS. :)


lol omg. No, I wouldn't use the same H-Bomb on it that I used for the Super Weapon. hehehe it would be funny though. "Its gona blow!" "Low Power" "unit lost" "You have been defeated"
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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.


#38 alpha86

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Posted 30 June 2006 - 06:57 PM

Holy fuck your dead IF IT BLOWS. ;)

lol omg. No, I wouldn't use the same H-Bomb on it that I used for the Super Weapon. hehehe it would be funny though. "Its gona blow!" "Low Power" "unit lost" "You have been defeated"

:) LMAO!! ^_^

*~si aeraesar bastosi shai por eil vyri eindral syl sosti eil thasti ail si basti os aeraesar jhyli*~

Posted Image~*Sufletul ei nu poate să fie salvat. Ea este blestemată.*~Posted Image

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~*ai jhyli o shor eir si volaer os tia shyjael caes, volaer mai mar, si tyr thor syl si ae os ei baedi*~


#39 Gilgamesh

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Posted 30 June 2006 - 07:37 PM

Well, you could give nuke general reactors a new upgrade, like an controled overcharge mode.
What it does:
- Generates even more energy (like the supercharge normal china reactor has), but instead of damaging the reactor, it generate a small radiation field. Not one with that orange goo, but nice orange/green waves (like from ecm tank) that damages anything near it (radiation armor/suit reduces the damage). So if the player activates it and does not plan it right, he can loose units and buildings around the activated reactor. Put some sound fx together, and lots of white smoke (it's water from the core) when it's on ;-)
- Toggling it on/off should take some time, to avoid abuse, because any reactor that had it on when destroyed should make a big boom, like a nuke shell from the berta.

How it works:
- Maybe a research made at any tech center, or a general point.
When bought, replace all reactors commandset with a new one that has the button.

#40 Pendaelose

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Posted 30 June 2006 - 08:31 PM

Well, you could give nuke general reactors a new upgrade, like an controled overcharge mode.
What it does:
- Generates even more energy (like the supercharge normal china reactor has), but instead of damaging the reactor, it generate a small radiation field. Not one with that orange goo, but nice orange/green waves (like from ecm tank) that damages anything near it (radiation armor/suit reduces the damage). So if the player activates it and does not plan it right, he can loose units and buildings around the activated reactor. Put some sound fx together, and lots of white smoke (it's water from the core) when it's on ;-)
- Toggling it on/off should take some time, to avoid abuse, because any reactor that had it on when destroyed should make a big boom, like a nuke shell from the berta.

How it works:
- Maybe a research made at any tech center, or a general point.
When bought, replace all reactors commandset with a new one that has the button.


The over charge ability is hard coded.... its 100% inflexable.


that aside, I doubt it would get used at all. even as it is I almost never overcharge my reactors just because of the small damage they 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.





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