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Upgrades for buildings and countries


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#1 Nighthawk

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Posted 02 April 2006 - 06:59 PM

I'm now going to make some upgrades for each side to add to some of their buildings. They will be mostly based on upgrades from Generals / Zero Hour.
Also Upgrades only affect the single structure you upgrade with them, not every one of them.

NOTE: All upgrades will require the player to own an Upgrade Facility as well as the noted prerequisites before they can be purchased

Allies:
The Allies' Upgrades are more defensive based and upgrade mostly weapons. They do not have power upgrades unlike the other 3 sides

AP Pillbox
Cost: $300
Upgrades: Pillbox
Prerequisites: Pillbox and War Factory
Makes the Pillbox use an Anti-Personnel Rifle which is better against infantry.

Improved Patriots
Cost: $400
Upgrades: Patriot Missile
Prerequisites: Patriot Missile and any Radar
Makes the Patriot Missile fire more powerful missiles which are more effective against aircraft than the standard, and are also more effective against paradropping infantry, rocketeers and jumpjet desolators.

Infantry Repair
Cost: $900
Upgrades: Service Depot
Prerequisites: Service Depot and Battle Lab
Upgrades the Service Depot to include a second Emergency Repair superweapon which heals infantry instead of vehicles and buildings.

Arc Lasers
Cost: $500
Upgrades: Pillbox
Prerequisites: Pillbox and Battle Lab
Upgrades the Pillbox to use a special Arc Laser, which is almost as effective as a Prism Tower's laser against all ground targets


Soviets:
The Soviets' Upgrades are similar to the Allies'. They also gain the ability to upgrade their Radar to have a SpySat, and Overchage their tesla reactors

Overcharge
Cost: $500
Upgrades: Tesla Reactor
Prerequsites: Tesla Reactor
The Tesla Reactor will produce 200% more power, but slowly destroy itself, like the Chinese Nuclear Reactor in Generals. This gives the user time to build more tesla reactors before the overcharged reactor detonates. NOTE: even if the tesla reactor is not upgraded, it will still leave ionising radiation when destroyed. This radiation glows with a silvery colour and harms any unit, infantry or building inside it.

AP Sentry Gun
Cost: $300
Upgrades: Sentry Gun
Prerequisites: Sentry Gun and War Factory
See Allied AP Pillbox Upgrade for description

HE Flak
Cost: $700
Upgrades: Flak Cannon
Prerequisites: Flak Cannon and any Radar
Upgrades the Flak Cannon to fire Highly Explosive flak shells. These cause more damage to aircraft and incoming V3, Dreadnought or Cruise missiles

Infantry Repair
Cost: $900
Upgrades: Service Depot
Prerequisites: Service Depot and Battle Lab
See Allied Infantry Repair Upgrade for description

Spy Satellite
Cost: $2000
Upgrades: Radar
Prerequisites: Radar and Battle Lab
Upgrades the Radar Tower with a Spy Satellite, which, after 1 minute of applying the upgrade, will automatically reveal the map. It will continue to reveal the map periodically like the Future Forces Spy Satellite incase the user were to pick up a Shroud crate.


Yuri:
Yuri has substantially less upgrades than the other sides, and his upgrades are mostly power-based, as his defenses require more power than the other 3 sides'.

Overload Upgrade
Cost: $500
Upgrades: Bio Reactor
Prerequisites: Bio Reactor
This upgrade will make your Bio Reactor produce 200% more power whether it is full or not. However, the Bio Reactor will slowly destroy itself, like the Overcharge in Generals does to the Chinese Nuclear Reactor. NOTE: No matter whether the Bio Reactor is upgraded or not, Toxic Waste will be released when it is destroyed which acts like Radiation but damages buildings. It gives off a magenta glow.

Bionic Generator
Cost: $800
Upgrades: Bio Plant
Prerequisites: Bio Plant
This upgrade is similar to the previous one, but it upgrades the Bio Plant making it produce as much power as 2 empty Bio Reactors. NOTE: A non-upgraded Bio Plant will now produce Toxic Waste when destroyed.

Chaos Rifle Upgrade
Cost: $1000
Upgrades: Sniper Turret
Prerequisites: Sniper Turret and Battle Lab
This upgrade will let the Sniper Turret fire a rifle that doesn't cause much damage but will berserkify whatever is hit by its bullets.

Virus Rifle Upgrade
Cost: $1500
Upgrades: Sniper Turret
Prerequisites: Sniper Turret and Battle Lab
This upgrade will let the Sniper Turret fire a Virus rifle at enemy forces, causing them to explode and release toxic gas.

AT Rifle Upgrade
Cost: $1500
Upgrades: Sniper Turret
Prerequisites: Sniper Turret and War Factory
This upgrade will make your Sniper Turret more effective against enemy vehicles, as it will use Armour Piercing Bullets.

Future Forces
<information removed as per President Dugan's Future Forces Information Secrecy Act>

Country Specific Upgrades
For countries which only have a special unit(s), their upgrade will enable them to call in a reinforcement of them, for countries which have a country specific superweapon, their upgrade will improve their superweapon, for countries which have defense structures, this will improve them, and for countries which have a mixture, wait and see...
All Country Specific Upgrades require a Battle Lab, Construction Yard and of course an Upgrade Facility


MOAB
Country: America
Cost: $5000
Upgrades: Airstrike Uplink
This upgrade upgrades the Airstrike Superweapon to call in a different airstrike as well as the standard one which drops one bomb on its target, but the bomb is much more powerful and will decimate most of an enemy base

British Reinforcements
Country: Great Britain
Cost: $1000
Upgrades: Air Force Command
This upgrade lets the British Army call in reinforcements of their side specific units. This paradrop calls in 3 Chrono Tanks and 6 Snipers.

A10 Strike
Country: Korea
Cost: $2000
Upgrades: Air Force Command
This upgrade will give you the A10 Strike Superweapon which will call in 3 A10 Warthogs to discharge missiles at an area you designate.

Ion Shells Upgrade
Country: France
Cost: $1000
Upgrades: Grand Cannon
This upgrade will make the Grand Cannon fire a much more powerful ionic payload which causes much more damage than normal.

Autoloader Upgrade
Country: Germany
Cost: $500
Upgrades: AT Cannon
This upgrade will increase the AT Cannon's rate of fire, range and damage.

Commando Reinforcements
Country: Northern Ireland
Cost: $2000
Upgrades: Air Force Command
This upgrade will enable Northern Ireland to call in a paradrop of 3 of their Commados. The Commandos are very powerful, so I've made it cost more than the other reinforcement upgrades.

Italian Reinforcements
Country: Italy
Cost: $1500
Upgrades: Air Force Command
This upgrade will enable Italy to call in a paradrop of 4 Rocket Tanks

Polish Reinforcements
Country: Poland
Cost: $1000
Upgrades: Air Force Command
This Upgrade will enable Poland to call in a paradrop of 5 AP Tanks

Russian Reinforcements
Country: Russia
Cost: $1500
Upgrades: Radar
This Upgrade will enable Russia to call in a paradrop of 5 Tesla Tanks.

Terrorist Strike
Country: Cuba
Cost: $1000
Upgrades: Radar
This Upgrade will enable Cuba to call in a paradrop of 8 Terrorists, enough to devastate a base if used correctly.

Demo Strike
Country: Libya
Cost: $2000
Upgrades: Radar
This Upgrade will enable Libya to call in a paradrop of 4 Demo Terrorists and 2 Demo Trucks, very powerful.

Refined Uranium
Country: Iraq
Cost: $1000
Upgrades: Rad Beam Turret
This Upgrade will enable Iraq's Rad Beam Turret to fire more often and cause more damage.

Stealth Bomber Strike
Country: North Korea
Cost: $2000
Upgrades: Radar
This Upgrade will enable North Korea to call in an Airstrike of 3 Stealth Bombers.

Ion MiG Airstrike
Country: China
Cost: $2500
Upgrades: Airforce Uplink
This Upgrade will add a second Airstrike to China's Airforce Uplink, this version of the MiG Airstrike will drop a bomb that will not do much damage, but will release Ionising Radiation through an enemy base, which will damage buildings as well as units and infantry.

Japanese Reinforcements
Country: Japan
Cost: $1000
Upgrades: Radar
This Upgrade will enable Japan to call in reinforcements of 8 Jumpjet Desolators.

Elite Reinforcements
Country: Yuri
Cost: $1500
Upgrades: Psychic Radar
This Upgrade will enable Yuri to call in reinforcements of 10 Elite Corps.

PsiWave Jet Strike
Country: Pacific Islands
Cost: $1500
Upgrades: Pacific Airpad
This Upgrade will enable the Pacific Islands to call an airstrike of 4 Psi Wave Jets.

Future Forces do not get any country specific upgrades as they only are one 'country' anyway

Threat Logic Upgrade
Country: All
Cost: $2500
Upgrades: All Battle Labs
This upgrade will improve your units' reaction times and assessment of threats. Units will automatically scatter from vehicles, avoid bombs, avoid units which they consider to be more of a threat and crush nearby crushables. This will also come with a Sonar Pulse superweapon, which when used on an area, will reveal submarine or cloaked units.

Also, since the Tesla, Bio and Chrono Reactors now produce some type of harmful substance when destroyed, the Allied Power Plant will produce oil when destroyed, this acts like radiation but is greyish and will kill infantry instantly and slowly damage units. Buildings are unaffected.

Please note, all upgrades are subject to change and/or removal

Edited by Nighthawk, 29 October 2006 - 11:46 PM.

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#2 Allied General

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Posted 18 April 2006 - 12:13 AM

not sure if the death weapons will work with upgrades from my experience

nuclear technology is more of an soviet tech better to use plasma or something instead of nuclear shells for french grand cannon

Korean Black Eagle Strike is gonna be useless against most threats due to targeting issues, i would advise eagle bombers or a weapon wiv some spread.

Same with Psi Wave jets.

Also radiation types in 1.07 currently don't support new warhead.

Also take advantage of the BuildTimeMultipler tag to make cheap things build slowly

Otherwise sounds pretty cool.
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#3 Beowulf

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Posted 18 April 2006 - 12:27 AM

Can we see some diversity with the Pillbox upgrades? As it stands, each one makes it better against tanks. Not to mention AP Bullets are so last season. Rockets are good and logical but one that improves the machine gun would also be cool.

Edited by Fenring, 18 April 2006 - 12:28 AM.

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#4 Nighthawk

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Posted 18 April 2006 - 11:26 AM

Also radiation types in 1.07 currently don't support new warhead.

I've been able to make new rad site warheads using the RP before :)
I'll change the Pillbox upgrades around also

If Death Weapons don't work on upgrades I'll try and work something out with invisible damaging anims spawned by dummy weapons

EDIT: Changed AP Bullets to AP Pillbox and AP Sentry Gun which make it more effective vs. infantry, Black Eagle Strike has been replaced with Carpet Bomb and Nuclear Shells has been replaced with EMP Shells

Edited by Nighthawk200, 18 April 2006 - 11:43 AM.

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#5 Gosho

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Posted 22 April 2006 - 04:50 PM

AP Rockets for the Patriot?That means more effective versus Paratroopers and rocketeers,right?

#6 Nighthawk

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Posted 22 April 2006 - 06:36 PM

No, AP standing for Armour Piercing. It's easy to get that mixed up with Anti Personnel

~ edited all Anti Personnel upgrades to say Anti-P instead of AP to avoid confusion with armour piercing

Edited by Nighthawk200, 22 April 2006 - 06:37 PM.

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#7 Speeder

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Posted 22 April 2006 - 06:49 PM

AP is anti-personnel

AT is anti-tank

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#8 Jeeves

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Posted 23 April 2006 - 05:47 AM

AA is anti-air
AS is anti-shipping.
If there was some upgrade for AP rockets I'd get it...

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#9 Nighthawk

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Posted 23 April 2006 - 10:57 AM

Ok... I've changed all things that say Anti-P back to AP, and I've changed the AP Rockets upgrade to Improved Patriots.
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#10 Jeeves

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Posted 23 April 2006 - 11:04 AM

Just noticed this, but doesn't paradropping chronotanks seem odd?

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#11 Nighthawk

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Posted 23 April 2006 - 11:37 AM

Unfortunately I can't make a Chrono Reinforcements superweapon, so this is all I could come up with.

EDIT: Improved Patriots now also make the Patriot stronger against infantry (paratroopers, rocketeers, jumpjet desolators etc.)

Edited by Nighthawk200, 23 April 2006 - 12:19 PM.

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#12 Allied General

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Posted 25 April 2006 - 07:29 PM

when i mean new radiation the colour can be changed but not the WH its a documented bug, its why in your bloopers reel the mig airstrike caused nuke death from the orange radiation.

also spy sat for soviets?

woo hoo now allies are even easier to destroy cos i have spy plane to reveal gap and full radar ...

......

also emp shells AFAIK emp cannot not cause damage as Damage= affects duration also if it has spread effect then u could just end up disabling your own grand cannon lol

Edited by Allied General, 26 April 2006 - 11:31 PM.

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#13 Nighthawk

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Posted 26 April 2006 - 08:48 AM

I'm starting to bugger this up now :). Changed EMP Shells to Ion Shells. I hope the rad warhead problem is fixed in RP 1.08. I can't really think of other ideas to put in there.
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#14 Gosho

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Posted 26 April 2006 - 01:04 PM

How about stolen tech? You could work on that...

BTW, just saw this:

Arc Lasers
Cost: $1000
Upgrades: Pillbox
Prerequisites: Pillbox and Battle Lab
Upgrades the Pillbox to use a special Arc Laser, which is almost as effective as a Prism Tower's laser against all ground targets

This means that Pill box + upgrade is equal at cost to the Prism towers and less effective...why would someone build them then? Decrease the cost of the upgrade (500$ for instance).
And also remove the Spy Satelite for the Soviets.Or make it very expensive and High tech-like Radar + Upgrade (which costs a lot) and battle lab- this way things will be much more ballanced.

Edited by CCCP Gosho, 26 April 2006 - 01:08 PM.


#15 Nighthawk

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Posted 26 April 2006 - 04:59 PM

The problem with stolen tech is its limitations with the RP, it would be absolutely useless for a player to send a spy into an FF Battle Lab.

But, I will try.

Also, the SpySat prerequisite is already Radar, Battle Lab and Upgrade Facility.

Updates: Arc Lasers cost changed to $500, SpySat cost changed to $2000

Edited by Nighthawk200, 26 April 2006 - 05:00 PM.

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#16 Gosho

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Posted 26 April 2006 - 05:40 PM

Well, maybe you could find a way around the Stolen tech problem with the 4 sides with a little trick- simply make the FF Battlelab a "Secret lab" and give it the ability to give some future unit randomly out of 3 perhaps.


About the upgrades-good job.

Edited by CCCP Gosho, 26 April 2006 - 05:42 PM.


#17 Allied General

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Posted 26 April 2006 - 11:33 PM

Well, maybe you could find a way around the Stolen tech problem with the 4 sides with a little trick- simply make the FF Battlelab a "Secret lab" and give it the ability to give some future unit randomly out of 3 perhaps.


About the upgrades-good job.


good idea and possible if u use specific secret tags (thats how in last soviet yr mission the secret lab always provides an grand cannon) but not really pratical coding wise.

for future forces i would advise just capture there lab and get stuff which future forces can't built cos of forbiddenhouses e.g. an soviet general gains an tesla future tank which allies or league can't get and so on when he has an soviet and freedom lab.

1.08 will feature immunity tags for [Warheads] aswell hopefully

but good try :blink:

hopefully upgrades will be able to accept more tags in future like industrial plant and ore purifier logic.

also remember upgrades are essentially "animations" and virusdeath spawns death via its animations (hint look at [VIRUSD] code ...)

to balance out the spy sat of soviets for other players, u could increase psychic reveal radius and give allies an upgrade for an AWACS (like an better spy plane)

Its mainly to help against gap bases...

Edited by Allied General, 28 April 2006 - 01:02 PM.

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#18 Gosho

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Posted 27 April 2006 - 06:05 AM

Good ideas AG. But I thought the Secret Tech Lab in the Soviet mission could give you only the GC because it was the only unit awailable to give.

#19 Nighthawk

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Posted 27 April 2006 - 03:33 PM

AFAIK in that map the SecretBuildings tag is changed to only include the Grand Cannon. I'm guessing the other two tags' lists (SecretInfantry and SecretUnits) are emptied.

Also, why give the Allies a Spy Plane when they already have a SpySat. If a Spy Plane overflies a gapped base, the shroud returns practically instantly after the plane overflying.

The virus death style anims is how I was going to work the power upgrades that slowly damage your power plant (like Nuclear Reactor Overcharge in Generals). I give the invisible upgrade 'animation' a Damage=xx tag and maybe a dummy warhead with only building verses. Also, looking at the tech buildings, when you capture one, it triggers an eva sound, could the same tag (CaptureEVAEvent) still work if you just built a building. I was going to use the unused eva 'upgrade complete' sound so that when the building is built, after placing it on the structure it says 'Upgrade Complete'.

If that doesn't work, is there a control for the soundmd.ini file to make a sound play only once. E.g. I have two invisible anims for the upgrade. The first one [UPGRADE_A] for example, triggers the 'Upgrade Complete' sound, that anim then has a Next= tag pointing to [UPGRADE_B] which triggers the damage (if it applies to that upgrade)

Edited by Nighthawk200, 27 April 2006 - 03:43 PM.

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#20 Allied General

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Posted 28 April 2006 - 01:06 PM

AFAIK in that map the SecretBuildings tag is changed to only include the Grand Cannon. I'm guessing the other two tags' lists (SecretInfantry and SecretUnits) are emptied.

Also, why give the Allies a Spy Plane when they already have a SpySat. If a Spy Plane overflies a gapped base, the shroud returns practically instantly after the plane overflying.

The virus death style anims is how I was going to work the power upgrades that slowly damage your power plant (like Nuclear Reactor Overcharge in Generals). I give the invisible upgrade 'animation' a Damage=xx tag and maybe a dummy warhead with only building verses. Also, looking at the tech buildings, when you capture one, it triggers an eva sound, could the same tag (CaptureEVAEvent) still work if you just built a building. I was going to use the unused eva 'upgrade complete' sound so that when the building is built, after placing it on the structure it says 'Upgrade Complete'.

If that doesn't work, is there a control for the soundmd.ini file to make a sound play only once. E.g. I have two invisible anims for the upgrade. The first one [UPGRADE_A] for example, triggers the 'Upgrade Complete' sound, that anim then has a Next= tag pointing to [UPGRADE_B] which triggers the damage (if it applies to that upgrade)


Well the upgrade sound wont' be faction specific e.g. if you are soviet and build allied upgrade allied eva will be used but its not a big issue.

Best way is to use Report= with the eva sound in your art for the upgrade e.g. [UPGRADE_A] Report= (I use an loud generic upgrade sound)

Also Gap Generator, spy plane, online players, assign planes to an team, reveal gap and then air strike (remembers ra1 mission destroy con voy trucks in gapped base ....) same principle.

Basically the spy sat reveal is a bad idea IMHO

Edited by Allied General, 28 April 2006 - 01:08 PM.

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