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#881 Guest_Guest_*

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Posted 22 July 2006 - 04:39 PM

[/quote]
Ummm GLA uses stealth hrere (except USAs stealth planes and helis).
Why would you make a unit that is like the hero unit, thats why its called hero unit.
Selling buildings will be reanabled but only for base defences.
[/quote]

ok i supppose the camo thing was giveing USA something that was GLA's. and about the hero unit thing, you probably wont do this but i think that Burton is stupid, just my opinion. so maybe replace him with the spec-ops soldier, or have only one US general have it? Also im not trying to be rude or anything, but why wouldnt you make it so you can sell all your buildings? Its a feature i really missed once it was gone.

#882 Ubermedic

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Posted 22 July 2006 - 06:33 PM

Selling buildings is a good idea.
Steal an enemys building sell it. hahahaha.
And I have always felt burton had a distinct disadvantage over other hero's
(Demo Kel anyone?)
But maybe if usa got a hero vehicle or plane?
It could work.
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#883 Guest_Guest_*

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Posted 22 July 2006 - 08:53 PM

i suppose i could, but i dont realy wanna take the time i guess, i suppose i will eventually. one more thing i forgot to mention was when you capture an enemy's building and you cant build the things that you get with it. thats also a feature i miss extremely much because i capture buildings alot.

#884 Bozopof

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Posted 22 July 2006 - 09:20 PM

I completely agree with Umedic, Col burton is quite weaker than other heroes, his only good thing is that he can climb over cliffs and use knife on Infantry. I suggest giving him the ability to clear buildings like a toxin tractor or a flashbang G.

Edited by Bozopof, 22 July 2006 - 09:24 PM.


#885 fangfang

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Posted 24 July 2006 - 12:10 PM

about infantry general:
I think the infantry general should replace the gattling cannon defence with gattling bunker, just only the fortress bunker but a gettling cannon defence on top of it(objectcreation upgrade or something else). the gattling cannon will be shut down if the power supply is low.
and other suggestion is assault supply truck. it can hold 2 or more guards (and PassengersAllowedToFire = Yes).
that is what i want to say, infantry general's main character is infantry, everything is support to infantry, just like his bunker powerplant.

#886 PeeWee

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Posted 24 July 2006 - 03:23 PM

My suggestion: make a thread for mod progress! so we all can watch and wait :p



oh, and landable helicopters! get that!

Edited by PeeWee, 24 July 2006 - 03:28 PM.

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#887 Guest_Guest_*

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Posted 24 July 2006 - 04:24 PM

Damage your helis & repair them back at your airfield, they will land. Period.

I suggest tank general's gattling tank to have an upgrade at rank 3 or 5 to gain an extra barrel & be a mobile armored gattling cannon. :p

#888 Phoenix911

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Posted 24 July 2006 - 04:35 PM

about infantry general:
I think the infantry general should replace the gattling cannon defence with gattling bunker, just only the fortress bunker but a gettling cannon defence on top of it(objectcreation upgrade or something else). the gattling cannon will be shut down if the power supply is low


i already suggested something like this, basicly my idea was to make a bunker with a moduler upgrade on top, this could be gattling cannons, small artil cannon, propoganda speakers, radar, ecm or watever else someone can think off.
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#889 Pendaelose

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Posted 24 July 2006 - 05:36 PM

i already suggested something like this, basicly my idea was to make a bunker with a moduler upgrade on top, this could be gattling cannons, small artil cannon, propoganda speakers, radar, ecm or watever else someone can think off.


Its a suggestion that was never forgoten, but I still don't know if I'll do it.

Here's the first problem:

There are 2 ways to make modular anything. An overlord addon, or an object replace.

1. Overlord Addon, Conflicts with Garrison Contain. You can have a bunker that IS an addon, but you cannot have a bunker WITH an addon. Additionaly, if that were sidestepped, there remains the problem that objects inside an overlordcontain module ignore the POWERED condition state. This creates a big problem with base defenses.

2. Replace behavior when applied to a bunker, will kill all garrisoned troops inside. The bunker could be made non-garisonable until AFTER the upgrade, but then it kinda kills the bunker fealing.


I have always kept open the option of a Heavy Bunker for Infa general. It wouldn't be a modular bunker, but it could have a top mounted turret. maby even a few different turrets... like 1 artillery and 3 SRM turrets... plus bunker 10 men. that would be pretty super bunker.
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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.


#890 Phoenix911

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Posted 24 July 2006 - 06:08 PM

i would not have caredif you could not put men in the bunker untill it has an add on, mostly all ppl that build a building with an add on will naturaly upgrade an add on instantly.
its just liek teh airforce fire base once i build i upgrade it before any men go in.
just natural for me to do that.
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#891 Pendaelose

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Posted 24 July 2006 - 06:22 PM

i would not have caredif you could not put men in the bunker untill it has an add on, mostly all ppl that build a building with an add on will naturaly upgrade an add on instantly.
its just liek teh airforce fire base once i build i upgrade it before any men go in.
just natural for me to do that.


well, that aside, I've been thinking about what I posted earlier, and I'm getting psyched on it.

I really like the thaught of a SuperBunker with long and short range weapons plus huge garrisoning abilities. Almost like Infa general's equivilent to the (Remix) SDI cannon. "Ph34r my base defenses, bitch!"

With 12 garrison slots plus 3 SRMs and 1 LRM(or artillery) it would be a VERY formidible base defense. Filled up with gattling and PTRK troopers it would be almost unbreakable by anything short of a super weapon or a FULL attack.
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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.


#892 fangfang

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Posted 25 July 2006 - 01:08 AM

Overlord Addon, Conflicts with Garrison Contain. You can have a bunker that IS an addon, but you cannot have a bunker WITH an addon

mum...what about this : you know helix can put men in and can upgrade addon. make the bunker as a special "helix" on the ground and it can not move.

i already suggested something like this, basicly my idea was to make a bunker with a moduler upgrade on top, this could be gattling cannons, small artil cannon, propoganda speakers, radar, ecm or watever else someone can think off.


more advanced infantries!
Advanced barracks - armed with defence weapon( machinegun?? just like Xenoforce), because commandset just 14 buttons.
Officer - propoganda speaker, scout- radar, hacker or something- ECM, mortar infantry - artil cannon...
just garrison em into the bunker hehe :p

Edited by fangfang, 25 July 2006 - 01:26 AM.


#893 fangfang

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Posted 25 July 2006 - 01:38 AM

and another suggestion:
airforce general:
Rocketeer , you kow what it is.
remove the particle cannon uplink , use tomahawk storm or heavy air strike( more B2s, more Auroras or some planes) as a superweapon.

#894 Phoenix911

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Posted 25 July 2006 - 02:34 AM

and another suggestion:
airforce general:
Rocketeer , you kow what it is.
remove the particle cannon uplink , use tomahawk storm or heavy air strike( more B2s, more Auroras or some planes) as a superweapon.

Wait for remix then u can see the airforce gen's make over.
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#895 Pendaelose

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Posted 25 July 2006 - 05:25 AM

mum...what about this : you know helix can put men in and can upgrade addon. make the bunker as a special "helix" on the ground and it can not move.

That is a VERY good point. I will look into the Helix contain, I think you are right about it having mixed container behaviors. Although, I'm willing to bet money that helix contained objectes still ignore the POWERED condition state.


more advanced infantries!
Advanced barracks - armed with defence weapon( machinegun?? just like Xenoforce), because commandset just 14 buttons.

We've been talking about a variety of options just like this. We will see.

Officer - propoganda speaker, scout- radar, hacker or something- ECM, mortar infantry - artil cannon...
just garrison em into the bunker hehe :p

All of these are already planned. Officer, Scout, and Mortar are all done or in the works.


airforce general:
remove the particle cannon uplink , use tomahawk storm or heavy air strike( more B2s, more Auroras or some planes) as a superweapon.

Already done in remix3. theres actualy 2 different ones for AirForce General. Stratiegic bombing and Saturation bombing.
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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.


#896 fangfang

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Posted 25 July 2006 - 07:37 AM

That is a VERY good point. I will look into the Helix contain, I think you are right about it having mixed container behaviors. Although, I'm willing to bet money that helix contained objectes still ignore the POWERED condition state.


well, and other point is HideSubObject/ShowSubObject, the example is Landraider from Project Raptor :p

#897 Pendaelose

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Posted 25 July 2006 - 12:56 PM

well, and other point is HideSubObject/ShowSubObject, the example is Landraider from Project Raptor :p


I'm very familiar with hid/show, it has its limits though. While it can be setup creativly to do alot there are limits and problems inhernt just like any other method.
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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.


#898 Guest_Guest_*

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Posted 26 July 2006 - 02:34 AM

I think the stealth general’s stealth ability just isn’t good enough; it’s simply to easily detected and only really useful when defending, never attacking. I have a few suggestions for new improved kinds of stealth, I’m not sure if they can be coded but here goes.
1. A radar van that cloaks nearby units instead of detecting them, these units are completely invisible even while firing and cannot be detected my any means. The only way to reveal them is by destroying the vulnerable radar van; the van itself can never be stealthed.
2. A van with gaint speakers that creates noises of units in order to confuse the enemy. It would spawn a few units that are invincible but cannot attack, their only purpose it to draw fire from things like base defense, drones, and airplanes. Destroying the van would of course destroy the fake units.
3. Another kind of stealth would be a kind of lock on jamming stealth. This stealth would prevent turrets and homing missiles from successfully locking on to the units even after being detected. Only infantry and straight firing weapons like cannons would still be effective against them.
4. Another type of stealth I thought of would scramble the type of vehicle a unit would be. When you detect a unit under this stealth, it would show up as a shadow. Other units could still attack it normally but there would be no way of knowing what type of unit it was until it fired.

#899 Guest_Unregistered_*

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Posted 26 July 2006 - 05:24 AM

Super unit: Gatling scuds!

#900 Guest_Guest_*

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Posted 26 July 2006 - 08:57 PM

:( :( I am thinking maybe giving all tanks some machine gun upgrade so it is better against infantry.
I was playing contra 004 the last day and when my 8 migs went into a US base and the anti air missile was firing at my migs but my migs was faster so the missiles followed to my air base almost destryed it too so maybe faster missiles.
I like the idea of not giving the better units to low level generals but maybe you can speed up the promotion progress because the enemies dont last that long.
In contra 004 i also noticed that the super nuke cannon has no stop button and it keeped on firing at closing enemy troops which killed some of my guys too.
Oh and last thing i was thinking more planes for all sides. i think it is going to be more fun
And just asking is there a newer model than 004 if there isnt keep on making the mod for all versions of zero hour.(cant pitch my)




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