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#2401 amirshaneh

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Posted 10 September 2009 - 10:06 PM

i dont know if i am the only one that noticed it.
but im playing this mod fro quite a while and i tryed many mods before that but this is THE BEST MOD i played yet.
all the units and grpahic adjustments are amazing.!
and now every army is realy unique and idvidual to his own specialty.!

in conclustion this mod is AWSOME!!!!!!

but....
ive tried playing against the different diffeculties and i found that sometimes the hard army is harder then the insane army.
i mean with super weapon generals i beat up 5 insane army's and i bet i can beat even 7.

i was wondering maybe you can take this mod 1 step forward and make the army's more diffecualt.

and again AWSOME MOD!!!

Thanks alot to the devoloper.

P.S
i have noticed that there is a suggestions topic.. but i just dont want to be included in the 120 pages of it.

i want people to see it and add replys.

Edited by amirshaneh, 10 September 2009 - 10:08 PM.


#2402 BrucetheMoose

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Posted 11 September 2009 - 12:19 AM

His infantry is cyborg, which means half human and half machine. There is organic part in the cyborg as well as mechanical part. It's also for game balance.


There should be an earlier upgrade for toxin resistance, and a late-game upgrade for near-immunity. Cyborgs should be able to take on toxin rebels in a fight.

However, I think they should be vulnerable to acids, as they are part machine. Acid vulnerability would keep the game balanced.

#2403 ApOcOlYpS

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Posted 11 September 2009 - 02:43 AM

I agree with you Bruce. The only problem with making the cyborgs partly vulnerable to acid is that the game engine (I don't believe) will allow it. Either a weapon is anti tank, anti air, or anti infantry, or a combination. And each unit is either air, infantry, or tank. And if you are allowed to make a unit more than one type, it will likely be an all or nothing change (short of changing source code.....right). So I don't believe it will be possible.

One thing I must say, I find it frustrating that missiles from 4 flame migs in the usual 2 by 2 attack can get a few missiles to hit 6 paladins all with laser drones. The lack of long ranged artillery (such as satellite caller from remix), or of durable tanks, other than the paladin which has a serious damage dealing problem, makes lasers rather ineffective late game. Given the reload time of the laser strike I believe that the argon laser upgrade (particle cannon one) should make it just strong enough to take out a war factory/air field.

#2404 Guest_Guest_fatfishwen_*_*

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Posted 12 September 2009 - 10:50 AM

I think maybe you can change the role of the inferno of Flame Gen.
I mean, change it's second weapon from ECM shell to a fuel shell.
the fuel shall gives no damage, but can leave a field of fuels, just like the fuel from fuel tube.
And about the third weapon...
Can it really HIT enemy tanks...?

#2405 Casojin

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Posted 13 September 2009 - 01:36 PM

The lack of long ranged artillery (such as satellite caller from remix), or of durable tanks, other than the paladin which has a serious damage dealing problem, makes lasers rather ineffective late game.

Ineffective? Laser plus S&D battleplan is almost unstoppable. Missile weapons are ineffective against his combined force. Laser tanks can cut through vehicle with ease and microwave can fry infantry like french fries. Libra can fire at very long range and blow anything up. Laser comanches can also cut down any heavy tanks with no AA escort with ease. The super unit can also burn down anything from afar (stealth field and control rod also help alot).

I think maybe you can change the role of the inferno of Flame Gen.
I mean, change it's second weapon from ECM shell to a fuel shell.
the fuel shall gives no damage, but can leave a field of fuels, just like the fuel from fuel tube.
And about the third weapon...
Can it really HIT enemy tanks...?

Fuel would be more fitting.
Hitting a moving tank would require a special control. Use force-firing (ctrl+click) to attack ground in the direction that the tank is moving.

Edited by Casojin, 13 September 2009 - 01:49 PM.

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#2406 Creator

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Posted 14 September 2009 - 06:04 AM

I think maybe you can change the role of the inferno of Flame Gen.
I mean, change it's second weapon from ECM shell to a fuel shell.
the fuel shall gives no damage, but can leave a field of fuels, just like the fuel from fuel tube.

Yes, and create firestorm with each shot when used in combination with dragon tank.

This variant was tested already. It is overpower to create big fuel pool with each shot. But it is too boring to create small fuel pools with each shot. You need too much microcontrol to block an area with a number of small fuel pools. I did it, I checked it and rejected this idea it then. I also tried to give fuel spilling to flamethrower troopers. Rejected it too because of the same reason.

And about the third weapon...
Can it really HIT enemy tanks...?

If you are about single tanks - no. But group of infernos is good enough vs group of tanks.

The lack of long ranged artillery (such as satellite caller from remix), or of durable tanks, other than the paladin which has a serious damage dealing problem, makes lasers rather ineffective late game.

Lack of artillery? What is about Omega and Annihilator?
By the way, did you try to use this strategy? http://contra.cncgui...ts_longarms.php

Edited by Creator, 14 September 2009 - 06:10 AM.


#2407 dcesarec

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Posted 14 September 2009 - 08:25 PM

What about adding tank for tank general that is able to cause emp blast? Or give it to ecm tank, you know, a blast like in original zh that is droped from plaine but here is as abillity for tank. I know he has ecm field but this one will cause to turn down everyone in area, both plaines and tanks (smaller area ofcourse)?

Or give it to colonel burton in cyborg army because he is hero and cyborg.?

Or give this abillity to commanche for air force general to take down some enemy plaines or helicopters like helix...?

At least one of this unit could have that abillity that is forgotten (not including colonel burtons sw mine trap).
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#2408 Casojin

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Posted 15 September 2009 - 02:01 AM

What about adding tank for tank general that is able to cause emp blast? Or give it to ecm tank, you know, a blast like in original zh that is droped from plaine but here is as abillity for tank. I know he has ecm field but this one will cause to turn down everyone in area, both plaines and tanks (smaller area ofcourse)?

Or give it to colonel burton in cyborg army because he is hero and cyborg.?

Or give this abillity to commanche for air force general to take down some enemy plaines or helicopters like helix...?

At least one of this unit could have that abillity that is forgotten (not including colonel burtons sw mine trap).

EMP detonation is already exist to SWG Burton. He can plant EMP charge or power disabler.
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#2409 BrucetheMoose

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Posted 15 September 2009 - 11:27 PM

I agree with you Bruce. The only problem with making the cyborgs partly vulnerable to acid is that the game engine (I don't believe) will allow it. Either a weapon is anti tank, anti air, or anti infantry, or a combination. And each unit is either air, infantry, or tank. And if you are allowed to make a unit more than one type, it will likely be an all or nothing change (short of changing source code.....right). So I don't believe it will be possible.


Can't you give certain units resistance to certain types of attacks? Could you not, say, add 50% resistance to toxins, or raise the health and add vulnerability to every other type of attack? If not, then how do you explain the chem suits upgrade in ZH?

Yes, and create firestorm with each shot when used in combination with dragon tank.

This variant was tested already. It is overpower to create big fuel pool with each shot. But it is too boring to create small fuel pools with each shot. You need too much microcontrol to block an area with a number of small fuel pools. I did it, I checked it and rejected this idea it then. I also tried to give fuel spilling to flamethrower troopers. Rejected it too because of the same reason.


How about a line of small fuel pools? A few small pools lined up in a row during each shot would not be overpowered, but it would block an area well enough.



What about adding tank for tank general that is able to cause emp blast? Or give it to ecm tank, you know, a blast like in original zh that is droped from plaine but here is as abillity for tank. I know he has ecm field but this one will cause to turn down everyone in area, both plaines and tanks (smaller area ofcourse)?



Cool idea, but i see some MAJOR potential balance problems. Several suicidal EMP units could knock out an entire assault, foil concentrated airstrikes, and hit other friendly units. Personally, I think the ECM tank is enough for the tank gen.

However, I can see potential use for EMP as a mini sw. Like the Scud launcher, An American vehicle could launch an EMP missle to temporarily knock out the power and units in an area. Reload time, vulnerability, and the time it takes for a missile to travel would counter any game balance issues,

Edited by BrucetheMoose, 15 September 2009 - 11:36 PM.


#2410 Casojin

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Posted 16 September 2009 - 03:07 AM

I agree with you Bruce. The only problem with making the cyborgs partly vulnerable to acid is that the game engine (I don't believe) will allow it. Either a weapon is anti tank, anti air, or anti infantry, or a combination. And each unit is either air, infantry, or tank. And if you are allowed to make a unit more than one type, it will likely be an all or nothing change (short of changing source code.....right). So I don't believe it will be possible.


Can't you give certain units resistance to certain types of attacks? Could you not, say, add 50% resistance to toxins, or raise the health and add vulnerability to every other type of attack? If not, then how do you explain the chem suits upgrade in ZH?


It's possible by assigning different armor to the cyborgs. However, there is a style in cyber general. His units that invulnerable to toxin and radiation are quite weak (both health and firepower) while hard-hitting units (cyborgs, Big missile launchers) tend to be vulnerable to those weapons. I think this is for balance issue and also forces players to use more tactic other than brute force. Cyber gen units can move very fast and that can be used to compensate for the too little toughness of each unit.


What about adding tank for tank general that is able to cause emp blast? Or give it to ecm tank, you know, a blast like in original zh that is droped from plaine but here is as abillity for tank. I know he has ecm field but this one will cause to turn down everyone in area, both plaines and tanks (smaller area ofcourse)?



Cool idea, but i see some MAJOR potential balance problems. Several suicidal EMP units could knock out an entire assault, foil concentrated airstrikes, and hit other friendly units. Personally, I think the ECM tank is enough for the tank gen.

However, I can see potential use for EMP as a mini sw. Like the Scud launcher, An American vehicle could launch an EMP missle to temporarily knock out the power and units in an area. Reload time, vulnerability, and the time it takes for a missile to travel would counter any game balance issues,

Mini SW EMP launcher might be ok with SWG. Still, is the blackout missile not enough?

Edited by Casojin, 16 September 2009 - 03:11 AM.

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#2411 dcesarec

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Posted 16 September 2009 - 07:51 AM

Cyborg infantry could have more armor than other regular infantry units, so what if they are fast, but still they should take every other "standard" infantry (red guard,toxin rebel...) on 1on1 battle. It`s just frustrating as one toxin rebel or tractor with toxin spray kills easy squad of 5 or more cyborgs. they are not humans and that is why they should be a bit stronger than other units. The only issue is how to make that and how armor they should get.

About emp tank, maybe it could be for ECM tank as another abillity, recharge time about 2min. A smaller field, and tanks hitted with emp blast would recover faster than hitted with blackout system...maybe the same time as emp patriot missile. And plaines, well, someone must die.

Or, maybe add some long range unit (like death hand) that can fire small emp blast everywhere on map!??
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#2412 Casojin

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Posted 17 September 2009 - 12:43 PM

Cyborg infantry could have more armor than other regular infantry units, so what if they are fast, but still they should take every other "standard" infantry (red guard,toxin rebel...) on 1on1 battle. It`s just frustrating as one toxin rebel or tractor with toxin spray kills easy squad of 5 or more cyborgs. they are not humans and that is why they should be a bit stronger than other units. The only issue is how to make that and how armor they should get.

Toxin rebel costs $300 which is as much as the cyborg and it's good only vs infantry and light vehicles. While Cyborg can move a lot faster and can be upgraded with drone to counter tank or even aircraft. Since Cyborg is already a multi-purpose unit, it should have some weakness.

About emp tank, maybe it could be for ECM tank as another abillity, recharge time about 2min. A smaller field, and tanks hitted with emp blast would recover faster than hitted with blackout system...maybe the same time as emp patriot missile. And plaines, well, someone must die.

Black Lotus has that kind of ability (ECM field) and she's stealth.
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#2413 dcesarec

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Posted 18 September 2009 - 12:18 PM

Can you add rally point option to units like in ra2 or tiberium wars?For all units and group of units to make checkpoints for moving?Or...maybe not...this is better...i dont know,what do you think?
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#2414 Casojin

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Posted 18 September 2009 - 02:46 PM

Rally point for units? Did you mean waypoint? If you want to use waypoint, press ALT+LMB.
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#2415 dcesarec

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Posted 18 September 2009 - 06:22 PM

Yes,waypoints.I know that, but they are moving soon as i get finger out of mouse button.In ra2 you could set waypoints for more teams and units and trigger them all by pressing one button.

And guard if you connect waypoints in circle...remember from red alert 2?That is what i mean.

Edited by dcesarec, 18 September 2009 - 06:24 PM.

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#2416 Casojin

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Posted 19 September 2009 - 07:48 AM

Well, ZH doesn't support that from the beginning.
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#2417 phenom1989

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Posted 22 September 2009 - 06:00 AM

hey all i found some nice new tank's maybe they able to add into Contra

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here some nice tank for China or Gla

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the Tank for Gattling cannon and Ranger etc

http://www.cannonart...nlos_cannon.JPG
new skin or tank for china
CPU: Phenom II X6 1090T @ 3,6GHz
Memory: 2 GB 607 Mhz
Graphics: Asus Radeon 5770 1 GB 4.8 Ghz memory clock
Mainboard: Gigabyte 880G
Monitor: HF237 23" Full HD
PSU: Hyperion 700w

#2418 Creator

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Posted 22 September 2009 - 06:54 AM

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here some nice tank for China or Gla

Yeah, it will fit for GLA the most of all. :p Maybe as replacement for Scorpion.

#2419 Casojin

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Posted 22 September 2009 - 07:47 AM

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here some nice tank for China or Gla

Yeah, it will fit for GLA the most of all. :p Maybe as replacement for Scorpion.

Whaaa.....this is M1 Abrams. I don't think GLA can afford one of the most sophisticated USA Main Battle Tank of 20th century (well in 21st Century the Paladin Tank and Laser Crusader would be more sophisticated).
If you want a light tank with missile, I think you better go for Russian tank. Maybe some old design tank with modification.
Maybe GLA Assault General would get Russian T90 Tank.
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#2420 _Paladin_

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Posted 22 September 2009 - 11:31 AM

Here's a few units i've made (just written. i suck at drawing)

I plan to design about 2 for each general. even if they never get used its good use of time. :p
And for no particular reason i've described them in a sort of retail showroom way. sorry if its bugs anyone. O_o

Bear in mind they're all either super units or main battle / support units.

LASER GENERAL

GO-6 Mobile Artillery Platform:
Developed as an advancement of the original Omega Cannon the GO-6 MAP moves at half the speed and measures up and twice the size, its armour and firing conditions remain almost identical. The GO-6 MAP houses a Type 0.7 Photon Cannon. With High Explosion impact capabilities capable of damaging units within 4x4 humvee’s wide.
The weapon itself is fixed the platform structure for support, meaning the tank has to face the target before firing. But it’s very slow moving capabilities and reload times makes for a balanced, but formidable artillery.
Also, as a bi-product of the armament, the Tank spills radioactive plasma residue over its surrounding area which kills infantry instantly and highly damages any tank that passes over it. A Photon dust cloud will appear over the attacked target after contact, which can interfere with Aircraft engines at about the same capacity as toxin Generals Dust Clouds upgrade.
The residue and dust cloud do not remain for very long.

WARNING:
When destroyed, the Plasma reactors will overload causing a blue nuclear explosion, which will devastate every unit within the radius, friendly, enemy, and Aircraft included. Leaves Radioactive Plasma field for some time.
You do not want these to blow up in your base. Use with caution.

Weapon type: Photon
Armour Class: Weak. Unaffected by all types of toxins/radiation/acid on the ground
Range: Very Large (Does not exceed LoS)
Strong vs. Buildings, large groups of units
Weak vs. everything.
Cost: 10,000
Requires Strategy Centre, Particle Cannon, rank 5
Build limit: 1
Power Required: 50
Disables construction of Omega Cannon until destroyed


Avenger Class D-16 Anti Projectile Defence System (APDS):
This System is an upgraded, slightly more expensive version of the MTHEL (Upgrade is found in Strategy Centre). Its laser is far more powerful and is able to dispatch of projectiles with delayed arrival times (Such as Howitzers, Artillery Platforms, Earth Shakers, Aircraft payloads etc.) with ease.
It can also fire upon superweapon missiles like Nukes, Scud missiles and the like but is only a little more effective than its MTHEL counterpart. It cannot fire at aircraft however, and requires reasonable amounts of power to use. It is slow moving and is towed by a standard armed ARV without its normal mine laying/repairing abilities.

Weapon type: Non combat laser
Armour class: Light Vehicle
Range: Medium
Strong vs. delayed projectiles
Weak vs. tank shells and non missile weapons.
Cost: 3,000
Power: 5
Requires Strategy centre, Upgrade, Rank 3


AIR FORCE GENERAL

F-19 Anti-personnel fighter
Identical to the F-18 hornet this plane fires missiles with a powerful emitter that kills infantry. It cannot lock against infantry, like most planes but the payload hits close enough for the emitter to severely injure infantry. Holds 4 missiles

Weapon type: Aircraft payload
Armour class: Standard F-18 armour
Range: Standard F-18 range
Strong vs. infantry
Weak vs. AA defences
Cost: 1,200
No requirements

Mobile Jammer System
This vehicle works much like a listening post. Unarmed but fast moving.
This vehicle disables the link between the enemy commander and the vehicle within the MJS’s range. The vehicle will still be able to attack nearby targets but will not be able to continue movement or attack orders until the MJS has either been destroyed or has moved out of range.
The MJS can also disrupt radar, causing black spots in the enemy radar that cannot be cleared (eg. by spy drones and revealing through mini map, area still visible in the affected area), also damages aircraft and has a high chance of disrupting and shutting down helicopter engines, causing instant death. Does not affect allied units.

Weapon type: ECM
Armour Class: Light
Range: Large
Strong vs. aircraft, large grounds of enemies
Weak vs. nearby or ranged units
Cost: 2,500
Requires Strategy centre, rank 3


TANK GENERAL

K202 RHINO
At two times the size of its smaller cousin, the ZTZ-104. The K202 Rhino boasts brutality, its superior armour barely equalled by the larger, slower overlord tanks.
Its black armoured coating holds a rather geometric shape with sharp angles across the plating.
The factory default arms this tank with a 40.5 mm high velocity plasma beam capable of piercing the strongest tank armour, However, it’s slow reload time and poor performance against buildings makes the K202 Rhino a Mobile Anti-Tank gun platform.
The K202 Rhino can also be upgraded to house a 75 calibre fast fire plasma machine gun for anti infantry purposes.

Weapon type: Plasma
Armour class: Overlord
Range: Medium
Strong vs. tanks, infantry
Weak versus aircraft, buildings
Cost: 2,300
Requires Tech Centre, rank 3

MAG-10 TURTLE
The MAG-10 Turtle is a replica of the standard Emperor Overlord with HE resistant armour plating, its slow moving, poor manoeuvrability makes this tank better in the backlines.
While it is unarmed the MAG-10 Turtle can burrow underground, it moves faster underground but is not as strong. While underground it can attack the supports of buildings with a siege class hydraulic powered jackhammer.
Making this tank a fast, efficient anti-building platform.
While underground the tank emits a signal that attracts fire from self propelled missile systems like the Patriot Missile System, Stinger sites and anti-tank infantry with similar armaments.

Weapon Type: Melee
Armour Class: Overlord
Range: very small
Strong vs. Buildings
Hopeless against Aircraft, infantry, tanks
Cost: 2,300
Requires Tech Centre, rank 3




thats all i've got so far, trying to figure out where some extra firepower would fit in the other Generals Arsenal.
Also i know they seem a little overpowering, but obvisously, specs can be editied to be more balanced. :p

And yes, i obviously have way too much spare time. Which i don't, its just i choose to do this instead of stuff i should be doing. lol




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