Suggestions
#641
Posted 16 February 2006 - 12:15 AM
#642
Posted 17 February 2006 - 05:14 PM
Air force units
from a CGI show that seems promising ive found some unreal fighter designs;
the home page:
http://www.deepangel..._galleries.html
one of the fighters:
http://www.deepangel...cept_art_7.html
how awesome is this for a stealth fighter?:
http://www.deepangel.com/Explosion.jpg
http://www.deepangel.com/PosterDA2.jpg
#644 Guest_Ritly 113_*
Posted 24 February 2006 - 12:55 AM
#645 Guest_Ritly 113_*
Posted 24 February 2006 - 12:56 AM
#647
Posted 24 February 2006 - 07:45 PM
Hey! I love your mod ,but could you have the artilley units have Guard range the same as the weapon range? the reason is that if you do, the Nuke Launcher can be a very good long range base defence! Also, do not be making a whole bunch of units that replaces the weaker units like shockwave & project raptor did. On the Particle Cannon, have an option that shoots a stream like normal or shoot all the energy at once like the Ion Cannon. Other way, Keep it Clean
I'm not sure how feasable a changeable particle cannon is... but Creator and I are both using deploy buttons on our Nuke Launchers and other deploying units. This will fix the behavior on these units.
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.
#648
Posted 25 February 2006 - 03:46 PM
(and i know i cant spell most things )
#649
Posted 28 February 2006 - 03:15 PM
#650
Posted 28 February 2006 - 04:19 PM
How about new voices. I hate it to have an Iron Dragon that says 'Stealth Fighter! Ready for flyby!'
Sounds and voices are easy to add to a game, but creating the audio is the problem. Most at Mic's and home voice recordings sound worse than a 1970's kung-fu movie dub over.
If we have folks on revora who could make GOOD voice sets, or even find exsisiting voice sets that could be used and not seem out of place I would use them.
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.
#651
Posted 28 February 2006 - 04:28 PM
#652
Posted 28 February 2006 - 05:19 PM
I could make a few voices, but I sound like a 4 year old kid.
thats the problem... to sound good it can't sound like a 15 year old in bedroom using a 10$ mic.
If an older game has a good sound set that is easily ported out or captured into wav files I would use that... especialy from another C&C game. There are tons of voices in C&C1&2 and RedAlert1&2 that could easily be used.
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.
#653
Posted 28 February 2006 - 05:25 PM
#654
Posted 01 March 2006 - 11:28 AM
-why building cannot be sold
-why can't i build enemy base
-why special airport for big planes is so small and planes either
-why stinger site with rocket launcher upgrade is almost ineffective vs troops and aircraft
-why demo and toxin gens have too little units
-who though up units in demo airport - crazy - too much unreal
-who though up design of battle fortress of infa gen
I don't wanna critise your game, I think is real good but these bugs or call it whatever you want aren't so much good, if somebody can fix it will be the Best. And add a lot of units
#655
Posted 01 March 2006 - 01:15 PM
You mast think before bild, my personality.
-why can't i build enemy base
You cant, yoy newer bild EMPEROR with BUNker, and send him NUKE-RPG!!!
-why stinger site with rocket launcher upgrade is almost ineffective vs troops and aircraft
He damege are smol parts of metal, peas of a rocket.
-why demo and toxin gens have too little units
Im no andestent!
-who though up units in demo airport - crazy - too much unreal
Contra - it is no REAL!!!!
#656
Posted 01 March 2006 - 08:04 PM
1) For you to think twice before to build something.1) why building cannot be sold
2) why can't i build enemy base
3) why special airport for big planes is so small and planes either
4) why stinger site with rocket launcher upgrade is almost ineffective vs troops and aircraft
5) why demo and toxin gens have too little units
6) who though up units in demo airport - crazy - too much unreal
7) who though up design of battle fortress of infa gen
2) Because I wanted each general to use his unique abilities to the end of game. (It will be removed in next version)
3) It is difficult to find a place for large buildings on some maps. Buildings must not be too large.
4) It is effective enough vs aircrafts. And it is effective enough vs infantry after toxin missiled upgrade. But do not expect that one such thing will take off whole attacking force.
5) They have as many units as others.
6,7) Me. I'm crazy
Edited by Creator, 01 March 2006 - 08:05 PM.
#657
Posted 01 March 2006 - 08:31 PM
I agree with this, but I have many times thaught of putting the sell option back onto base defenses... a war factory or an airfield should be permanent, but defenses in real life are marked by thier ability to be moved... It would make some sense to me... also it would make base expansion into the late game a little more feasable.1) For you to think twice before to build something.
I like it this way... stealing a dozer doesn't give you knowlegde to build buildings in real life... I wouldn't change this at all... I think bringing back the "I stole your tech" is a bad move. there are many more Neutron and sniper weapons in contra and it will become easier to steal dozers... you don't even have to finish the command center with that dozer... if you can just start it in your base befoer the dozer is destroed you've gotten a whole tech tree. GLA shouldn't have particle cannons and USA should not have overlords... It is cute to build a double base, but I don't think its very balanced or realisitc.2) Because I wanted each general to use his unique abilities to the end of game. (It will be removed in next version)
good answer.6,7) Me. I'm crazy
Also, what do you think of this... with limit superweapons turned on limit the constrution of China internet centers & hackers, USA supply pads, and GLA black markets. They don't have to limited to exactly 1 of each... I'm thinking limit of 1 internet center and 8 hackers... then the also number of supply pads and black markets to make equal money per time for each faction.
I think this might be good for a couple reasons. In a limit game it puts a cap on player income, and it also puts a cap on how many hack3s a player can get (they're as powerful as some superweapons). Also, other buildings could limited to make a much more regulated game play for more tournament style play... heck instead of "limit super weapons", just rename it "Tournament Mode"
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.
#658
Posted 02 March 2006 - 08:18 AM
Think before you build something up. But, I think defenses and Supply center is the best option.why building cannot be sold
If you have so many big planes in the game, it will SERIOUSLY slowdown the game and cause crash for the low-performance PC.why special airport for big planes is so small and planes either
In real life, stinger can only harm heli and low-flying planes. But, I doesn't a very little treat to aircraft.-why stinger site with rocket launcher upgrade is almost ineffective vs troops and aircraft
Are you sure?why demo and toxin gens have too little units
Yeah, I agree on that I guess creator watch too much 'Dr.Stranglove or how I used to dismantle and love the bomb'who though up units in demo airport - crazy - too much unreal
I don't know. Don't you think it is awesome to have one?who though up design of battle fortress of infa gen
To Creator how do you get that smile?
How about M1A3 King Crusader for Airforce or Superweapon(Maybe robot)? A crsader armed with AA missiles, also effective vs. infantry can detect stealth(I want to say abrams anyway but It's kinda boring to say). I think Laser need Laser Paladin or Paladin Alpha(two barllel Paladin) as a replacement for normal ones
1) Named after the Osean AWACS in Ace combat 5
2) The anime sith lord
3) Anakin is the best Jedi
4) His favorite faction in SW:Empire at war is the Galactic Empire
5) Always change signature
#659
Posted 02 March 2006 - 11:48 AM
It is impossible to limit hackers to 8 units. You can build 1 unit or infinite. There is no 3rd option.Also, what do you think of this... with limit superweapons turned on limit the constrution of China internet centers & hackers, USA supply pads, and GLA black markets. They don't have to limited to exactly 1 of each... I'm thinking limit of 1 internet center and 8 hackers... then the also number of supply pads and black markets to make equal money per time for each faction.
I found this smile on one of the forums in the net, uploaded it to www.imageshack.us and placed the link to it in my post.To Creator how do you get that smile?
Airforce and Superweapon must not have strong ground force. Cyber already have usual Crusaders and Fafnir. It is enough for him.How about M1A3 King Crusader for Airforce or Superweapon(Maybe robot)? A crsader armed with AA missiles, also effective vs. infantry can detect stealth(I want to say abrams anyway but It's kinda boring to say). I think Laser need Laser Paladin or Paladin Alpha(two barllel Paladin) as a replacement for normal ones
Edited by Creator, 02 March 2006 - 11:50 AM.
#660
Posted 02 March 2006 - 05:09 PM
It is impossible to limit hackers to 8 units. You can build 1 unit or infinite. There is no 3rd option.
Directly in the game it's imposible, but I think the scripting might be able to do it. I've never lookedfor it, but the LimitSuperWeapons options should be a selectable condition in WorldBuilder... also, missions have the ability to give or take way command buttons, so worldbuilder must have to have the ability to hide or show buttons... Ofcourse, it would all depend on WordBuilder having Limit superweapons as a selectable condition for the scripting trigers.
The script would look a little like...
If LimitSuperWeapons = Yes
And Hackers >= 8
Then HideButton BuildHacker
Plus one button in reverse......
If LimitSuperWeapons = Yes
And Hackers < 8
Then ShowButton BuildHacker
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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