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#661 REWENGER

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Posted 03 March 2006 - 11:58 AM

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



it is posible! in Project Raptor, they have an build limit on hackers. maby they use some part of the hero code.

Edited by REWENGER, 03 March 2006 - 12:14 PM.


#662 Pendaelose

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Posted 03 March 2006 - 01:22 PM

it is posible! in Project Raptor, they have an build limit on hackers. maby they use some part of the hero code.


But, the question is... is the Limit tied to the limit superweapons.
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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.


#663 REWENGER

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Posted 03 March 2006 - 09:38 PM

it is posible! in Project Raptor, they have an build limit on hackers. maby they use some part of the hero code.


But, the question is... is the Limit tied to the limit superweapons.

No
the china infantry.ini file:

MaxSimultaneousOfType = 10

i found this in the Project Raptor BIG file. :grin:

Edited by Pendaelose, 03 March 2006 - 10:00 PM.


#664 Pendaelose

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Posted 03 March 2006 - 10:02 PM

it is posible! in Project Raptor, they have an build limit on hackers. maby they use some part of the hero code.


But, the question is... is the Limit tied to the limit superweapons.

No
the china infantry.ini file:

MaxSimultaneousOfType = 10

i found this in the Project Raptor BIG file. :grin:



Thats handy if looking to limit them all the time... and that does have its own apeal, but I'd rather have them only restricted in a set mode.
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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.


#665 Guest_Emperor_*

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Posted 08 March 2006 - 11:13 AM

What about ressurect legends like Airforce gen is able to built Harrier or Tank gen is able to built Apocalypse assault tank. I know why built Harrier when you can built copters, but I think Harrier could be more resistant to attacks, had higher firepower and faster and Apocalypse is something between War master and Overlord.

I had some ideas about changes in the game:

- AF gen is able to built Harrier, next copters like Apache and Cobra, Comanche is generic stealth, Apache could be perfect tank hunter, Comanche is for "surprise" attacks and Cobra has larger pods and larger payload to destroy enemy buildings.
- normal airfield shoud have longer runway
- special airfield shoud be more larger about two times and big planes more bigger too.
- new unit instead x-jet, F16 Superfalcon with more modern view
- normal Crusader tank instead MCV
- Hawkeye copter is new unit in airfield, transport unit for 10 soldiers armed with missiles and machine gun
- Chinook can transport 20 soldiers, but they aren't ablr to fire from it

- tank gen should be able to built inferno cannons and Apocylypse
- gattling tank should have two barrels instead one
- new armor for tanks which increases their health about 30%, but Emperor has lower armor before upgrade
and after upgrade it has armor as well as you know
- new upgrade for tanks- amphibious tank - they will be able to pass through water
- and all of tanks in the game which are armed with cannon should kill infantry faster for two or three shots, I can not imagine infantry can take about fifteen shots!!!
- ZTZ - 104 is available to built, basic tank, a bit weaker than War master


- for Cybernetic gen
- patriots can fire missiles with computer virus which turns enemy tanks and vehicles onto your side except GLA units
- new defend system - piranha - machine gun with incredible firepower, few cylinders with mahine gun which can rotate and fast eliminate infantry in every direction, when piranha detects units it goes up from ground platform and fires.
- in supply center are cyber planes instead Chinooks, they collect supplies more faster
- new unit in airport LZ bomber- larger robotic plane with misiles and it can transport 10 troops
, it has vertical take off like copters.
- upgrade in strategy center - Skynet defense system, which defend your base against big missiles like
Scud or Tomahawk, it can divert them out of your base.
- more robotic units in War factory based on tanks or heavy artillery
- Fifnir could be smaller and equiped with strips instead legs

for Superweapon gen
- Crusader and Paladin tank are available in War factory
- new unit for Superweap. , Laser and Cyber. gen - tank Destroyer from RA2, good defense against China's tanks
- more units in War factory and Airport - raptor is available, new superweapon tank - Blaster tank which uses a soundblast to destroy enemy buildings and infantry.
- Tomahawk is now artillery unit for all of USA gens, it has smaller damage than MLRS
- Auraora Beta now uses supersonic atack for AF gen and Superweap. gen
- ICBM missile does less damage
- patriots aren't invisible
- new unit M2/m3 Bradley, transport unit for 6 soldiers, armed with cannon but more resistant to tanks than Humvee


for Inf. gen
- tank ZTZ - 104 is available in War fact.
- gattling and dragon tanks are available to built
- cluster tank is available
- Helix is able to transport 20 soldiers, they can fire from it, Helix is able to built prop.,gattling....
- new units in airfield Kamov Ka -50 and Mil Mi 28 Havoc, Kamov is light combat copter and Havoc is havier and main enemy for Apache
- bunker is now for 12 soldiers and more resistant to attacks


for Nuke gen
- Berta is not available - too much super units in War factory
- normal nuke cannon is now heavy nuke cannon and it looks like russian MCV from RA2, bigger than overlord about 1.5 times
- Kamov and Havoc are available to built
- bunkers are available to built
- retaliator does smaller damage to tanks now


for Flame gen
- Immolator has got little longer barrels
- ZTZ -104 is available like basic tank
- Firefly stays in War fact.
- flamethrower trooper hasn't got rocket launcher but normal flamethrower like dragon tank has
- tank hunter has flamethrower rocket launcher - same damage plus flame damage
- Iron fist is for longer range
- Kamov and Havoc can fire flame rockets
- new base defense - flamethrower cannon - longer range and more damage to tanks than gattling can.

#666 Guest_Emperor_*

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Posted 08 March 2006 - 11:57 AM

I think Contra and generic Generals aren't so unreal as you say, what about Comanche, Stealth fighter, Raptor, Mig - are they unreal? This game balances between real and unreal things. So this is the reason why I marvelled to units in Demo's airfield and etc. I prefer real things and I think most of players do.
And I think some of weapons will be used in combat in near future - microwave combat technology already exists.
I know there isn't completely realistic and if it is, let me know.
Only strategy with real units was Sudden strike but it was a masacre. If you were able to joint realistic elements and imagination you'll be the best!!!

#667 Thunder_Head

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Posted 08 March 2006 - 03:07 PM

AF gen is able to built Harrier, next copters like Apache and Cobra, Comanche is generic stealth, Apache could be perfect tank hunter, Comanche is for "surprise" attacks and Cobra has larger pods and larger payload to destroy enemy buildings.

I think instead of building harrier, I would suggest JSF as a VTOL fighter. Then, we need only Apache for anti-tank but not Cobra since Commanche is fufil Cobra's duty.

normal airfield shoud have longer runway
special airfield shoud be more larger about two times and big planes more bigger too.

I know that you like the airfield to be realistic but if would be a problem if you are playing with a small map. Addtionally, They will cause the game lagging and crash in the end.

new unit instead x-jet, F16 Superfalcon with more modern view

How about F-16XL?
Posted Image

normal Crusader tank instead MCV

What is the difference between them? But I'm agree with you to put Crusader in but do not remove the MCV.
However Crusader will required gen promotion and strategy center to unlock. Also you can have the following upgrades: Machine guns/tow/AA missiles/twin barllel

- Hawkeye copter is new unit in airfield, transport unit for 10 soldiers armed with missiles and machine gun

No need to add them in. Instead, Combat Chinook should have machine gun and rocket pods.

- Chinook can transport 20 soldiers, but they aren't ablr to fire from it

No comment :dry:
-A new inceptor as a substitution for JSF should be switchblade or a New raptor(have different look than the normal ones) which named after some American aces

for Cybernetic gen

in supply center are cyber planes instead Chinooks, they collect supplies more faster

How about Orca Carryall?

new unit in airport LZ bomber- larger robotic plane with misiles and it can transport 10 troops
, it has vertical take off like copters.

IMO, Pegasus and Robot Raptor should be avaliable at general lv.1. Once you have strategy center, you'll able to build an EDI which allow it to change between 1 fuel air bombs (gen prom lv.5) or 4 multi purpose missiles. Orca fighter should be a substitute for Commanche. Orca bomber should be a carpet bomber.

more robotic units in War factory based on tanks or heavy artillery

agree :D Wait what about amphibious upgrade for sentry drones?

Fifnir could be smaller and equiped with strips instead legs

No idea for what you are talking about

for Superweapon gen
- Crusader and Paladin tank are available in War factory
- new unit for Superweap. , Laser and Cyber. gen - tank Destroyer from RA2, good defense against China's tanks
- patriots aren't invisible
- new unit M2/m3 Bradley, transport unit for 6 soldiers, armed with cannon but more resistant to tanks than Humvee
- more units in War factory and Airport - raptor is available, new superweapon tank - Blaster tank which uses a soundblast to destroy enemy buildings and infantry.

agreed :)

Edited by Thunder_Head, 08 March 2006 - 03:08 PM.

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#668 Thunder_Head

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Posted 08 March 2006 - 03:30 PM

for Inf. gen

- gattling and dragon tanks are available to built

agreed :D

- cluster tank is available

what's that? :dry:

- Helix is able to transport 20 soldiers, they can fire from it, Helix is able to built prop.,gattling....

overpowered ;)

- new units in airfield Kamov Ka -50 and Mil Mi 28 Havoc, Kamov is light combat copter and Havoc is havier and main enemy for Apache

That's too much heli for China I think they need only one scout and light-weight gunship. Therefore WZ-10 would be a candidate ;)

- bunker is now for 12 soldiers and more resistant to attacks

agreed :)


for Nuke gen

- Berta is not available - too much super units in War factory

Disagree! Do you know this unit is the Contra most unique unit!!!

- Kamov and Havoc are available to built

Same comment as infantry's

bunkers are available to built

don't you think adding bunker would make his men invincible?

retaliator does smaller damage to tanks now

You may think so because you want bunker back.
IMO, I think it's okay for the existing defenses.
My own idea:
Replace Heavy nuke cannon with Chinese made mobile ICBM
Gatlling tank should have nuclear bullet upgrade instead of chain gun.

- tank gen should be able to built inferno cannons and Apocylypse

For inferno cannon, I think Sniper cannon and Earth shaker already fufil an artillery role. For Apocalypse, I think various overlord tank already fufil the role of Apocalypse, especially shitan.

- gattling tank should have two barrels instead one

Overpowered, especially, when you are aquire Manticore

- new armor for tanks which increases their health about 30%, but Emperor has lower armor before upgrade
and after upgrade it has armor as well as you know

Agreed ;)

- and all of tanks in the game which are armed with cannon should kill infantry faster for two or three shots, I can not imagine infantry can take about fifteen shots!!!

How about Naplam rocket pods on warmaster which roast the infantry?

Hey what is your verdict for Chinese fighter/bomber? Mine candidate would be(numbers would be according to my favorites ;) ):
1)SU-47 Berkut
2)Mig-31 Firefox
3)SU-30MKK (aka.J-11)
4)J-xx
5)J-10(Last time Creator mention it but where is it?)

pic for WZ-10 which is China's first gunship:
Posted Image
Fun fact:
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5) Always change signature

#669 Guest_Ritly 113_*

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Posted 09 March 2006 - 04:30 AM

Hey you I love your mod, it gives the feeling of the original Command & Conquer yet it has a newer feeling to it. :p I have some suggestions to keep this mod my favorite.

1. Have the particle turret resond to your command. I tried to kill a group of tanks & it wont respond.
2. Try to not replace vehicles with a newer modern look with a complicated name like the Tz-100 or whatever it is. Just leave the original name & dont make it look like todays tanks.
3. Have the artillery gaurd range extended to thier weapon range so they are a formidible base defence. (like the nuke general. ;) )
4. Have the laser crusader do damage to infantry.
5. Get a standard fighting vehicle like a gaurdian driod for the super weapons general. i dont like the humvee for a fighter.
6.Get the gattling weapons to do more damage to vehicles.
7. Have the aurora planes actually evade the enemies fire on the strike flight.
8. have an option that fires the particle cannon all at once like the ion cannon.

I hope these suggestions help, don't overdue it like shockwave and project raptor. Keep it clean :huh:

#670 meykeru-sensei

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Posted 09 March 2006 - 08:37 AM

color=#FF6666]2. Try to not replace vehicles with a newer modern look with a complicated name like the Tz-100 or whatever it is. Just leave the original name & dont make it look like todays tanks.[/color

;) thats just the fun thing about mods,getting rid of the boring old stuff

. Have the artillery gaurd range extended to thier weapon range so they are a formidible base defence. (like the nuke general. )

:huh: ever heard of balance;guys like the nuke have a formidable attack,so their weakness lies in defence if not,you'd have overpower and thats just plain noobish

6.Get the gattling weapons to do more damage to vehicles

theyre used vs infantry,not vs vehicles,naturaly they do less damage to those :p

7. Have the aurora planes actually evade the enemies fire on the strike flight

think about the technical possibilities here,you dont have to be a wizkid to know tyhat such a feature is extremaly hard,if not impossible to create

don't overdue it like shockwave and project raptor. Keep it clean

you tell me how they overdo it,they are equal to contra when it comes to realism and balance

No offence,buddy,but think before u post such BS

#671 Red Alpha

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Posted 10 March 2006 - 02:21 PM

ive got a idea for a new super unitfor flame:
a big tank that launches a longrange burst of fuel and than explodesin a big long line
te with of the burst would be about the size of a aurora alpha bomb (old type) and 3 times that long (and i cant know idf this exactly like contra 4 super unit becose i never survive long enough with flame)

#672 Amchyrion

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Posted 11 March 2006 - 09:41 PM

Balance issue:

GLA toxi has no anti-air vehicle unit in a first stage of game = no chance of a real attack against USA (specially air force USA) because of comanche defense = general promotions are more difficult

#673 Creator

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Posted 11 March 2006 - 09:56 PM

Chemical gen have stinger soldier as early AA unit.

#674 Amchyrion

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Posted 12 March 2006 - 08:21 AM

Chemical gen have stinger soldier as early AA unit.


the stinger soldier is a soldier... slow, vulnerable, not usable against infantry in this case and the most of all - weak anti-air unit.
the biked stinger soldier is a little bit better choice but not effective anyway.

I understand a conception there is a strong anti-air toxi upgrade in a later stage of game. But I see a little lack of anti-air power
of toxi GLA in an early phase of game.

My suggestion:
A technical unit as an anti-infantry toxi unit is needless. Toxi has more effective a creeping plague. I suggest to change
the technical to a stinger variant upgradeable to double version.

Edited by Amchyrion, 12 March 2006 - 09:48 AM.


#675 Creator

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Posted 12 March 2006 - 09:39 AM

not usable against infantry...

You have interesting logic: not usable against infantry, hence, it is bad AA unit :)

My suggestion:
A technical unit like an anti-infantry toxi unit is needless.
Toxi has more effective a creeping plague. I suggest to change the technical to a stinger variant upgradeable to double version.

Good idea.

#676 Amchyrion

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Posted 12 March 2006 - 06:55 PM

You have interesting logic: not usable against infantry, hence, it is bad AA unit ;)


Pragmatic logic... :p
You know GLA is more difficult to manage. Things will become easier if there is a way to merge functions. For instance, classic quad cannon is usable as anti-infantry unit.

But I understand that Toxi need rocket AA units because of AA upgrade. The stinger technical unit is a possibility. In such a case, to add damage a little bit will be necessary.

Edited by Amchyrion, 12 March 2006 - 06:56 PM.


#677 Thunder_Head

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Posted 14 March 2006 - 05:46 AM

I think Nuke truck is ovepowered. It would destroy Airforce and Tank easily. So I'd suggest that this unit should not have stealth feature or remove the kamikaze feature on them. Another idea is air unit cannot get damage when the truck is blown up. I've got really hard time to it.
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#678 ShadowofaDoubt

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Posted 14 March 2006 - 05:17 PM

Can't you just get stealth-detecting planes and King Raptors to circle the entrances to your base? Or use spy drones and such? >>

Making the nuke truck not able to attack planes is smart imo.

#679 Pendaelose

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Posted 14 March 2006 - 07:11 PM

Can't you just get stealth-detecting planes and King Raptors to circle the entrances to your base? Or use spy drones and such? >>

Making the nuke truck not able to attack planes is smart imo.



It works only if the planes happen to have a warhead load when the nuke truck enters the detection radius. AND even if it works your going to loose all the planes in the area.
Posted Image
Posted Image

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.


#680 Amchyrion

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Posted 14 March 2006 - 10:40 PM

I think Nuke truck is ovepowered. It would destroy Airforce and Tank easily. So I'd suggest that this unit should not have stealth feature or remove the kamikaze feature on them. Another idea is air unit cannot get damage when the truck is blown up. I've got really hard time to it.


I agree. Such a huge explosion in a combination with a possibility to entry tunnel network and to be stealth all the time... It is almost wasted time to build something else.

You don't need to enter an enemy base it is enough to be "near". A first nuke truck destroys an outer defense, together with stealth-detecting units. Next strategy is simple - send second one directly to a center of the enemy base and enjoy... It doesn't matter where will the "nuke gift" be destroyed.

I think a problem is in a huge explosion.




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