Command & Conquer 2142 General Discussion
#82
Posted 30 August 2007 - 01:45 PM
#84
Posted 31 August 2007 - 10:50 AM
there will. Simply by having different soldiers
Agreed. The A12 Enforcer can be deployed by a Support infantry unit, like a special ability option.
AND also thebigalex, welcome to 2142!
#85
Posted 01 September 2007 - 04:26 PM
for the both2 - Railguns (superb against vehicles, but long reloadings)
i think pac should have this but the th eu should have one like the gdi have now(eu ones should be 50% weaker but fire 2 times speeder)
#88
Posted 04 September 2007 - 03:15 PM
you've probably already answered this question somewhere, but I'll ask anyways
will bases be pre-built or does the player build it like in CNC?
Hello essi2, welcome to 2142!
Our mod will include multiple game modes for gameplay, as listed below:
1) Conquest Mode (with / without ticketing system)
2) Titan Mode (without ticketing system)
3) Solo / Multiplayer Campaign (without ticketing system)
For Conquest mode, players will all start off with a small, prebuilt base, with a few units includng infantry and fast vehicles for early, effective captures of outposts (flag posts), located across the battlefield. Once players have captured flag outposts, the team will start having income at time intervals. Titan warship-related options will be unavailable - just to keep things fair.
For Titan mode, players will ALSO all start off with a small, prebuilt base, with a few units includng infantry, fast vehicles AND 1 TITAN WARSHIP for early, effective captures of outposts (anti-titan missiles), located across the battlefield. Once players have captured the silos, the team will start generating income, and BLOC-3 Anti-Titan Missiles will also be launced against hostile Titan(s) at regular intervals. However, note that without any Titan warships, players will not be able to build structures anymore (since these warships are the command headquarters in Titan warfare). A maximum of 2 Titans will be made available to each player in Titan Mode.
I hope this answers your questions.
Derek
Edited by derek328, 04 September 2007 - 03:20 PM.
#89
Posted 04 September 2007 - 03:59 PM
Edited by Torn, 04 September 2007 - 04:00 PM.
#90
Posted 04 September 2007 - 09:43 PM
"In the game of Chess never let you oppenent see your pieces" - Zapp Brannigan
#91
Posted 05 September 2007 - 01:18 PM
Have you actually got any models/skins yet, or is it all ideas? Well I mean I heard somewhere you were using the models from BF2142, is that true?
Torn, regarding our progress with the models/textures, the mod team has already finished texturing all PAC vehicles, and will be finishing off the EU ones very, very soon (we only have a few left unskinned).
As to our usage of models from BF2142, yes, simply because we really want to make it as identical to the original game as possible. With that said, we have spent a lot of time & effort in reconstructing, scalling, tweaking AND texturing them for the past 2 months - so I guess you can consider these as BF2142 models, redesigned for CNC3!
Derek
Edited by derek328, 05 September 2007 - 01:22 PM.
#92
Posted 05 September 2007 - 01:57 PM
Edited by Torn, 05 September 2007 - 01:58 PM.
#93
Posted 05 September 2007 - 06:18 PM
you've probably already answered this question somewhere, but I'll ask anyways
will bases be pre-built or does the player build it like in CNC?
Hello essi2, welcome to 2142!
Our mod will include multiple game modes for gameplay, as listed below:
1) Conquest Mode (with / without ticketing system)
2) Titan Mode (without ticketing system)
3) Solo / Multiplayer Campaign (without ticketing system)
For Conquest mode, players will all start off with a small, prebuilt base, with a few units includng infantry and fast vehicles for early, effective captures of outposts (flag posts), located across the battlefield. Once players have captured flag outposts, the team will start having income at time intervals. Titan warship-related options will be unavailable - just to keep things fair.
For Titan mode, players will ALSO all start off with a small, prebuilt base, with a few units includng infantry, fast vehicles AND 1 TITAN WARSHIP for early, effective captures of outposts (anti-titan missiles), located across the battlefield. Once players have captured the silos, the team will start generating income, and BLOC-3 Anti-Titan Missiles will also be launced against hostile Titan(s) at regular intervals. However, note that without any Titan warships, players will not be able to build structures anymore (since these warships are the command headquarters in Titan warfare). A maximum of 2 Titans will be made available to each player in Titan Mode.
I hope this answers your questions.
Derek
sounds cool
#94
Posted 05 September 2007 - 08:55 PM
whats so bad....You never said that to the Galaxy at War or the Only War 2 mods...whats so different between this one and the others!?Spending a lot of time over rescaling models from another game isn't QUITE the same as spending that time making completely new ones. Ridiculous. Ripping other peoples work, and then passing off it as your own because you've resized it is a complete joke.
Edited by Murderdevil, 05 September 2007 - 08:57 PM.
"In the game of Chess never let you oppenent see your pieces" - Zapp Brannigan
#95
Posted 05 September 2007 - 11:16 PM
Consider this: those models you are using are distributed with a copyrighted, commercial game. By you including them in your mod, with very little documentation of that, you are redistributing part of what is being sold when you buy that game. Can't you see the significance of dealing with issues like this? Its potentially straying into piracy.
#97
Posted 05 September 2007 - 11:33 PM
But, like Torn said, it is not fair at all to other mods to show recycled BF2142 models as your own. It's also very illegal, like Torn said.
Are you kidding? It's illegal, it's misleading....I could list more things if I wanted.whats so bad....
Do you realize what you are saying? By saying that you are effectively claiming that OW2 and GaW have stolen models. To quote Torn, that is ridiculous. We spend huge amounts of time making our own work. For example, do you know how long it took me and TiJil to make the Grievous, fully modeled, skinned, and animated? Almost 60 hours. Rescaling and 'tweaking' doesn't take that much work.You never said that to the Galaxy at War or the Only War 2 mods...whats so different between this one and the others!?
#98
Posted 06 September 2007 - 08:38 AM
Because there's a difference between using someone's IP to base your mod on, and directly ripping assets from another game perhaps?
Consider this: those models you are using are distributed with a copyrighted, commercial game. By you including them in your mod, with very little documentation of that, you are redistributing part of what is being sold when you buy that game. Can't you see the significance of dealing with issues like this? Its potentially straying into piracy.
I have typed this so many times, I'll just quote from our Moddb message board:
So there's nothing "illegal" about our mod here, really.Regarding the models, the mod team and I would sincerely like to highlight again, that we decided to reuse the original BF2142 game elements, simply because we really want to make it as identical to the original game as possible.
Also, the mod team has already personally notified, confirmed & double-checked with EA that we are going to use elements in BF2142 prior our mod development, and actually, EA has issued the mod team a brief but effective written consent regarding this matter.
Master Windu, both me and the mod team knows it really is better to make our own models, it will definately give us more room for creativity... but to be honest, not many of us here have that high level of skills, nor the time available, to do like what you guys have done with your mods. (love your General Grievous model btw )
Helge, for instance, has already started school, there will definately be a lot of homework & revision, it wouldn't be reasonable of us to make him do the models, since he already has so much to be done now. On the other hand, real life is always calling for us - AND as uni applications come faster than we think, both parko, warlord and I will have to be prioritising academic work over any gaming & modding, and this applies to the rest of the mod team, too...
With so little free time available in our tight schedules, packed with courseworks, researches and revision work, we have decided to tweaking & reusing existing models (with EA's official concent) , in hopes of making it as truthful-looking to the original as possible, while trying our best to preventing delays, making sure this mod will not die off. We hope you will understand.
Derek
Edited by derek328, 06 September 2007 - 11:50 AM.
#99
Posted 06 September 2007 - 12:16 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users