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New Generals


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#1 Pendaelose

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Posted 26 January 2008 - 12:40 PM

As most of you know by now, I'm going to add 3 more generals. These have been in planning for a very very long time, almost 2 years, but I was reluctant to release any specifics because I was unsure if I wanted to commit to the extra labor of making them.

As the mod has been progressing solidly sence I got to Iraq I've decided I definatly will be including them and I can now release some details about what is planned. I will not be getting to details about unit lists and the like, as these may still change, but I can describe some of the details.

Keep in mind, certain features are subject to change without notice... ...


USA Special Operations

This includes both Covert Operations and DARPA Field testing.

The early game will start with a focus on Covert Ops. Mini-Hero quality infantry with a strong variety of special powers and stealth. His starting game ground vehicles will favor mobility over armor.

The mid game will shift the focus toward DARPA and high tech units. Most of these will be strong performace units, but at high cost. An example being "Autonomus Rocket Artillery"

The late game will focus on upgrading his units to near super unit status though a long serries of upgrades. This will include CnC3 mammoths, but with some perks, such as customizable turret addons and the ability to recieve several upgrades that completely change the unit.

A "Rift Lab" will function similar to a Chrono-Shift as the primary super weapon.

Noteworthy General's powers include an Upgrade based tech tree. He will have options to invest multiple points on Stealth technologies and even Anti-Grav. More points will allow heavier units to take advantage of the upgrades. An example being Anti-Grav 1 may unlock the upgrade to give all light vehicles hover gear instead of wheels. Anti-Grav 2 will extend this to his basic and medium Tanks. Anti-Grav 3 will extend it to his Mammoths.


China Electronics Warfare General

He will be duel focused on ECM weapons and Lightning Weapons. ECM will be availble as both direct fire weapons (such as the banshee) and also as magnetic shrapnel from several weapons. Lightning weapons will be available in a large variety dwarfing the Tank General selection of lightning units.

As a twist, instead of a Tech2 lab or super weapon and a Tech3 super weapon he will be recieving two tech 2 labs, each of which can be upgraded (at tech3) into a superweapon.

The "Disruption Lab" will focus on extensive ECM upgrades and can be Upgraded to with the "Disruption Beam" a Particle Cannon style weapon that dissables everything it touches. ECM upgrades include larger AOE, Extended Disable Durration, Magnetic Shrapnel, and improved Disruption Fields (Radius Disable Zones around ECM generators).

The "Coil Array" will double as a powerplant and a research lab. It can be upgraded with the "Atmosphere Charger" a mas destruction lightning based weapon. Lightning upgrades will include the OverCharge ability, reduced damage from Overcharging, and Coil-Bombs that act like air-deployed tesla coils for a short while.


GLA Subversion General

His powers will focus on Infiltration, Sabatage, Treatchery (Turn Coats), Rebelion, and Propoganda. His units will focus on mobs and Propoganda.

He will have access to two major types of Mobs. Free, unarmed (rocks and cocktails) mobs, that are built constantly from his base, and Trained mobs that are armed with various weapons, such as AKs, Rockets, or even mortars.

Non-Mob units will include light vehicles such as technicals, buggies and the battle bus, but also propoganda units that heal the mob and drive them into frenzy.

His main base will be focused around a city theme, and as his city grows through upgrades the mobs spawned will become progressivly larger and more dangerous. Starting with a basic 8 man mob in the early game, his late game mobs can exceed 30 men.

One of his final superweapons will be "power to the people" causing enemy buildings to spawn mobs to attack the base.

Edited by Pendaelose, 26 January 2008 - 12:43 PM.

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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.


#2 Guest_ME_*

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Posted 26 January 2008 - 01:06 PM

WOW, an update for Remix 3. but i hope you immediately release some new Public BETA that have an AI [which like USA robot generals].

One question for U, are the 3 new generals which U talk about will be have an AI?

REMIX 3 is the only one and will be the one. btw GREAT job Pend.

#3 Pendaelose

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Posted 26 January 2008 - 03:49 PM

The new factions will have AI support.

And the next release will have AI.

However it will not be imediate.
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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.


#4 Guest_Guest_*

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Posted 27 January 2008 - 03:06 AM

hopefully the new general will be on par with other general and balance as well...

#5 Huzegun

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Posted 27 January 2008 - 03:21 AM

Expect nothing less than balance and fun.

Edited by Huzegun, 27 January 2008 - 03:21 AM.


#6 Thats me!

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Posted 27 January 2008 - 08:45 AM

Wow it loks cool
espicaly the chinese one (disable and destroy)and all 3 remebers me at the old great red alert 2 days
can't wait
great work pend

#7 Gredinus

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Posted 27 January 2008 - 12:46 PM

The GLA mob was my faw unit in org ZH.

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#8 Huzegun

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Posted 27 January 2008 - 04:53 PM

Because a pack of them could own alot of things. :3
... Just make sure they stay away from things that ... uh... attack.

#9 Soul

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Posted 27 January 2008 - 05:09 PM

Isn't this exceeding what Sage can handle? Which is 15 sides.
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#10 Pendaelose

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Posted 27 January 2008 - 05:58 PM

Isn't this exceeding what Sage can handle? Which is 15 sides.


no. its exactly 15 sides.... becaus thats what the engine can support AI for.
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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.


#11 Gredinus

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Posted 27 January 2008 - 06:06 PM

Is the limitation to hard, normal & insane or acctuly how meany gens you can have?

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#12 Soul

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Posted 27 January 2008 - 06:07 PM

15 is the max amount of sides you can have in ZH.
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Soul 2.4

Background process. Has something to do with some activity going on somewhere. Sorting junkmail, I think. No value or interest. Doesn't do much except hog resource.


#13 Huzegun

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Posted 27 January 2008 - 06:14 PM

Damn. There goes my dream of having every mod smooshed together in a big explosion simulator™ game. D:

#14 Soul

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Posted 27 January 2008 - 06:19 PM

There's also a limit on upgrades too.
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Soul 2.4

Background process. Has something to do with some activity going on somewhere. Sorting junkmail, I think. No value or interest. Doesn't do much except hog resource.


#15 Pendaelose

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Posted 27 January 2008 - 06:25 PM

An interesting side bit.... .... its also possible to give each General 3 "flavors" that you can choose from at the start of the round. Such as "SuperWeapon Gen: ICBMs" or "SuperWeapon Gen: EMP" etc. then the dificulty settings could be tied to Flavor1, flavor2 etc.

It would be cool, because in effect you could make 3 sub-gens for each general, and still have AI support.


no, I'm not doing that this version... thats a crazy amount of work.
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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.


#16 Huzegun

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Posted 27 January 2008 - 06:41 PM

Hehe... Now its out though, and people will start asking you for it like crazy. ^-^

#17 Pendaelose

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Posted 27 January 2008 - 06:55 PM

Hehe... Now its out though, and people will start asking you for it like crazy. ^-^


yeah.... If... IF... I ever get crazy enough to start a project like that it would be small changes between each Flavor, kind of like how ZeroHour was with the factions. Everyone had the same units, but Flavor A may have better missiles, but they have no cannons... or Flavor B may have cheaper superweapons, but no tanks.

Its a concept I'm willing to entertain... and talking about it may keep people excited... but I'm making it clear now that I'm not touching that until I've finished everything else possible... and then I still may not.
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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.


#18 PeeWee

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Posted 27 January 2008 - 09:06 PM

Remix already adds countless hours of gameplay! lets focus on the current, shall we? :sad:
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#19 morsematten

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Posted 28 January 2008 - 10:26 AM

if you add civilians to the maps, and give the sub gen the ability to recruit these civilians, it'll be great. and if he can use vehicles parked at different places and upgrade them to become amoured units, it'll really give sub gen the power of the people.
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#20 Pendaelose

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Posted 28 January 2008 - 11:48 AM

if you add civilians to the maps, and give the sub gen the ability to recruit these civilians, it'll be great. and if he can use vehicles parked at different places and upgrade them to become amoured units, it'll really give sub gen the power of the people.


saddly civilians are out of the question. Theres a few technical reasons... its not impossible, but its got draw backs I'm not willing to accept.
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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.





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