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The Third Power: Das Letzte Battalion


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#21 Romanul

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Posted 21 February 2008 - 05:31 PM

ok the cameos are well...uh...low quality.What did you used?
also about the UFO...well its a truth there are even witnesses that say that they really worked at it and making such thing is pretty simple by using the Coanda effect...also later the soviets and americans tried to replicate,and the only ones who continued where the soviets(then the moon race came and 1 mach race and low funds etc. problems) but still these are only 95% truth.There are still no proof that there were made any models but physics suggest that it is possible.

#22 Guest_GUEST_*

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Posted 21 February 2008 - 06:27 PM

is cameos all you can show? Show some ingame pictures of your voxels.
btw if your computer freeze when you take pic is probaly a microsoft bug. If I was you I would format my pc...

#23 raminator

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Posted 22 February 2008 - 10:15 AM

atleast something...
the first elefant cameo looks best...try to get the rest in the same style...
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#24 Millennium

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Posted 21 March 2008 - 12:29 AM

I'm currently trying a new approach to the Nazi construction system: Instead of the basic Westwood-style MCV -> Con Yard + Sidebar approach, I'm trying something very different... The player's "MCV" will be a "Mobile Headquarters", deploying into a "Headquarters" structure, which allows the production of, and produces, Construction Trucks of various types - each of these cost 2000$, and they can be deployed to various structures, depending on the type, and some can be used to construct a structure multiple times, depending on the structure cost.

Now, to give you some examples:

A "Refinery Truck" costs 2000$ and can deploy into a Refinery, which also costs 2000$ for all sides. The Refinery exhausts the entire money you paid for the truck, and has FreeUnit=GATH (where GATH is the "Gatherer", the Nazi miner)
A "Ground Defense Truck" comes at a price of 2000$, but an un-unpgraded Bunker costs only 500$ - therefore, the Truck comes from the HQ (or War Factory, once you own it) with four little ammo "pips". It deploys into a Bunker. The Bunker gives you a new Truck with 3 pips remaining. So you can do this process again until your four bunkers worth 2000$ are built. The last bunker will not give you a new truck. The only problem I'm still having with this is the Upgrade logic - an upgrade can only be defined for one BuildingType, and since each of the four Bunkers needs to be a different type in order to give you a different truck with reduced ammo, it doesn't work, so the truck feature - at least for bunkers - will propably not be present in the final mod in the way a describe it here.
However, the Radar Truck will allow you to place two Radars. The War Factory truck allows you to place one factory. The Airfield Truck allows you to place one airfield. The Research Truck allows you to place one Research Center.

Now, the cost of 2000$ is a good choice, because no basic building in RA2 costs more - only the SW buildings do. What I will do is simply give the Nazi side a superweapon structure - say a "Missile Launch Base" - that is in itself useless - like the Upg Center in TS. Then, you arm it via an upgrade. Want a V1 rocket strike - pay a further 1000$. Want a V2, which can attack the entire map and do substantially more damage? That'll be 2000$ then.
Now, the Resource building category of the Nazi side is now reserved for "Upgrade" structures - which are normally purchased and then placed upon existing structures (this is a kewl feature, and also, making upgrades deploy from vehicles is not possible). The Armory category is reserved for Superweapons.

This new construction system setup still causes IEs for now, and even after having fixed that, it will propably take ages to adjust the AI, if at all possible, but I'll give it a shot (I have made a backup of the mod, just in case things go haywire).

What's more, the Nazis now have their first fully-functional SW: a Scud Storm-like attack called "V2 Blitz". I noticed that the V2 in RA does exactly as much damage as the Nuke in RA2, it only has a reduced spread and doesn't leave radiation - thus, if the Nazis can't do substantial splash damage, they could at least uses masses of missiles to make the pain reach its intended destination. The "V2 Blitz" is highly inaccurate, with individual missiles hitting all over the enemy base (I'm still adjusting the number of missiles so I don't overpower the SW, but I found 5 - 7 quite conveniant), each causing 600 pts of damage in a narrow area. Although unlikely to actually hit the target, each V2 missile will take out almost anything it hits.

There's also the much weaker "V1 Flying Bomb", but that was more something of a test and propably won't be there in the final game. It's more like a SW-triggered Grand Cannon-like weapon, nothing fancy.

Plus... I added a unit, but I'm not sure who will get it... It's basically the allied Propaganda Truck from the original RA2 soviet campaign, but instead of using some map trigger to send hoardes of useless civies against you, this truck targets infantry and persuades them that they are fighting for the wrong cause and all that stuff, and tells them they should lay down their arms - which they do, becoming neutral civilians in the process. Now, who knows how I coded it? :lol:

I'm also thinking of mounting that special weapon system on something else, perhaps a tank with a propaganda tower, so the unit would also, via the tank's gun(s), have an edge against enemy vehicles.
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#25 Millennium

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Posted 21 March 2008 - 12:31 AM

Oh and... the screenshot = freeze thingy on my computer will be fixed in 8 - 10 days. Then, you'll get some screenshots...
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#26 Millennium

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Posted 06 April 2008 - 07:46 PM

This will be the flag for the Nazi side:

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Since the NSDAP dissolved in 1926, the svastikah as their symbol faded into obscurity. The Nazis in The Third Power are based on Strasserism, an offshoot of national socialism and precursor to the (real-life) Third Position movement. Strasserism would have fared much better if Hitler would not have existed. As such, their flag is a combination of the celtic cross and the german imperial war flag.

The Third Power may also include Stahlhelm forces.

Other symbols of Third Position serve as symbols for the Third Power:
Posted Image - Thunderbolt. May serve as insignia for air forces.
[missing] - The horizontal variation of the same symbol is called "Werewolf". This will be insignia for Werwolf forces, but maybe for all ground forces, since Werwolf was a real-life paramilitary group of Nazi Germany to resist allied occupation in the post-war years. And since The Third Power is mainly a terror, insurgency, guerilla, rebel and partisan movement, giving them a symbol that relates to the name would fit.
Both of these symbols are variations of the germanic symbol called "Wolfsangel". These two will be the equivalent to what the Sig rune (the famed "SS") was to the Nazis from our universe.

(You can see, I did some research...)

Screenshots!!!

Screenshot 1:

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Soviet Katyusha rocket artillery used against an allied base.
(Voxel credit to Godwin!)

Edited by Millennium, 09 April 2008 - 09:29 PM.

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