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#81 lefthand

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Posted 02 October 2008 - 02:02 AM

UPDATED

- Tier 1 Unit Discriptions
- Tier 2 Units

> The Mirage tank is the only voxel truly made by me. Check the bottom for credits.
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#82 True Lord of Chaos

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Posted 02 October 2008 - 02:32 AM

The new mirage tank looks cool, and big.

Hello everyone. I am back.


#83 lefthand

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Posted 06 October 2008 - 10:07 PM

UPDATED

- Tier 2 Unit Discriptions will be finished by tomorrow
- Tier 3 Units
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#84 Speeder

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Posted 12 October 2008 - 10:50 AM

Battlefortress = Light transport?

Your voxels are great, I'm loving Prism Tank and BF especially. :shiftee:

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#85 genobreaker

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Posted 12 October 2008 - 12:41 PM

O__O looking good...
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#86 FallenDwarf

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Posted 12 October 2008 - 03:07 PM

Battlefortress = Light transport?

was thinking the same, looks more like a heavy transport.
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#87 the50

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Posted 14 October 2008 - 06:38 PM

Looking nice :rolleyes:

#88 FallenDwarf

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Posted 01 November 2008 - 12:40 PM

what happend to this mod lefthand? I havnt seen any update on a long time. I even forgot about the mod :(
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#89 genobreaker

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Posted 01 November 2008 - 04:41 PM

we just wait for lefthand... i think he has something for us again
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#90 WoRmINaToR

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Posted 01 November 2008 - 08:31 PM

The Mod is looking great so far, can't wait for a playable build. Keep up the good work!

#91 lefthand

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Posted 02 November 2008 - 09:37 PM

what happend to this mod lefthand? I havnt seen any update on a long time. I even forgot about the mod :(


Voxel burnout on the final tier Alliance unit…plus I am still going over and mediating on some of the more revolutionary features of the mod before I openly release them. Additionally I am working on promotional pieces/events as well.

So just hold on…I haven’t forgot.
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#92 OmegaBolt

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Posted 02 November 2008 - 10:03 PM

Promotional events? We having a Black Alert convention or something? :good:

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#93 MadHQ

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Posted 02 November 2008 - 10:05 PM

Promotional events? We having a Black Alert convention or something? :good:


sounds fun to me! XP
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#94 Black Temple Gaurdian

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Posted 05 November 2008 - 08:37 PM

Where's the cake?

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according to our determinedly dopey Prime Minister Mr Brown, Obama also has a beach in Normandy named after him. If that can't win you an election, what can?


#95 Colonel Cross

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Posted 06 November 2008 - 05:16 AM

I'm gonna like, no... I'm gonna WANT this mod!

#96 lefthand

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Posted 07 November 2008 - 02:49 AM

ALLIANCE ARMORY
NOTE: In Black Alert your arsenal of defense structures have secondary features which can be mostly activated by simply double clicking on the building.
NOTE: Mobile Defense Vehicles or MDVs can supply a multitude of turrets well beyond the scope of your base and deep into enemy territory. Any time a MDV is deployed it unloads one of it’s turret assembly kits upon the targeted area. Each turret is fully functional with it’s own internal power source, self-repair function but requires credits to operate.

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Once a airforce command is constructed Alliance commanders can airdrop veteran GIs and guardians behind enemy lines, secure bunkers or to reinforce their position.
Cost = $0
Prerequisite = Alliance Airforce Command
Veterancy = Yes

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This concrete wall has seen service as a defensive barricade for almost a century. Simple, reasonably priced, and vastly superior to sandbags it keeps enemy foots and treads from passing into your base. However the wall can easily be gapped by explosives, cannon shells and the treads of certain heavy armor units.
Cost = $100
Prerequisite = Alliance Construction Yard
Veterancy = No

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Where concrete walls have failed the strategic placement of hedgehogs can keep any impending ground force at bay for some time. Although a single hedgehog does not offer much if any protection but a well placed line of them can keep enemy forces from penetrating deep into your base. Best used in urban environments.
Cost = $250
Prerequisite = Alliance Infantry Barracks
Veterancy = No

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Low cost and no depedence on a power grid makes the pill box an early entry structure.
Primary: Machine Gun, has a 50% anti-infantry bonus and rapid, concentrated fire.
Secondary: Grenade, gains a 50% reduction in all infantry warheads but a 50% increase in vehicle warhead. Grenades can be dodged but bounce.
Cost = $300
Prerequisite = Alliance Barracks
Veterancy = No

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Paladin turrets serve as an all in one defense that can take on infantry, vehicles and aircraft with it's high intensity, quick firing laser beam. Infantry caught within the range of the paladin will suddently burst into flames while it's effect on the toughest of armor leaves something to be desired.
Primary: Rapier Beam
Secondary: N/A
Cost = $3 Per Delay
Prerequisite = Alliance Mobile Defense Vehicle
Veterancy = Yes

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To accommodate Collective airborne threats the patriot battery fires a single heat seeking missile upon a target. Unlike Collective flak cannons the Patriot's missile does considerable damage.
Primary: Regular Tracking Seeker, uses standard power but missile lacks agility.
Secondary: Improved Tracking Seeker, uses nearly 25% more power but redeye missiles become faster firing and easily intercepts a target.
Cost = $800
Prerequisite = Alliance Airforce Command
Veterancy = No

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Not merely a tower with rotating mirrors on top. The tower uses it's mirrors and reflects concentrated beams of light that either burns incoming infantry into balls of flame or slices through armor like a hot knife upon butter.
Primary: Prism Shot, fires high intensity prism blast.
Secondary: Prism Support, supports the power of nearby prism towers and multiplies it's damage upon targets.
Cost = $1200
Prerequisite = Alliance War Factory
Veterancy = No

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In order to keep prying Collective subversives and spy planes from uncovering key Alliance infrastructure and vehicles they have developed a device that uses a magnetic coil that creates interference in the atmosphere and prevents them from exploring a segment of the battlefield in close proximity to the generator.
Primary: Massive Gap, produces self-generating shroud upon surrounding units.
Secondary: Less Gap, uses 50% less power and produces 50% less shroud.
Cost = $1000
Prerequisite = Alliance Tech Center
Veterancy = No

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At the very upper echelon of Alliance defenses the grand cannon ranks supreme. It's impressive range and load configuration deems it a suitable weapon against approaching and massed Collective ground units. Unfortunately it's thirst for power base and credits does not make it easy to obtain.
Primary: Single 150MM, lobs a large, very destructive round. Takes longer to reload.
Secondary: Multiple 75MM, fires small, fast firing cannon balls. Quicker to reload.
Cost = $2000
Prerequisite = Alliance Tech Center
Veterancy = No

Edited by lefthand, 09 November 2008 - 02:49 AM.

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#97 some_weirdGuy

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Posted 07 November 2008 - 07:09 AM

nice :p

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#98 genobreaker

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Posted 07 November 2008 - 11:10 AM

you really have style on that...
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#99 Colonel Cross

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Posted 07 November 2008 - 11:57 AM

Can we use the deploy hotkey instead? Sounds good like most units in RA3

#100 lefthand

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Posted 08 November 2008 - 01:21 AM

UPDATE
- Expanding Alliance Armory (Walls, Hedgehog)
- Cost
- Prerequisites

Can we use the deploy hotkey instead? Sounds good like most units in RA3


If you can deploy GIs, MCVs and etc. you’ll catch on to the concept pretty fast. Most buildings/units have secondary functions. Not because it is influenced by RA3 (which it sort of is) but to make a unit more appealing, unique, multifunctional and to curb the creation of a one trick pony. People will be pleased they don’t have to micromanage between two units to fulfill the role of one.
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