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#161 partyzanPaulZy

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Posted 17 December 2008 - 07:28 PM

Because lefthand wants create alternative to RA2 (and unless I am wrong even alternative to RA1) line.
In RA1 soviets had AK-47, MiG-23, double-barreled T-80 (in real world Stalin told technicians to mess on multibarelled tanks and create just 1 BIG cannon instead).
And Allied forces had M4 with grenade launcher, medium tank looking like derivate from the Abrams. Technology of 1970's-1980's combined with WW2 style (like Allied GI helmet).
That was RA1, but RA2 made step away from this line (no Kane mentioned, Conscripts use old WW2 machinegun, Kirovs, YR fixes this disproportion a bit with Boris and his MiGs or those Siege Choppers), BA is remake of RA2 in new way, isn't it?
I like your mod although it can look like something is missing.

Edited by partyzanPaulZy, 17 December 2008 - 07:33 PM.

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#162 lefthand

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Posted 18 December 2008 - 01:59 AM

@ Some_WeirdGuy
Apollo is right, and from what I saw in the RULESMD.ini guide, buildings cannot deploy into buildings...which I unfortunately found out too late. This comes as a great disappointment because one of the cornerstones of this mod was to give players more defensive structures without adding more buildings and upgrades upon the armory tab. I plan to add some sort of gattling logic to both sentry and pill box buildings. Flak cannons and patriot batteries will have to stay as they are...for now.
Really the Alliance grand cannon and the Collective's Tesla obelisk should be looked at as the evolved/exaggerated form of RA1's turret and Tesla coil. The grand cannon in this mod fires much faster, does more damage and has an ammunition limit...limited ammo being it's greatest weakness since it can fire all of it's rounds too quickly. The Tesla obelisk is a watered down version of the Eiffel tower of death in RA2. The obelisk definitely requires power...about half the power produced by a nuclear reactor will be enough to keep a single obelisk online. While the obelisk is a powerful weapon it requires a lot of build space to keep it running...esp. multiple ones. It doesn't have much in common with what we saw in Mental Omega...which was pretty much a grand cannon clone in my opinion.

@StormRider
I never liked the fast spy plane. I feel that Soviets/Collective deserve poor scouting and having a spy plane is something that should be cherished but never deserved. Scouting is their weakness and by making their spy plane vulnerable to anti-aircraft fire a Collective/Soviet player understands that this ability isn't something they are entitled to but must use wisely.

@partyzanPaulZy
I have always felt that the events after RA1 made the USSR fall backwards in their technology and thus it explains why their military appears so dated (WW2 weapons, heavy tanks, blimps and etc..) and the Allies have all these newly developed weapons (prism, mirage, weather manipulation and etc..) that didn't appear in the first Red Alert.

Edited by lefthand, 18 December 2008 - 02:00 AM.

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#163 StormRider

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Posted 18 December 2008 - 08:19 PM

OK. )
And. I suggest give for Collectives fighter planes like YAKs or IL-2 sturmovik. Or jet planes in old soviet fighter style like MIG-15 or older MIG-9. It will be weak, have "paper" armor and not so fast In comparison with allied planes. But cheaper
Only some pictures of these old planes. I don not suggest to add real planes. This is only for see old soviet jet fighters if you will add planes in this style for sovs
http://www.cardarmy....elik/jak-17.jpg
http://www.brazd.ru/foto/yak23.jpg
http://www.aviapanor...04_2/Yak-25.jpg
http://avia-hobby.ru...del_1/cover.jpg
http://img1.liveinte...875_mig15d1.jpg
http://www.aviation..../taras/BI-1.jpg - WW2 soviet experimental jet

But i like your mod and ideas! Good luck!

Edited by StormRider, 18 December 2008 - 08:22 PM.

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#164 lefthand

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Posted 19 December 2008 - 03:53 AM

OK. )
And. I suggest give for Collectives fighter planes like YAKs or IL-2 sturmovik. Or jet planes in old soviet fighter style like MIG-15 or older MIG-9. It will be weak, have "paper" armor and not so fast In comparison with allied planes. But cheaper
Only some pictures of these old planes. I don not suggest to add real planes. This is only for see old soviet jet fighters if you will add planes in this style for sovs
http://www.cardarmy....elik/jak-17.jpg
http://www.brazd.ru/foto/yak23.jpg
http://www.aviapanor...04_2/Yak-25.jpg
http://avia-hobby.ru...del_1/cover.jpg
http://img1.liveinte...875_mig15d1.jpg
http://www.aviation..../taras/BI-1.jpg - WW2 soviet experimental jet

But i like your mod and ideas! Good luck!


The Collective already has access to aircraft (Yaks, MIGs and etc.) by the use of air strikes. The Yak is pretty much an oldstyle fighter that Ivan has access to. At least two of the Collective’s main units can guide Collective fighters and bombers upon the battlefield and there is another airstrike weapon in development. Both the Alliance and Collective can start using aircraft while at radar level but the Alliance is truly the only faction that can build and directly use aircraft without a middleman.
But the Collective makes better use of helicopters then the Alliance does (And they make better use of aircraft.) Horrid helicopters, although they are not as fast and powerful like the Alliance’s kestrel, are better suited to take damage and their rockets are designed to damage multiple targets. Again this is one of many pros/cons players will have to decide when playing either side.
Personally I enjoy the comfort of an attack helicopter providing ground support.
Thank you for the suggestion though.
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#165 Nighthawk

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Posted 20 December 2008 - 04:58 PM

I don't like to poke holes in people's mod ideas, but ammo on buildings doesn't work correctly either. When your building runs out of ammo, it'll just automatically reload again without a reload limit, so basically the ammo limit itself is somewhat useless. Also, apparently force firing with a building that has an ammo limit set will make that force firing ignore the weapon ROF.
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#166 lefthand

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Posted 21 December 2008 - 12:33 AM

I don't like to poke holes in people's mod ideas, but ammo on buildings doesn't work correctly either. When your building runs out of ammo, it'll just automatically reload again without a reload limit, so basically the ammo limit itself is somewhat useless. Also, apparently force firing with a building that has an ammo limit set will make that force firing ignore the weapon ROF.


Thanks in advance...and I thought I was doing something wrong with the coding.
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#167 lefthand

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Posted 21 December 2008 - 12:35 AM

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Cost: 2000
Purpose: Chronoshifting Plasma Tank
Nationality: United Kingdom of Great Britain and Northern Ireland
Description:

With Albert Einstein’s passing back in the early 1960s chrono research has become increasingly impeded under the Alliance. But with almost certain social upheaval in Britain’s protectorates and a growing movement towards Russian inspired collectivism the British needed a vehicle that could easily be moved from location to location so it could respond to the next proxy war or to quell another independence movement.
With a scientific revival in chrono based technology and improvements made upon chrono tank of the second great war, the quantum tank was produced.
It’s triple plasma cannons are capable of punishing damage, especially upon targets susceptible to searing heat. While they do not inflict major damage and are in fact not a match for more conventional tank cannons, a barrage of plasma projectiles can devastate most targets with only a few hits.
It's quantum skipping abilities allow it to teleport anywhere on the map when it is fully charged, thus effectively making it the ultimate hit-and-run weapon. No other tank can easily slip in and out of engagements quite like this vehicle.
However with so much emphasis placed upon technology instead of armor the quantum tank cannot sustain much damage.
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#168 Aro

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Posted 26 December 2008 - 02:10 PM

Yeah, just cause your mod makes my mod look like crap so far. :lol:
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#169 Colonel Cross

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Posted 08 January 2009 - 11:35 PM

will there be Naval Units?

#170 SSTG

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Posted 09 January 2009 - 08:20 AM

When I saw that I went WTF is that beast of a tank! :p
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#171 some_weirdGuy

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Posted 20 January 2009 - 01:19 AM

Could you maybe use upgrade logic to make your 'deployable defences' work?

So once you build the pill box, the two 'modes' become available. They cost nothing(and build instantly) and then you can put them on the pill box the 'upgrade' it into its alternate fire mode. A second upgrade could then be placed in it to change it back?

I dont know if it would work or not, but it might...

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#172 Nighthawk

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Posted 22 January 2009 - 06:52 PM

The problem with that I guess would be that it would clutter up your build menu with loads of upgrades.
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#173 lefthand

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Posted 13 February 2009 - 05:39 PM

Sorry about the unintended absence but I have been busy. Mostly with purchasing a new computer and having to take all the old files from my former computer and adding them to the hard drive. Just about everything is intact but I have yet to install all of the WW games. I'll resume production sometime this month.
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#174 OmegaBolt

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Posted 13 February 2009 - 06:09 PM

:p

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#175 lefthand

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Posted 14 February 2009 - 05:07 AM

Could you maybe use upgrade logic to make your 'deployable defences' work?

So once you build the pill box, the two 'modes' become available. They cost nothing(and build instantly) and then you can put them on the pill box the 'upgrade' it into its alternate fire mode. A second upgrade could then be placed in it to change it back?

I dont know if it would work or not, but it might


I want to avoid using upgrades for defense structures as much as possible. It would just needlessly clutter the armory tab and it may not be possible for players to identify which structure has been upgraded without some kind of animation. I have been looking into expanding each defense structure with a secondary weapon or gattling logic. This way the Alliance pillbox would have a primary 50caliber gun for infantry and a secondary grenade launcher for vehicles. Meanwhile the Collective’s sentry gun would loose accuracy and damage as it continued to fire via gattling logic.

But I appreciate the suggestion.



will there be Naval Units?


Perhaps but only after the first release. I have been looking into reviving a navy similar to what was seen in RA1.
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#176 StormRider

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Posted 10 April 2009 - 07:59 PM

I suggest to add hijacker infantry for one of Collectives country. I think that this unit corresponds to character of this side.
And flamethrowers as antiinfantry units. This can be specific units too.
And. I suggest to add some units with ability to move underground. This can be tanks, mole machines, or APCs. Or... This can be interest - harvesters (miners). In my mod i make subterranean miner :rolleyes:

Edited by StormRider, 10 April 2009 - 08:02 PM.

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#177 FallenDwarf

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Posted 14 September 2009 - 05:00 PM

sorry for this huge bump but is what happend to the mod lefthand?
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#178 need my speed

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Posted 14 September 2009 - 05:44 PM

Yeah, it was awesome.
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#179 OmegaBolt

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Posted 14 September 2009 - 06:46 PM

Lefthand cancelled the mod I believe. At least his answer to my question ran along those lines. Maybe it will return, who knows, just don't hold you breath (unless you want to pass out).

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#180 FallenDwarf

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Posted 14 September 2009 - 07:47 PM

o_0

Lefthand should atleast say that his mod was dead

Edited by FallenDwarf, 14 September 2009 - 07:47 PM.

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