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Changes to USA Laser General


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#1 olli

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Posted 06 March 2010 - 08:36 PM

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#2 Pendaelose

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Posted 24 June 2010 - 01:22 PM

As you should know by now, I've released the public version, so I'm changing gears a little in this area... I'm going to focus less on what I've done to get ready for the release, and more on what you can expect to change for this general in the NEXT release.

Laser General is going to be a beast of a job for me, but I look forward to it. I've been saving his changes for last because they are so ambitious that I didn't want to loose track of the rest of the mod while working on him.

Essential I'm looking at keeping with a multi-tech tree theme, but after each and every Escalation upgrade you'll have the chance to choose a tech... the big difference is instead of having 2 to choose from for that tech, you'll have EVERY tech available in a list and can choose which ever you want to mix and match in new ways. I'm looking at at least 7 techs, maybe 8 with a select few being restricted to minimum Escalation levels or General's rank.

The planned tech trees right now are:

Laser
Microwave
Plasma
Particle
Ion
Satellite
Gravity

i'm keeping my mind open and may change or add trees. I don't want to get in to a huge list of specifics for any given tree as I don't want to get caught up in making promises I may not be able to keep.. but the basic plan is in motion and will be included in the next release.
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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.


#3 olli

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Posted 24 June 2010 - 01:25 PM

Few more tech idea's to toss around;

Sonic technology
Railguns
Chrono tech
Magnetic resonance
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#4 SpardaSon21

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Posted 25 June 2010 - 07:27 PM

Sonic technology

It is a bit hard to weaponize sound waves into lethal weapons or something capable of damaging vehicles. I can see this making some very nasty anti-infantry weapons though as the sound waves blow out eardrums and drive the victims mad/catatonic/useless as soldiers. Something like this should be like flash-bangs and microwaves put together, on steroids, including the ability to clear out garrisons like no other weapon can.

Railguns

Yes, please. Railguns are awesome. I want long-range tank snipers.

Chrono tech

Chronospheres and such may have worked in RA, but this is a "bit" less crazy (yes, only slightly less crazy with plasma and ion weapons being thrown around, but it just isn't crazy enough to warrant chrono tech).

Magnetic resonance

How would this work, extra ability to detect metallic units like tanks, buildings, and aircraft? Awesome EM weapons like vehicle and structure jammers, lightning weapons, and anti-missile fields? Or would we see things like tank-pulling magnetron defenses?

#5 olli

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Posted 30 June 2010 - 04:51 PM

I would love to see a chrono weaponary in Generals. It is possible. It would kick ass. Doesn't really matter about realism etc.

And it's just ideas being thrown around to generate debate and interest. How would you like to see sonic weaponary? What other techs can you think of? What special abilities should it have? etc
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#6 m3rc1l3ss

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Posted 01 July 2010 - 02:43 AM

I would love to see a chrono weaponary in Generals. It is possible. It would kick ass. Doesn't really matter about realism etc.

And it's just ideas being thrown around to generate debate and interest. How would you like to see sonic weaponary? What other techs can you think of? What special abilities should it have? etc


Chrono sounds like fun, who cares about realism anyway, we already have factions within the same governments using incredibly advanced technologies independently with no overlap.

Gravity could be great fun too Super base defense that will after a recharge period throw a swath of enemies into the air and then dash them to the ground (Hooray for giant clouds of blood, gore, and twisted metal)

Sonic does not seem to be too useful (unless the Doctor somehow became a US super unit :p ) though a deterrent base defense could be usable. ( position gravity and sonic as a side base defense options to be chosen at the same time as the player would chose Plasma or Particle weaponry)

Edited by m3rc1l3ss, 01 July 2010 - 02:45 AM.


#7 ApOcOlYpS

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Posted 01 July 2010 - 03:27 AM

(unless the Doctor somehow became a US super unit rolleyes.gif )


And how would you incorporate a TARDIS? Generals has no way of using time travel.

And in any case, the Doctor likes humans too much so he wouldn't fight against any (though he did help out Churchill, but that was only against the Daleks).

He would be a hilarious super unit, even better for those who know who he is. Could have him train companions as well.

While we're referencing Scifi, you could put in the sonic cannons the Geonosians from Star Wars have (I think they're sonic weapons. certainly sound like it). But, sonic weaponry would probably do most at killing enemy infantry.

#8 Pendaelose

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Posted 01 July 2010 - 06:19 AM

Yeah, but if the Doctor built a field sized sonic screw driver you could use it to shut down enemy vehicles, disable infantry, and capture the enemy base.... at the same time.
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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.


#9 ApOcOlYpS

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Posted 01 July 2010 - 03:18 PM

Unless, of course, the enemy was smart and constructed everything out of wood.

#10 m3rc1l3ss

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Posted 01 July 2010 - 09:57 PM

Unless, of course, the enemy was smart and constructed everything out of wood.


Don't lasers and plasma beams and stuff tend to light things on fire though?

#11 FlyingDeath

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Posted 01 July 2010 - 10:29 PM

Laser
Microwave
Plasma
Particle
Ion
Satellite
Gravity
Railguns
is the BEST mixture^^
you choose between:
Adv.Laser/Microwave
Plasma/Particle
Ion/Satellite
Gravity/Railguns

and Units like
Railgun-Artillerie-Tank
or
a Gravity-Heli (Plains/Helis/Missiles fall down like ECM-Field)

and Superweapons like a Rail-Beam Throug the map (Destroys ANYTHING on its Path)
or
Gravity-Sphere, All units pulled together and then it Implodes (Units Death, Buildings Damaged, Mediu Range, Long Cooldown)

i find it REALLY Cool^^
hope to see somethng like this
(would add VARIUS Taktics to laser)

(PErhaps, if it is too Overpowered you choose BEtween Ion/Plasma/Gravity and/or Railgun)

Thumbs up for great Ideas^^

#12 ApOcOlYpS

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Posted 02 July 2010 - 12:29 AM

Don't lasers and plasma beams and stuff tend to light things on fire though?


I'd assume that having the Doctor would require an exclusive tech upgrade that would shut down all other forms of tech, leaving you with just sonic (the Doctor doesn't approve of weapons. He's asking nicely, put them away). And, as everyone should know, the sonic screwdriver doesn't work on wood.

Gravity-Sphere, All units pulled together and then it Implodes (Units Death, Buildings Damaged, Mediu Range, Long Cooldown)


Like implosion for the Atlanteans from the Age of Mythology expansion.

I would also like to see laser general get railgun technology. He seems to be the high tech but still uses humans general (where as robots is just high tech. But since a lot of resources must go into creating AIs, not as many can be put into advanced weapons systems, and the training of AIs to use such weapons would be time consuming, difficult, and expensive, like the Leonidas fortress).

#13 Pendaelose

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Posted 02 July 2010 - 07:45 AM

I don't think the Dr would require Sonic tech only... [An otaku moment here] In the new series in the episode where he met captain Jack he briefly mentioned destroying the sonic weapons factory.

More fair to say I think he would make you use exclusively non-lethal weapons, mediation, and negotiation. But it's OK, without any weapons or base defenses the Dr could still fix everything.




As for the tech choices I'm changing how those are done. Instead of an up/down choice at each tech level you'll have a menu where ALL the techs are available and you just pic the one you want. Some techs that only grant more powerful benefits will be available after a certain escalation level or may require a general's point.
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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.


#14 Pendaelose

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Posted 09 July 2010 - 04:31 PM

I've been talking about the new style for Laser General's use of tech trees. I've finished coding some of the first use of that new system.

The Osiris Main Battle Tank. Previously it had Particle and Laser weapons and was unlocked by taking the Particle tech. It will now be available to all tech trees... but it will look like this:
AVOsirisV2_1.jpg
Notice it has generic weapons. AT guns and AT missiles.

Research you Particle tech and it looks like this:
AVOsirisV2_2.jpg
The AT guns are replaced with a more powerful Particle cannon.

Now, research Pulse Laser Tech and it looks like this:
AVOsirisV2_3.jpg
Your missile Pod is replaced with a pulse laser.

Research Gravity tech and you have this:
AVOsirisV2_4.jpg



As a demonstration that the tech trees are mix/matchable... If you skip particle tech but research pulse lasers and grav tech you get this:
AVOsirisV2_5.jpg
Notice the lack of a particle cannon.


I'll get screens of the *new* Anubis up soon.


I say *new* because while the unit art is essentially the same, the models had to be completely re-boned and broken up into mini-upgradeable segments. The code was also entirely re-worked. It's a *new* unit that looks like the old one. The new style also means you'll have the same tank fill the same role no matter what tech trees you take, but the tech trees will effect different units in different ways. It reduces the micro management and confusion.

Edited by Pendaelose, 09 July 2010 - 04:34 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.


#15 MasterZH

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Posted 09 July 2010 - 08:22 PM

Nice model.

#16 phenom1989

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Posted 09 July 2010 - 09:50 PM

looks amazing man keep up the good work :p
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#17 Pendaelose

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Posted 09 July 2010 - 10:44 PM

The Anubis Close Assault tank with its default load out.
AVAnubisV2_1.jpg

The Anubis and Osiris togeather with Plasma and Grav research
AVAnubisV2_2.jpg

Both tanks at max tech level... in this pic I used 5 tech's at the same time... Plasma, Particle, Laser, Microwave, and Grav. Just for testing purposes... The Insane AI and I are the only ones who get to play with unlimited tech trees :p In a normal game you'll be able to choose any three techs at once, so you can't ever have both tanks maxed out at the same time.
AVAnubisV2_3.jpg

It may be a little colorful, but taking Microwave, Plasma, Grav makes for a very fast close range beast that's murder anything it can get in range of. Grav units can also fly up cliffs or across rivers, so you can bypass a lot of enemy defenses while your at it. It makes a lethal short range unit at the expense of your long range options.


I spent almost the entire afternoon working on the movement for the Grav tanks to make them feel right. They now slide and shift in 3D as you would expect them to. Watching a tank turn sideways as it drifts across enemy infantry is a sweet moment.

Ion Tech will still unlock an Ion only version and Satellite tech will still unlock the Sky Eye.
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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 Pendaelose

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Posted 16 July 2010 - 05:37 PM

The Wormhole Generator. SuperWeapon for the Gravity tech tree.

The Wormhole while charging.
WormHole1.jpg

The Wormhole while ready to fire.
WormHole2.jpg

I'll have in-game shots soon, and the "fire" effect as well.
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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.


#19 phenom1989

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Posted 16 July 2010 - 06:14 PM

that thing looks sick man

keep up the good work:D
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PSU: Hyperion 700w

#20 Pendaelose

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Posted 16 July 2010 - 09:38 PM

In game pic of the structure:
WormHole3.jpg

Next I'm off to code up the wormhole on the target :mellow: With some luck maybe tomorrow. After that I'm modeling up the physics lab.
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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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