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Development report #2


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#1 FS-21

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Posted 18 May 2010 - 10:12 AM

First of all, by the first stable release of Ares, the evolution of RockPatch that expanded the functionality of the Yuri's Revenge engine for modders. Congratulations for everyone who made Ares real.
Now that Ares 0.1 was released yesterday, the next C&C:Reloaded release is more closer than before :p

This time I'll comment a bit about few changes/additions of the current development:
- Since the last report all stuff from the unreleased beta version was ported and ready to be played with Ares. A few number of features like the Air vs Air combats aren't restored to keep the TS and RA2 spirit (ad because I don't like how it looks).

- I added some features like the Firestorm SW for GDI (screenshots soon). For who not played Tiberian Sun GDI had a building that allowed players to build a special wall and when the SW was activated the wall became invincible and inpenetrable by any vehicle & weapon projectile during a short period of time. It is a bit dangerous because not identifies friendly vehicles/aircrafts and requires a lot of power, depending how many Firestorm wall sections is used for your needs.

- GDI & Nod will have as secondary SW the EMP super weapon but unlike Tiberian Sun it will not have range limit so I balanced it reducing dramatically the paralization period of vehicles (& Cyborgs) & reducing the area effect. I'll leave it as it comes by default in Ares so Aircrafts will fall if they are in the affected area, adding more strategical possibilities.

- I'll reduce in aproximately 100 strength points for every game dehttp://forums.revora.net/style_emoticons/default/blink.giffense because I thougth that is a bit ridiculous how resistant can to be a building of this class, they are powerful so a little reduction will not affect the game play so much (and AI can have more chance against them).

- Currently I'm writing from scratch the AI, to be more precise I'm trying to improve Allies AI (unfortunately isn't hard to improve the AI from the last C&C:Reloaded release :blink: ). If I success in this task then the next one will be the soviets AI (if I not change it my order will be Allies->Soviets->Yuri->GDI->Nod).

- GDI will recover the lost amphibious feature of Tiberian Sun for the APC, with all the strategical possibilities that this mean:

Posted Image


Since the mod not have enabled the YR campaigns I wanted to have a different one than the originals. If I can finish an experimental campaign that I'm doing with RA1 "ants" I'll comment it in the next development report.

Edited by FS-21, 18 May 2010 - 11:42 AM.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#2 nathancnc

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Posted 06 June 2010 - 06:56 PM

As I see you will be using the Ares Patch, Will you be using Marshall's Launch Base for your mod?

It would be a very good idea, since it has integrated Ares and an auto update function.

On a side note, will your mod have all the fixes of YR 1.002 http://marshall.stra...m/ump/index.php

#3 FS-21

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Posted 07 June 2010 - 01:09 AM

Well, that was the reason of modding newer releases (before the required was RP but I never finished that version due to the bugs of that project).

I know what is Marshall's Launch Base and tested it with the current mod release but I don't know why but I don't like it and how it looks... and I should be forced to drop the Capture the flag mode and C&C themes, and (as user) I don't remember to find a "remove mod" in the Launch Base (and if exit that option isn't intuitive) and I don't know if I forgot other things about LB.
The alternative option should be develop another C&C:R mod manager version with a more user friendly interface (the current versions looks ugly) and the mod should have an installer that optionally place an icon in the Desktop (but without adding nothing in the programs menu in Windows because to remove C&C:R it should be like now).
I don't discard Launch Base because is an unfinished project and in the future I could change my idea about it.

I never followed the UMP project... so it will not use YR 1.002

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#4 nathancnc

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Posted 07 June 2010 - 05:54 PM

I personally think you should use launch base, and yes it is still a work in progress.

It is being developed as a one stop mod manager for everything Ra2/YR, and has many more features to come. If you wanted to, you could even make a C&C Reloaded Skin.........or maybe I will :p

#5 Cathin

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Posted 29 June 2010 - 11:28 PM

*takes another look into the board*

how is it going?
. : VENI . VIDI . CATHIN : .

#6 FS-21

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Posted 30 June 2010 - 02:21 AM

Good progress, I stopped the addition of new features and I'm concentrating in fixing things (mainly graphics) but I could balance units if is necessary. I finished the new AI and I left some features ready to be used in the same moment that a development version of Ares (future 2.0 release) is used to play the mod instead of the stable Ares 0.1 P1 but I'll not comment what because currently aren't very surprising :p

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#7 C&CBoy

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Posted 04 July 2010 - 10:20 AM

Well, that's great news.

A news IA will make the mod more challenging. But be sure to keep an easy mode, a mindless carnage is fun sometime.

#8 FS-21

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Posted 04 July 2010 - 01:49 PM

Ah yes, this time for the AI re-write I planed the case of the 3 dificulty levels with a list of possible AI groups and depending of the number of units I choosed the AI level so I think that it will be balanced.

I think that I should send you a copy of the current mod development to check yourself the AI and at the same time you can check what has been changed to traslate it.

Edited by FS-21, 04 July 2010 - 07:55 PM.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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