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--Out Dated-- Change Log for v0.75 to v1.0


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#41 Guest_Cameron_*

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Posted 12 July 2011 - 07:36 AM

What do. The sw do? I partically want to know what the monument does. What's the best sw?

#42 Guest_Bob_*

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Posted 12 July 2011 - 07:39 AM

What can the sw general
colonel burton do?

#43 Guest_Garry_*

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Posted 12 July 2011 - 07:43 AM

What's a four tier escalation system?

#44 Pendaelose

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Posted 12 July 2011 - 02:59 PM

What do. The sw do? I partically want to know what the monument does. What's the best sw?



Super Weapon:
Black Out EMP -- Fires an 3 EMP MIRVS, shuts down an area larger than the screen for 45 seconds.
ICBM -- It starts with a MOAB style bomb, upgrades with a Hydrogen Bomb for massive damage. (one of the best supers)
Particle Cannon -- Fires a particle beam. No change.


Air Force:
Strategic bombing relay -- 5 B1s carpet bomb a large area for moderate damage. Strong vs Units.
Saturation bombing relay -- 5 B2s carpet bomb a large area for extreme damage. Strong vs everything.


Laser:
Ion Cannon -- A big cannon shoots your location. Moderate damage. Can be overcharged for extreme damage.
Particle cannon -- Fires a particle beam. Lasts longer and does more damage than classic particle cannon.
Satellite relay -- several satellites target the area and barrage it.
Worm Hole device (in the coming version) -- When fired it creates a "gravity distortion" effect that devestates an area. When the distortion is complete it becomes a stable worm hole. You can use the worm hole similar to a GLA tunnel network to move units from the relay to the target location. The portal lasts a few seconds. (one of the best supers)

Robot:
Tomahawk Storm -- Similar to a scud storm, weaker, but reloads faster.
Sky Net -- Autonomous system that calls a steady stream of strikes on the enemy.
Leonidas Mech (sort of a super weapon) -- Giant robot mega unit. Can survive multiple nukes.
Cluster Tomahawk (mobile mini super) -- fires a large cluster tomahawk. strong vs units.

Infantry:
Para-drop Relay -- calls a epic para-drop. 10 planes and 50+ troops.
Neutron Missile -- kills all troops and drivers in a moderate area. fast reload.

Tank:
Para-drop Relay -- calls an epic tank-drop.
Nuclear Missile -- nukes them
Heavy Artillery (mobile mini super) -- shells them
HE-Mini-MIRV (mobile mini super) -- fires a missile anywhere on the map.

Nuke:
Nuclear Missile -- nukes them
MIRV -- nukes them... a lot.
IC Nuke Cannon (mobile mini super) -- shells them

Flame:
Scorched Earth Artillery -- calls a huge 100+ shell barrage over a large area. leaves burning napalm.
Napalm Storm -- like a scud storm with fire storms.


Assault:
Word of the Faithful (Cannon level 1) -- shells them
Hand of the Faithful (Cannon level 2) -- shells them hard
Will of the Faithful (Cannon level 3) -- omgwtfbbq shells them. (one of the best supers)
Jihad Cannon (mobile mini super) -- shells them

Chem:
HAFT-3 Chem rocket -- Delivers huge amounts of toxin.
Super Canister Cannon -- shells them with acid.
Canister Cannon (mini super) shells them with acid or toxin.

Stealth:
Monument -- inspires acts of terror. targets chosen at random, creates a steady stream of attacks. (one of the best supers)
Scud Silo (mini super) -- missiles them.

Demo:
Scud Storm -- scud storms them.
Martyr's Call -- the target area is completely overwhelmed by a HUGE attack of random terror. GLA holes pop up and spawn dozens of terrorits, bomb trucks, nuke bomb trucks, and suicide planes. the area is leveled. (one of the best supers)


As for "what's best" it really depends on what you want. Some of the most damaging supers also have the longest reload times. I find the short reloads better for keeping the enemy from firing their larger weapons, but I'll be the first to admit a particle cannon or tomahawk storm lacks the satisfaction that a Martyr's call or MIRV can deliver.


You can download the mod and try it. If you like ZeroHour superweapons, no other mod offers as many or as wide a range of effect types.

What can the sw general
colonel burton do?


SW gen no longer has Burton. there have been many discussions about heroes, and the short version is the "classic" heroes will only be available to a single faction. all other factions will get their own unique heroes. SW's hero is the SDI cannon, an epic base defense capable of leveling whole armies and intercepting nukes.

You can download the mod and try it.

What's a four tier escalation system?


it works like this... first, lets assume you are playing Super Weapon general, it's an easy build path. You start the game at "Escalation 0". You can build you starter buildings, and a wide range of basic units and defenses, but you cannot build a tech center yet. After you build your War factory you can research "Escalation 1", it costs 2000$ and takes 60 seconds. Now you can build a strategy center plus a new tier of units and defenses. After you build your strategy center you can research "Escalation 2", it costs 4000$ and takes 90 seconds. This will let you build an ICBM launcher, plus another tier of units and defenses. Escalation 2 units are some of the best units in the game and your first level of heavy defenses. These T2 units offer the real meat of your army/base. After your ICBM is built you can research "Escalation 3", this costs 8000$ and takes 135 seconds. Now you can build your particle cannon, SDI cannon, and research your Hydrogen Bomb upgrade for the ICBM.

For any general, if you stay focused on base construction and upgrades you can reach T3 in about 12 minutes. Not all generals will follow the same upgrade path, some have upgrades to a single structure, or others have technology that much be researched, but they all take the same amount of time to reach T3.

For ease of conversation the Escalation levels are often called T0 - T3. Some factions have a T3+. It's not another escalation level, but there may be an additional upgrade or structure needed to unlock a final unit or super weapon.

You can download the mod and try it

Edited by Pendaelose, 12 July 2011 - 03:03 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.


#45 Tomeistery

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Posted 12 July 2011 - 03:08 PM

Wow, a lot of answers I didnt know, I'll try downloading now. However, it seems the laser general has more sw than the swg, and the nuke general seems to have an insane superweapon! It's insane, as well as matyrs call.

Edited by Tomeistery, 12 July 2011 - 03:11 PM.


#46 Capt.Drake

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Posted 12 July 2011 - 03:23 PM

Well Laser General isn't finished in that version, so try to overlook that

Well SW still has the most powerful superwapon

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#47 Pendaelose

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Posted 12 July 2011 - 03:48 PM

Wow, a lot of answers I didnt know, I'll try downloading now. However, it seems the laser general has more sw than the swg, and the nuke general seems to have an insane superweapon! It's insane, as well as matyrs call.



Laser general can't build all of his supers in the same match. In the current public version he has a mid game choice between particle or plasma tech, each has it's own units and super weapon. Late game he has a choice between satellite tech and ion tech. In the old version he never got more than 2 supers. In the current (under development version) he can mix and match techs as he pleases. If he's rank 5 and spent his points correctly there is a way he could have 4 superweapons, but don't let that fool you, Super weapon general is a much better turtle because of her Heavy defenses.


There are several factions with super powerful final super weapons, but the high cost, long reload times, and other factors keep them balanced. For example, Super weapon general has to have max tech AND rank 5 to upgrade to H-Bombs. Nuke General has a costly and slow upgrade after T3 before he's allowed to build the MIRV, and even then it costs 10000$ and has an 8 minute count down. Martyr's call is available as soon as Demo hits T3, but being a GLA faction he's a little weaker in the units' department so his super weapon is available as a late game trump card.

Edited by Pendaelose, 12 July 2011 - 03:53 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.


#48 Tomeistery

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Posted 12 July 2011 - 04:42 PM

Ok thanks. Who's your Personal favourite general? Which faction gets the classic heroes?

#49 Pendaelose

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Posted 12 July 2011 - 04:54 PM

Ok thanks. Who's your Personal favourite general? Which faction gets the classic heroes?



I've always been a fan of Air Force general, even in vanilla ZH he was my favorite. I'm also very fond of Robot general and chemical general. But being that I made all of the generals in Remix, I can say I like them all. Sometimes it just depends on my mood.
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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.


#50 Tomeistery

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Posted 12 July 2011 - 05:05 PM

You said earlier that only one faction gets the classic heroes. Which one?
Is there any way I can view all the generals tech trees to keep me going until friday?

Edited by Tomeistery, 12 July 2011 - 05:09 PM.


#51 Pendaelose

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Posted 12 July 2011 - 05:25 PM

You said earlier that only one faction gets the classic heroes. Which one?
Is there any way I can view all the generals tech trees to keep me going until friday?



Stealth GLA gets Jarmin Kell.
He's been heavily re-balanced to have a much more profound impact of the battlefield. He's been "Remixed" to his final balanced form.

Infantry China gets Black Lotus. She needs to be r-ebalanced because she's grossly under powered. She was meant to be removed until I fix her the way I did Kell, but I missed her on infantry general.

Burton hasn't come back yet, like lotus he's waiting for his rebuild and new debut. when he does come back it will probably be for Research general as every other USA general has a hero now or has one planned.


I don't have a copy of any tech trees, it's something I'd like to make. The next best thing is to go through the screen shots on this forum and on ModDB. If the screen shots are older than last year they may be out of date, but they can still give you an idea of the style for each general. Also, Drake has posted videos on ModDB.

Edited by Pendaelose, 12 July 2011 - 05:27 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.


#52 Tomeistery

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Posted 12 July 2011 - 06:15 PM

Thanks- is there a list of hero characters anywhere? Also, is there any thong the sdi can't stop. What does sdi stand for? And what does the AF general have as a hero?

#53 Pendaelose

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Posted 12 July 2011 - 06:44 PM

Thanks- is there a list of hero characters anywhere? Also, is there any thong the sdi can't stop. What does sdi stand for? And what does the AF general have as a hero?



There have been topics about hero characters, you'll have to browse the forum to find one though, it's not been mentioned lately. When I decided a hero can be a structure or a vehicle it really opened up options and the lines between heroes and super units got a little fuzzy. I mentioned this in another topic.

Strategic Defense Initiative.

The SDI does not detect stealth, and it has a very long minimum range, so if you can get close enough to shoot it with most tanks it won't be able to shoot back. It has a toggle between ballistic overwatch (stops nukes etc) and Tactical overwatch (stops tanks and planes). It consumes about 40 power and has a build limit of 1 (it's the "hero" for SupW).


Airforce general doesn't have a hero yet, but I plan to add a special squadron of fighters to act as a group of hero units.
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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.


#54 Tomeistery

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Posted 12 July 2011 - 07:19 PM

What sw defenses detect stealth?

#55 Pendaelose

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Posted 12 July 2011 - 07:29 PM

What sw defenses detect stealth?



pop-up patriots, 30 mm guns, and SAM sites.
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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.


#56 Tomeistery

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Posted 12 July 2011 - 07:55 PM

Thanx. What do advanced dozers do?

#57 Pendaelose

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Posted 12 July 2011 - 07:57 PM

Thanx. What do advanced dozers do?



they build advanced structures. They are available after Escalation 2.
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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.


#58 Tomeistery

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Posted 12 July 2011 - 08:58 PM

What are the advanced structures for the sw general? What does the stealths jammed station do? Also, does tournament mode restrict to one superweapon, or can you have all the sw of the general? Is the ballistic overwatch sdi in the current version?

Edited by Tomeistery, 13 July 2011 - 02:43 PM.


#59 Pendaelose

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Posted 13 July 2011 - 02:51 PM

What are the advanced structures for the sw general?


ICBM, Blackout EMP, Advanced Reactor, Long Arm Base defense, SDI cannon, Particle cannon, Shield generator.

What does the stealths jammed station do?


It blocks out the other players vision of the area by making it "unexplored". It also means that he can't use powers or superweapons in the area unless he has a way to view into it. Units can drive in and will reveal only what they can see around themselves, but when they leave it will return to "unexplored".

Also, does tournament mode restrict to one superweapon, or can you have all the sw of the general?

Tournament mode restricts you to one of each type of building (except for base defenses, power plants, and supply depots). If your general has 2 or more superweapons you can build them both.

Is the ballistic overwatch sdi in the current version?

I'm not 100% sure... I THINK it is, but I'm not certain when I added it. The last public release was a year ago and I can't remember which feature have been added before or after that 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.


#60 Tomeistery

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Posted 13 July 2011 - 03:41 PM

Have you considered releasing what you have as version 0.9? Lots o people would appreciate that.:)




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