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What needs to be done?


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#1 Vanguard

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Posted 17 July 2010 - 10:22 PM

Ok I need to get opinions of people on what needs to be done about the mod to make it more fun, for instance I have heard there is to much money for gameplay so give your opinions please.
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#2 DetroyT(RU)

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Posted 19 July 2010 - 05:46 AM

A lot of money and lots of brakes in the game.
Brakes should be clean, I'll watch the topic:
http://www.redsys.ru...amp;#entry99020

Now I was able to lift up to 75 fps,but SAGE bit old..

#3 generalcamo

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Posted 19 July 2010 - 10:42 PM

I think that navy should be balanced. Imagine this in an online game:
IMMA PWN YOUR BASE WITH AN AIRCRAFT CARRIER IN A POND

I think there should be special maps for navy. With transparent water and such....
If you use tech buildings (Reccomended), than you should make it so the player gets it when the map starts. The only thing is the tech building is actually a pylon. You need to construct it for a price. When the naval yard is destroyed, it reverts back to the (Industrucable) Pylon. And you can rebuild it again.

#4 Vanguard

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Posted 21 July 2010 - 10:10 PM

Suggestion taken, although I would like to reassure you the Air Craft Carrier will no longer be buildable in Skirmish or Multiplayer. Actually now that I think about it not even in Campagin
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#5 Bob

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Posted 28 July 2010 - 07:41 AM

Ok I need to get opinions of people on what needs to be done about the mod to make it more fun, for instance I have heard there is to much money for gameplay so give your opinions please.

- Money should be reduced significantly. Too much too quickly for USA and China.

- AI players (from all sides) should be programmed (if possible) to spam more infantry units during a skirmish game and have them garrison into more structures.

- I know this is going to be a controversial topic, but perhaps have build limits put into the game. Especially on the high end and powerful units such as the MLRS, topos, helos, mobile particle cannon, etc... . [Not sure about this one but even perhaps a build limit on dozers, just to make things interesting. what do you think?]

- GPS station should be removed as a buildable item from the game. However, it should be left in the mod so that mappers can use this handy structure for map testing purposes, or for inclusion on an individual map or mission.

- A long time ago, there was talk of having the naval yard be built not as a buildable item, but made as a tech item instead. It could be placed on maps by individual mappers. This was suggested so that you wouldn't have big ships such as destroyers floating down a narrow channel and such. At first, I wasn't exactly for this option because I really wanted to see buildable amphibious units, such as the hovercraft, be available for every side during the game, as an tactical option for EVERY map that had a small to medium body of water on it.

So, my thought here is how about a bit of a compromise. Go ahead with the tech naval yard idea as mentioned above for the larger naval units. But, at the same time, have a new buildable "amphibious warfactory". This warfactory would produce amphibious APCs [new Marine EFV's perhaps?] and hovercraft for USA and China, and lighter amphibious APCs & smaller old slow stolen barges for the GLA.

- Marines [the best darn infantry in the game IMO] should be removed from barracks (and mobile barracks unit), and be preloaded into EFV's buildable at the amphib warfactory. Perhaps to be replaced by rangers with SAWS. Not as powerful and well trained as Marines, but still better than the plain vanilla rangers.

- New PR exclusive civilian structures to occupy and fight from would be nice.

- Get the non working and invisible bushes, trees, and lights working.

- Correct the bug that original ZH has with the German Castle that occurs when you garrison the castle with more than like 14 infantry. Perhaps, just reprogram it to 12 to 14 infantry.

- New tech structures. Since you had a tech SAM site, how about adding things like a Tech machine gun nest, Tech TOW missile bunker, tech UN warehouse (spawns money and/or supplies [perhaps UN Hummer or light APC with build limits]), and even garrisionable tech firebases to the game. The stuff to fight over the better IMO. Don't laugh too hard on this next tech structure. But how about a tech Wal-Mart. Just like the tech warehouse but is also garrisionable upto 12 to 14 slots.

- Other goodies to grab on a map. A long time ago, in a galaxy far far far away, (hi hi) I did some .ini programming and made ordinary UN money crates spit out PR units when you run over them. Much like the 2 free crusader crates in the game. I made one onetime that spit out 10 GLA motorcycles from a single crate. Talk about game playing awesomeness. Anyway, I would like to suggest that perhaps different PR units like this be made up as money crate 'gifts'.

- Buildable GLA Aircraft (balloons, cropdusters, news-choppers) for Prince Kassad. Not going to dwell on this one since I know a person that's going to rip me a new one for even mentioning this one. :thumbsdownsmiley:

- Six bay airfield for AF general & tech civilian airport.

- This next idea comes from C&C 3 and may not be doable here, but is it possible to have infantry build foxhole type structures.

Anyway, that's all I have for now. I'm sure you can dig up more ideas from the suggestion threads.

That's my two cents worth. Good morning all.
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#6 DetroyT(RU)

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Posted 29 July 2010 - 05:02 PM

balloons are in shockwave

#7 Vanguard

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Posted 02 August 2010 - 07:02 PM

Agreed balloons are in Shockwave. Now Bob as for you, you and I need to speak on Yahoo. Or something cause you haven't been on at all.
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#8 DetroyT(RU)

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Posted 03 August 2010 - 06:18 AM

И да и нет, когда мы сделать модели мы нуждаемся в новом текстуры, оно внесет MOD больше. В конце вместе с тем, он будет представлять собой гораздо более высокого качества mod. Голоса большой вещь, с тем я необходимость людей, которые могли бы высказывать закона. Анимация являются еще одним крупным делом, все модели должны Вашего проекта Raptor, они имеют анимации. Даже если ничего не продвигается, то Вы экспортировали моделей, хранится фальшивый анимации.

Извини за то что вчера не смог договорить. Я понял.
Давай так: загружай в интернет то что нужно сделать и отправляй ссылку мне в PM или ICQ. Мы поможем.
Но я никак не пойму зачем именно тебе low poly models

#9 onikenshin

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Posted 04 August 2010 - 02:57 AM

Ok I need to get opinions of people on what needs to be done about the mod to make it more fun, for instance I have heard there is to much money for gameplay so give your opinions please.

- Money should be reduced significantly. Too much too quickly for USA and China.

- AI players (from all sides) should be programmed (if possible) to spam more infantry units during a skirmish game and have them garrison into more structures.

- I know this is going to be a controversial topic, but perhaps have build limits put into the game. Especially on the high end and powerful units such as the MLRS, topos, helos, mobile particle cannon, etc... . [Not sure about this one but even perhaps a build limit on dozers, just to make things interesting. what do you think?]

- GPS station should be removed as a buildable item from the game. However, it should be left in the mod so that mappers can use this handy structure for map testing purposes, or for inclusion on an individual map or mission.

- A long time ago, there was talk of having the naval yard be built not as a buildable item, but made as a tech item instead. It could be placed on maps by individual mappers. This was suggested so that you wouldn't have big ships such as destroyers floating down a narrow channel and such. At first, I wasn't exactly for this option because I really wanted to see buildable amphibious units, such as the hovercraft, be available for every side during the game, as an tactical option for EVERY map that had a small to medium body of water on it.

So, my thought here is how about a bit of a compromise. Go ahead with the tech naval yard idea as mentioned above for the larger naval units. But, at the same time, have a new buildable "amphibious warfactory". This warfactory would produce amphibious APCs [new Marine EFV's perhaps?] and hovercraft for USA and China, and lighter amphibious APCs & smaller old slow stolen barges for the GLA.

- Marines [the best darn infantry in the game IMO] should be removed from barracks (and mobile barracks unit), and be preloaded into EFV's buildable at the amphib warfactory. Perhaps to be replaced by rangers with SAWS. Not as powerful and well trained as Marines, but still better than the plain vanilla rangers.

- New PR exclusive civilian structures to occupy and fight from would be nice.

- Get the non working and invisible bushes, trees, and lights working.

- Correct the bug that original ZH has with the German Castle that occurs when you garrison the castle with more than like 14 infantry. Perhaps, just reprogram it to 12 to 14 infantry.

- New tech structures. Since you had a tech SAM site, how about adding things like a Tech machine gun nest, Tech TOW missile bunker, tech UN warehouse (spawns money and/or supplies [perhaps UN Hummer or light APC with build limits]), and even garrisionable tech firebases to the game. The stuff to fight over the better IMO. Don't laugh too hard on this next tech structure. But how about a tech Wal-Mart. Just like the tech warehouse but is also garrisionable upto 12 to 14 slots.

- Other goodies to grab on a map. A long time ago, in a galaxy far far far away, (hi hi) I did some .ini programming and made ordinary UN money crates spit out PR units when you run over them. Much like the 2 free crusader crates in the game. I made one onetime that spit out 10 GLA motorcycles from a single crate. Talk about game playing awesomeness. Anyway, I would like to suggest that perhaps different PR units like this be made up as money crate 'gifts'.

- Buildable GLA Aircraft (balloons, cropdusters, news-choppers) for Prince Kassad. Not going to dwell on this one since I know a person that's going to rip me a new one for even mentioning this one. :)

- Six bay airfield for AF general & tech civilian airport.

- This next idea comes from C&C 3 and may not be doable here, but is it possible to have infantry build foxhole type structures.

Anyway, that's all I have for now. I'm sure you can dig up more ideas from the suggestion threads.

That's my two cents worth. Good morning all.


why is marines better then special forces :O and why is marines better then navy seals :O and why is the abrams tank equal to t-80 :O and why no im done...
Apparently... more people die every year by donkeys, then in plane crashes. To avoid death by a donkey, avoid donkeys, to avoid death by plane crash, avoid plan crashes! simple.

M4 is a single/3 round burst gun, it did not serve its role as a compact assault rifle for close quarters, so they made much greatness that is now known as the m4a1 which is so great it has automatic fire, and with that greatness came spray n pray.

M16A4 single/burst very accurate, moderate power, in close quarters, fix a bayonet, cuz you aint gonna hit crap with it.

#10 onikenshin

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Posted 04 August 2010 - 02:57 AM

Ok I need to get opinions of people on what needs to be done about the mod to make it more fun, for instance I have heard there is to much money for gameplay so give your opinions please.

- Money should be reduced significantly. Too much too quickly for USA and China.

- AI players (from all sides) should be programmed (if possible) to spam more infantry units during a skirmish game and have them garrison into more structures.

- I know this is going to be a controversial topic, but perhaps have build limits put into the game. Especially on the high end and powerful units such as the MLRS, topos, helos, mobile particle cannon, etc... . [Not sure about this one but even perhaps a build limit on dozers, just to make things interesting. what do you think?]

- GPS station should be removed as a buildable item from the game. However, it should be left in the mod so that mappers can use this handy structure for map testing purposes, or for inclusion on an individual map or mission.

- A long time ago, there was talk of having the naval yard be built not as a buildable item, but made as a tech item instead. It could be placed on maps by individual mappers. This was suggested so that you wouldn't have big ships such as destroyers floating down a narrow channel and such. At first, I wasn't exactly for this option because I really wanted to see buildable amphibious units, such as the hovercraft, be available for every side during the game, as an tactical option for EVERY map that had a small to medium body of water on it.

So, my thought here is how about a bit of a compromise. Go ahead with the tech naval yard idea as mentioned above for the larger naval units. But, at the same time, have a new buildable "amphibious warfactory". This warfactory would produce amphibious APCs [new Marine EFV's perhaps?] and hovercraft for USA and China, and lighter amphibious APCs & smaller old slow stolen barges for the GLA.

- Marines [the best darn infantry in the game IMO] should be removed from barracks (and mobile barracks unit), and be preloaded into EFV's buildable at the amphib warfactory. Perhaps to be replaced by rangers with SAWS. Not as powerful and well trained as Marines, but still better than the plain vanilla rangers.

- New PR exclusive civilian structures to occupy and fight from would be nice.

- Get the non working and invisible bushes, trees, and lights working.

- Correct the bug that original ZH has with the German Castle that occurs when you garrison the castle with more than like 14 infantry. Perhaps, just reprogram it to 12 to 14 infantry.

- New tech structures. Since you had a tech SAM site, how about adding things like a Tech machine gun nest, Tech TOW missile bunker, tech UN warehouse (spawns money and/or supplies [perhaps UN Hummer or light APC with build limits]), and even garrisionable tech firebases to the game. The stuff to fight over the better IMO. Don't laugh too hard on this next tech structure. But how about a tech Wal-Mart. Just like the tech warehouse but is also garrisionable upto 12 to 14 slots.

- Other goodies to grab on a map. A long time ago, in a galaxy far far far away, (hi hi) I did some .ini programming and made ordinary UN money crates spit out PR units when you run over them. Much like the 2 free crusader crates in the game. I made one onetime that spit out 10 GLA motorcycles from a single crate. Talk about game playing awesomeness. Anyway, I would like to suggest that perhaps different PR units like this be made up as money crate 'gifts'.

- Buildable GLA Aircraft (balloons, cropdusters, news-choppers) for Prince Kassad. Not going to dwell on this one since I know a person that's going to rip me a new one for even mentioning this one. :)

- Six bay airfield for AF general & tech civilian airport.

- This next idea comes from C&C 3 and may not be doable here, but is it possible to have infantry build foxhole type structures.

Anyway, that's all I have for now. I'm sure you can dig up more ideas from the suggestion threads.

That's my two cents worth. Good morning all.



Wouldnt it make more sense having the infantry weakest to strongest, then give each differant jobs such as, ranger is airborne unit, marine is a heavy unit that isnt airborne, special forces is an uber ranger... and navy seal is pwnage?

ranger, marine, special forces, navy seal?

Edited by onikenshin, 04 August 2010 - 03:00 AM.

Apparently... more people die every year by donkeys, then in plane crashes. To avoid death by a donkey, avoid donkeys, to avoid death by plane crash, avoid plan crashes! simple.

M4 is a single/3 round burst gun, it did not serve its role as a compact assault rifle for close quarters, so they made much greatness that is now known as the m4a1 which is so great it has automatic fire, and with that greatness came spray n pray.

M16A4 single/burst very accurate, moderate power, in close quarters, fix a bayonet, cuz you aint gonna hit crap with it.

#11 Therevenage

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Posted 05 August 2010 - 04:12 PM

Do you guys play PvP at all? some of these ideas sound horrible

Edited by Therevenage, 05 August 2010 - 04:13 PM.


#12 Vanguard

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Posted 05 August 2010 - 09:15 PM

A lot of this mod was just tested via AI, due to my lack of a proper router connection. So a lot of what will be going on now will be balancing and testing in PvP matches. So instead of contributing your lack of help and insults, please contribute something worth my time in fixing free2dugdug.
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#13 Zeke

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Posted 06 August 2010 - 12:51 AM

GPS would probably work better as a tech building, the US already has a lot of scanning abilities.

New models and skins for some units (but you already know this :p)

And Since your gonna be rebalancing based on PvP, maybe you should return the money system back to how it was in ZH.

That's all I got so far.

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#14 DetroyT(RU)

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Posted 06 August 2010 - 03:49 PM

Needless to return the money. Suffice it to do as we have 16 000 $ in 2 minutes.
We played a lot on the network and it is most worthwhile, there is some experience.

P/s
Hi Zeke xD

Edited by DetroyT(RU), 06 August 2010 - 03:54 PM.


#15 the_gram_crakka

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Posted 12 August 2010 - 09:49 PM

I remember my Havoks bugging when I had them in groups. If one got shot down, all of them would go down if they were in its general airspace. Kind of a fail.

#16 Zeke

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Posted 13 August 2010 - 02:47 AM

it's a SAGE bug, it affects all choppers, and IIRC can't be fixed

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#17 Vanguard

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Posted 16 August 2010 - 07:58 PM

it's a SAGE bug, it affects all choppers, and IIRC can't be fixed


Wrong I fixed my Hokums you just add:

LOD = 1
bone = yes

In max, you right click after selecting an object, then click properties then User Defined, then type that into the text box, then click ok.
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#18 Zeke

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Posted 17 August 2010 - 01:07 AM

Oh cool! gotta try that sometime

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#19 onikenshin

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Posted 21 August 2010 - 01:06 AM

wonder if its possible upgrade for individual humvees i was thinking the special forces type 1 wich the back has a spot for a dude on a m249 to sit facing the back of the humvee thats fast or a heavy armoured one that goes normal speed with just more lifes? and what time period is the mod in? and the blackhawk im not sure if it would work but the chinese gattling gun could be the blackhawks weapon instead of that bullets that appear from underneath the helcopter. not sure if that would work tho >.>

edit* i beleive the special forces humvee is called the m1156 i saw it at the ngaus convention it has a 50. turret with a m249 saw on the back it has a better engine the differance between regular 1 is armour speed and firepower the regular has more armour with the armour kit but only 1 gun and moves slower.

http://www.google.co.../...366&bih=657 link to the picture of the humvee couldnt find anything better the gun on the door isnt mounted but thats basically what it looks like.

Edited by onikenshin, 24 August 2010 - 10:15 PM.

Apparently... more people die every year by donkeys, then in plane crashes. To avoid death by a donkey, avoid donkeys, to avoid death by plane crash, avoid plan crashes! simple.

M4 is a single/3 round burst gun, it did not serve its role as a compact assault rifle for close quarters, so they made much greatness that is now known as the m4a1 which is so great it has automatic fire, and with that greatness came spray n pray.

M16A4 single/burst very accurate, moderate power, in close quarters, fix a bayonet, cuz you aint gonna hit crap with it.




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