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Project Raptor: The Foxtrot Code- upadate #1


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#1 DetroyT(RU)

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Posted 01 November 2010 - 03:46 PM

So, we began to make The Foxtrot Code.

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In this topic, I try to describe a future addon to PR 7.0.
But since quite difficult to translate into English will be more pictures.

What do we plan?
1) All buildings will Militia from the alpha build of Generals.
(In super-weapons)
except
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2) a new rank system

3) Make more than 128 upgrades

4) Replace Low poly model to the High Poly.

5) Make the division of units on the tactics (if one tactic will be given some units at each other and so on)

-Tactics of attack
-Defense Tactics
-Tactics Support


6) Replace Barrels tower captured the city.
(To be made a special civic buildings in the city center)

7) New winter Water
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+ >20 new civilian high-poly models

8) New Solo play meny

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( Ready )

9) New load game picture
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+ many new load monitors.

10) New cameos for ALL models.

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I plan to make mod more than 1,5 years.
Main target-beat ShockWave.

What I wrote, very little. Planned for a lot longer.
We need a person who has translated to fashion into English after the end of development.

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Edited by DetroyT(RU), 01 November 2010 - 03:55 PM.


#2 Soul

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Posted 01 November 2010 - 06:33 PM

It's nice and all but one problem. The engine prevents you from having more then 128 upgrades and in order to increase that limit you would have to mod the engine which is a big no-no.
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#3 DetroyT(RU)

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Posted 02 November 2010 - 05:24 PM

For each 1 upgrade would be 2-3 steps.

Ps

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-New rang system

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Edited by DetroyT(RU), 02 November 2010 - 05:24 PM.


#4 Madin

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Posted 03 November 2010 - 05:50 PM

Good work!

#5 DetroyT(RU)

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Posted 18 December 2010 - 06:08 PM

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On screenshot:
-new missle for Raptor
-Wall-bunker for Infantry General
-New Infantry General Barracks

In future i have a plan to show our work at ModDb,but but it will happen when we make more models. =)

Also:
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-3 tactics: Reinforsment,
attack and defense.

Edited by DetroyT(RU), 18 December 2010 - 06:09 PM.


#6 PeeWee

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Posted 27 December 2010 - 06:44 PM

Wow! This is really looking good!

Keep it up!
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#7 Pendaelose

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Posted 27 December 2010 - 08:45 PM

more than 128 upgrades is possible, I've been doing it for years, but there are exceptions that you have to make.

It works best with "Object Upgrades" such as overlord add-ons or drones. You can replace their usual cameo with a generic and rename them as "Unit Upgrade". then you can use the same upgrades on several units anywhere that price and build time is appropriate. Just consolidating your unit upgrades can make a huge difference in how many "player upgrades" are available.

There are additional workarounds for player upgrades as well, but they have their own drawbacks... though on the flip side they also have a couple perks. I'll be upfront, the drawbacks are: No Upgrade Cameos on units. Buildings/Units that purchase player upgrades must be immune to capture (or they can be exploited). This can sound like a big price to pay, but the perks are substantial.

The benefit is you can have 128 upgrades for EACH faction. Additionally you can build objects that grant the upgrades when complete. (make sure you have build limit 1) This lets you use prerequisites on your upgrades that are normally restricted to units, and even when you lack a "normal" cameo you can still have the correct icon appear in the build list while you're waiting for it to build. You can also use an upgrade from any other faction while keeping a faction specific cost and build time. One last perk about this method is you can make certain upgrades exclusive to each other... ie: you can't have Upgrade B if you chose A or vice-versa. You can do this just by giving the same "MaxSimultaniusTypeKey" type to upgrades you want exclusive.

This method is how I have my mutually exclusive trees working in Remix.

As a side note, you can use the upgrade objects and get all of those benefits without using overlapping upgrades between generals. This way you have all the perks without the compromise.
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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.


#8 DetroyT(RU)

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Posted 14 February 2011 - 12:15 PM

http://www.moddb.com...he-foxtrot-code

#9 Maelstrom

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Posted 17 June 2011 - 06:10 AM

more than 128 upgrades is possible, I've been doing it for years, but there are exceptions that you have to make.

It works best with "Object Upgrades" such as overlord add-ons or drones. You can replace their usual cameo with a generic and rename them as "Unit Upgrade". then you can use the same upgrades on several units anywhere that price and build time is appropriate. Just consolidating your unit upgrades can make a huge difference in how many "player upgrades" are available.

There are additional workarounds for player upgrades as well, but they have their own drawbacks... though on the flip side they also have a couple perks. I'll be upfront, the drawbacks are: No Upgrade Cameos on units. Buildings/Units that purchase player upgrades must be immune to capture (or they can be exploited). This can sound like a big price to pay, but the perks are substantial.

The benefit is you can have 128 upgrades for EACH faction. Additionally you can build objects that grant the upgrades when complete. (make sure you have build limit 1) This lets you use prerequisites on your upgrades that are normally restricted to units, and even when you lack a "normal" cameo you can still have the correct icon appear in the build list while you're waiting for it to build. You can also use an upgrade from any other faction while keeping a faction specific cost and build time. One last perk about this method is you can make certain upgrades exclusive to each other... ie: you can't have Upgrade B if you chose A or vice-versa. You can do this just by giving the same "MaxSimultaniusTypeKey" type to upgrades you want exclusive.

This method is how I have my mutually exclusive trees working in Remix.

As a side note, you can use the upgrade objects and get all of those benefits without using overlapping upgrades between generals. This way you have all the perks without the compromise.

Geeze, modding this game has come along way since I've stopped modding. 128 upgrades per faction?!
Objects in my mirror are larger than you could ever be...




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