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Pre-release Subfaction Design Ideas Thread


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#721 Allied Commander ???

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Posted 21 August 2013 - 01:55 PM

Where are the anti-infantry snipers? We still can se them in various MO 3.0 Pre release streams and screenshots , but they're no longer listed in the MO allied infantry web page.
And, the flak cannon does not match the icon and scenes from pre release streams .It supposed to be in an four (or more) barrelled AA cannon appearance, but the one in the web page was the old version. The webpage might be outdated....

 
You might be confusing the snipers with Morales, technically the ONLY sniper unit in the game. Snipers are not available in skirmish, they're campaign only. And the website IS very, very outdated compared to the current beta version. It will be updated soon.





How about the virus, it's a stolen tech and is it a sniper-type unit?

#722 Hecthor Doomhammer

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Posted 21 August 2013 - 05:12 PM

Virus is currennly Stolen Tech, yes


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#723 Allied Commander ???

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Posted 22 August 2013 - 06:35 AM

Besides The MiG and the Spy Plane, I've seen an soviet aircraft called Hailfox. What's the usage of this vehicle??



And also in various screenshots I saw a soviet six -wheeled vehicle, what is the name?

#724 Atomic_Noodles

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Posted 22 August 2013 - 07:19 AM

Besides The MiG and the Spy Plane, I've seen an soviet aircraft called Hailfox. What's the usage of this vehicle??



And also in various screenshots I saw a soviet six -wheeled vehicle, what is the name?

The Hailfox is another airstrike unit.

 

That Six-Wheeled Vehicle is the Armored Car in the Concept Art.


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#725 Graion Dilach

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Posted 22 August 2013 - 09:19 AM

Hailfox, as it was was the Soviet's buildable aircraft, but it was scrapped along with the Soviet Airpad into a campaign-only asset.

 

The six-wheeler which you've probably seen along with other Russian vehicles is the Tsivil, which in earlier shots was called Lynx and had a different purpose compared to what it has now.


Edited by Graion Dilach, 22 August 2013 - 09:20 AM.

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#726 Allied Commander ???

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Posted 25 August 2013 - 10:02 AM

How about the super rare units in MO2.0---Decimator Tank, Phanlnx Tank, Lasher Hover Tank, Apollo Bot, Scanner, and the remained unknown tank?? Will they appear in MO 3.0

#727 Atomic_Noodles

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Posted 26 August 2013 - 02:45 AM

MO 3.0 isn't an exact remake of 2.0 its almost a total conversion as it'll also be retelling the Game from the start of Red Alert 2. So most if not all those units you mentioned aren't in the game anymore.


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#728 RuelsINIFixer

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Posted 22 September 2013 - 09:27 PM

in MO3.0 Configuration Settings. add this ---- Suggestion. and Deployer to Big SAM Site

 

in [UnitTypeList] XX=APOC2 (in ruelsmo.ini)

; Deployer Warrior

[APOC2]

UIName=Name:APOC2

Name=Deploy Warrior
Image=ZEP2
Prerequisite=GAWEAP,GATECH
TechLevel=10
Primary=GrandCannonWeapon
Strength=2000
;Capturable=true
OpenTopped=yes;passengers can shoot out
OmniCrusher=yes
Category=AFV
Armor=heavy
Sight=9
Turret=yes
Speed=2
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
;RequiredHouses=Americans
AllowedToStartInMultiplayer=no
Cost=3000
Soylent=3000
Points=50
ROT=6
Crusher=yes
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=WarriorSelect
VoiceMove=WarriorMove
VoiceAttack=WarriorAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
CreateSound=WarriorCreated
MoveSound=WarriorMoveStart
CrushSound=TankCrush
Maxdebris=8
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
;Bombable=no
Size=9
SizeLimit=9
Accelerates=false
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=GrandCannonWeapon
OmniCrusher=yes
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=yes
SelfHealing=yes
OmniCrushResistant=yes
BuildLimit=1
 
in artmo.ini
 
[ZEP2]      ; Deployer Warrior
Voxel=yes
Remapable=yes
Cameo=ZEP2ICON
AltCameo=ZEP2UICO
PrimaryFireFLH=191,26,124
 
and now. you can to deploy to building SAM Site. Set [DEPSAM] [BuildingTypeList] XX=DEPSAM if this building has active anim. imprulz can make a SHP files.
in ruelsmo.ini .
; Super SAM Site
[DEPSAM]
UIName=Name:DAPSAM
Name=Super SAM Site
BuildCat=Combat
Strength=950
Armor=steel
TechLevel=-1 ;gs because deployer warrior deploying to this building.
Adjacent=4
Sight=10
ROT=8
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=800
BaseNormal=no
Points=60
Crewed=no
Primary= ;you can make a weapon
NavalTargeting=6
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=0 ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
DamageSound=BuildingMetalDamaged
Powered=no
Turret=yes
TurretAnim=DSAM
TurretAnimIsVoxel=true
;TurretAnim=DSAM_A
;TurretAnimIsVoxel=false
;TurretAnimX=-2
;TurretAnimY=10
TurretAnimZAdjust=-20
HasStupidGuardMode=false
VHPScan=Strong
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=0
AntiArmorValue=0
AntiAirValue=25
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
 
in artmo.ini
[DEPSAM]
Image=DEPSAM
Remapable=yes
Foundation=3x3
Buildup=DEPSAMMK
Height=4
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=90,50,100
SecondaryFireFLH=90,-50,100
NewTheater=yes
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=1,20

 

i am tired to type this words... this is my Suggestion.



#729 Graion Dilach

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Posted 22 September 2013 - 09:31 PM

You forgot to add the soundmd entries. It's thereby rejected.


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#730 Allied Commander ???

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Posted 23 September 2013 - 10:03 AM

How could I put all only-MO units in FA2?

#731 Allied Commander ???

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Posted 23 September 2013 - 10:03 AM

sorry for over posting , my phone experiences lag

Edited by Allied Commander ???, 23 September 2013 - 02:50 PM.


#732 RuelsINIFixer

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Posted 13 October 2013 - 06:08 PM

Suggestion for Pacific Front.

 

We Need the biggest the japan tank walker (Metal Gear Rex)...

 

so, we need it to Mental Omega 3.0 here the link from 4shared - 

this is not in moddb, because i am Validating E-Mail.



#733 LusiGoosi

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Posted 04 November 2013 - 06:49 AM

Idea one: In Red alert 2 I have always been surprised by the lack of a light tank. Even the lightest tank is kind of heavy by real world equivalents. While I know in the original red alert the soviets had no light tanks or even medium for that matter. It made no sense to me Russia is a vast nation and a lot of it steppes and flat zones, perfect for a fast tank. In fact early soviet armored development was mostly light tanks.  As of the moment the Soviets have no real light tank or Fast tank like vehicle.  One could say the flacktrack, but not really. So what I propose for a unit even if it is a campaign only unit would be a development of the Soviet fast tank theory which stopped with BT- 7, but evolved in time into the famous T-34. After this point Russian high command still designed light tanks, but many were amphibious and not heavily used especially since in 1954 the Soviet Union had an MBT style tank, but different war different lessons. So onto the unit.
Wolf Light Tank
Cost: $600
Speed: 8
Hitpoints: 255
Armor Class: light
Prerequisite: Soviet War Factory
Purpose: Anti- Armor
Weapon: 75mm Cannon
Range: 5.5
Idea two: While I love the Russian wolfhound being an attack helicopter and seemingly a counter point to the American Warhawk.  I would suggest something like the Mi- 24 “Hind” as Russian doctrine has always been about a transport you did not have to pull back, hence the using of tank riding troops and some of their armored transports that can stay and support.  This unit could be much like the Stallion Transport, but with weapons and a much shallower troop capacity. Sorry no stats for this as Balancing might be hard to do. However I think would make sense for campaign or as a tier three air unit for the soviets to share.  Or perhaps add a low troop capicity to the wolfhound.
I’ll have more ideas of course, but here is a start. Going to do some more reading and looking at your current units.



#734 Zenothist

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Posted 04 November 2013 - 09:50 AM

Hello LusiGoosi, welcome to the forums!

 

The Soviet faction in general is designed to be 'the heavy faction'. Though it might be more historically accurate for the Russian arsenal to have light tanks, for gameplay reasons, the Soviets have the slow, hard hitting tanks. The closest the Soviets have to a light tank is the Latin Confederation's 'Jaguar Tank'.

 

Lore-wise, there actually were plans for the Russians to have a light tank, but the blueprints were stolen and the tank ended up becoming.. the Lasher Tank!

 

We've given all Soviets the 'Borillo', an amphibious APC. We wanted to make the T2 APC unit for each faction fairly unique. Unlike the Epsilon and Allied transports, the Borillo is armed and a pretty beefy unit, making it great for rushing.

The Wolfhound is rather slow for a helicopter, so the American Warhawk would easily be able to outmaneuver it. Not to mention the Warhawk is strictly a tier 2 air-to-ground support, while the Wolfhound is a tier 3  heavy multi-purpose support unit, making the comparison a fairly trivial matter as the Wolfhound is a much more effective unit in terms of firepower and versatility. There is a tier 3 transport for the Soviets, but it doesn't belong to Russia. ;)

 

I look forward to what other ideas you might have. 



#735 lovalmidas

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Posted 04 November 2013 - 04:59 PM

Welcome. :)

 

The era of crusier/light/medium/heavy/superheavy tanks has mostly given way to the Main Battle Tank today. Light versions of armour have been used as Infantry Fighting Vehicles.

 

It's true in the real world that each country retains a wide array of tank design, but for simplicity we use a smaller array of vehicles (1x Basic Anti-armour Tank, 1x T3 Anti-armour Tank, for most subfactions). It really saves the sidebar from clutter, and most tanks serve similar purpose.

 

Also, here we aim for the subfactions to be very different from one another. So gamewise heavier subfactions take only heavy stuff (poor China :( ). A little bonus is that the MO story (at least for MO3.0) follows the RA1 storyline instead of the real world, so the absence of light tanks is partially explained.

 

I really like the Hind though (personally, I feel we can do with more aircraft. And ships. :p). The Borillo, though durable, kind of fails against cliffs. Let's see if there are enough ideas around to expand the tech tree a bit. :p


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#736 commandoan

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Posted 04 November 2013 - 11:45 PM

Soviet Sniper? It'll be pretty balanced if all sides have snipers :D!


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#737 Hecthor Doomhammer

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Posted 04 November 2013 - 11:49 PM

except that the only trainable snipers currently are A) a hero, so ony 1 can be trained and B) the Stolen Tech Virus which requires some work. Allied snipers are currently only campaign


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#738 LusiGoosi

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Posted 05 November 2013 - 03:43 AM

More Ideas, Let us talk boats. Why I love the look of the Seawolf, it takes away something I loved about the sea scorpion.   The seas scorpion was an amazing fast patrol scout.  It was small great for maneuver and quick hits.  So what I suggest is a set of small boats and light patrol ships to fulfill the need for super-fast scout and intercept vessels.  I have few ideas , none for yuri as his mini sub has the speed to fit the role also his squid is super-fast really.
Tarantul Patrol boat (( I was think something like the Stenka Patrol boat ))
Cost: $650
Speed: 8
Hit points: 250 or 300?
Armor Class: Medium or maybe light
Prerequisite: Soviet Naval yard
Purpose:  Light attack vessel/ scout
Weapons:  Twin KPV 14.5mm or some light canon 30 mm
Range: 6
Designed to counter Gun boats of the allied navy, The Tarantul Patrol Boat was made to be more armored as its counterpart from the last Great War yet faster as well , to do this the soviet forces changed the main weapon from torpedoes and a light support canon to just a light canon.  I'll add my two allied naval ideas soon and more ideas to come. I'm sure :)


Edited by LusiGoosi, 05 November 2013 - 04:33 AM.


#739 OmegaBolt

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Posted 05 November 2013 - 11:17 AM

Since Dogs are amphibious now you've already got a $150 all-terrain scout right there.


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#740 LusiGoosi

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Posted 05 November 2013 - 01:17 PM

I guess so, but a dog can't fight back a light ship could also be used for intercepting transports or larger ships.  I think it would be a major boon to have that type of unit on maps that have a lot of water, where control of the sea makes attacking the enemy possible or much easier. So as a second part of the idea I would like to propose for the allies fast attack boat, The S-Boat.

Cost: $800
Speed: 7
Hit points:  400
Armor Class: Medium
Prerequisite: Allied Naval yard
Purpose:  Quick response anti-shipping
Weapons:  S-2 torpedoes
Range: 6
The evolution of the old gunboat the German schnell boat, S- boat for short was made to intercept ships taking what allies knew of soviet torpedoes the s boat while originally made to have a gun, quickly had it replaced with two tubes to increase damage for hit and run attacks ((Possible variant a lighter version for both America based on the wood PT over the Metal German E Boat)) 

 

I thought I should add a conclusion,  i think this would be a good unit type. Naval vessels are expensive and somewhat vulnerable. This type of unit would, besides making convoy protection more important, since taking out a full transport would be very cost effective. It would allow the player an effective means to counter amphibious infantry and dogs.  Also while yes a dog is a cheap scout, It's swimming speed is still swimming, also with no way to defend itself at sea it is basically throwing away money if it gets stuck at sea as it would not be able to run or at least shoot back. Also due to cost of navy units even in a mostly sea based conflict it could take a long time to build a force and tactically deploy it.  This smaller unit type would allow a quick rush to hold key areas of the sea. Or quickly strike at an enemy dock to take out there warships while still building up.  Though of course out gunned I think it has it's place. what could be a perk is if it could be a sub/ stealth detector ship. Though I felt this would overpower them, but maybe not.

 

Well that is my idea in full., sorry about the long length. I just really liked this idea thought it would be a good improvement and i thank you for your time.  Also thanks for the welcome Zenothist and Lovelmidas. (( Time to go back and see if this has been suggested already..might be a good idea. Why repeat other people...welp that was fun. :) Now I know.  ))


Edited by LusiGoosi, 06 November 2013 - 03:20 AM.





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