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#1261 Darkstorm

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Posted 26 May 2014 - 06:07 AM

If I recall correctly, he needs to do all the implementation of the audio files. (I helped him with it originally a while back.)



#1262 Meyerm

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Posted 26 May 2014 - 06:12 AM

 

I don't know how to clone the lasher and give it a new skin, but I have successfully changed the lasher's appearance on a universal level. Missing the voice files too.

 

Study my PsiCorps Trooper code which was cloned from the Epsilon Adept from the file I gave you.

 

Eh, I may study it just to get a better understanding, but I only use the soviet skins for a rules file I use for pre-Epsilon. They're not even there, considering I converted the sub factions all into custom factions (kept PsiCorps Epsilon but with Soviet tech to not screw up campaign though).



#1263 Sizyfos31

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Posted 26 May 2014 - 09:23 AM

@LewlNoob

Not sure how you mean for anyone to capture these. It sounds like you want them to only go to Epsilon. (Since they're the only ones with mind control units and now Hijackers, which are the only units that can mechanically capture vehicles.)

Well, I think he meant, that those units are just like Stone Golems in Tiki Torture. Capturable with engineer. Also, you forgot LC's ability to snipe driver out of the unit and send your engineer to recapture it. It could be a nice touch to the game with such special unit, that could benefit other subfaction in the assault purpose (imagine this unit in Scavenger - if this mode survives BR2).


This is what I see when anyone misspell Fury Drone as Furry Drone

 

I made a youtube playlist of songs that may have inspired mission names (at least 50% is correct and seen by Speeder himself)


#1264 Divine

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Posted 26 May 2014 - 10:05 AM

 

@LewlNoob

Not sure how you mean for anyone to capture these. It sounds like you want them to only go to Epsilon. (Since they're the only ones with mind control units and now Hijackers, which are the only units that can mechanically capture vehicles.)

Well, I think he meant, that those units are just like Stone Golems in Tiki Torture. Capturable with engineer. Also, you forgot LC's ability to snipe driver out of the unit and send your engineer to recapture it. It could be a nice touch to the game with such special unit, that could benefit other subfaction in the assault purpose (imagine this unit in Scavenger - if this mode survives BR2).

 

WAT? Stone golems can be commandeered? Gotta try it.

 

EDIT: ok I tried it, kinda cool easter egg. But I alos not iced that a variety of stone statues, totems etc can also be captured, but they are seemingly useless. What are they for?


Edited by Divine, 26 May 2014 - 10:20 AM.

Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#1265 Sizyfos31

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Posted 26 May 2014 - 10:43 AM

I haven't tried to capture those totems, not that I knew they can be captured. I just put that as a example, that you can capture empty units with engineer. I actually have found the info about those golems on this forum, so it is not my discovery.


This is what I see when anyone misspell Fury Drone as Furry Drone

 

I made a youtube playlist of songs that may have inspired mission names (at least 50% is correct and seen by Speeder himself)


#1266 Allied Commander ???

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Posted 26 May 2014 - 01:19 PM

Quite missing Mobile Gap Generators and Defender Drones...



#1267 Darkstorm

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Posted 26 May 2014 - 05:38 PM

I guess I stand corrected on that then.



#1268 switchblade16

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Posted 26 May 2014 - 06:30 PM

For those who want a translation of what Kivz said:

 

vZQlUEZ.png

 

in English: "I was just asking, I'm not saying things that are not true"


DID SOMEBODY SAY DERP?

 

Libra: The Floor is Ice!
Malver: Under the guidance of Lord Yuri.
Rahn: What are we waiting for?

...

Lord Yuri: I have taught you all well, be of one mind, one vision, proselytes!

TXibgYC.gif

 

 

Spoiler

#1269 Malekron

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Posted 28 May 2014 - 08:50 PM

Some game modes I thought up...

 

+ Eye of the Storm: a game mode is where players are subjected to the elements that are randomized in nature (i.e. Ion Storms in TS)

 

+ Three Thousand Eyes of Irkalla: three neutral Irkallas guard the capturable doomsday device that when held for 10 minutes that player will win (basically a KOTH with tough guards).

 

+ Supply Lines: Players cannot build refineries or capture oil derricks, what they must rely on for income are computer guided supply convoys to support their units while also attack other players convoys and protecting their own.

 

+ Mental Fatigue: All players use a single Mastermind supported by several Adepts to capture as many civilians as possible to put them in the other players grinder to cause a system failure in order to win.

 

+ Malver vs Nuwa:  Malver(s) must use speed, stealth, and hit and runs to defeat the Nuwa(s), while the Nuwa(s) must use overwhelming power and nuclear desolation to defeat an invisible assassin.



#1270 Divine

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Posted 28 May 2014 - 09:21 PM

Some game modes I thought up... 
+ Eye of the Storm: a game mode is where players are subjected to the elements that are randomized in nature (i.e. Ion Storms in TS)

Like lightning storms and what? Meteor storms? Some maps have built in lightning storms already, like Maelstorm(2-8)
 

+ Supply Lines: Players cannot build refineries or capture oil derricks, what they must rely on for income are computer guided supply convoys to support their units while also attack other players convoys and protecting their own.

I think this is actualy realy good!
 

+ Mental Fatigue: All players use a single Mastermind supported by several Adepts to capture as many civilians as possible to put them in the other players grinder to cause a system failure in order to win.

And what if I completely block the way to my grinder with the units that I controll?


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#1271 Malekron

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Posted 28 May 2014 - 10:28 PM

 

Some game modes I thought up... 
+ Eye of the Storm: a game mode is where players are subjected to the elements that are randomized in nature (i.e. Ion Storms in TS)

Like lightning storms and what? Meteor storms? Some maps have built in lightning storms already, like Maelstorm(2-8)
 

The periodic and high tech stifling of lightning and meteors kind. I will play Maelstorm and see for myself.

+ Supply Lines: Players cannot build refineries or capture oil derricks, what they must rely on for income are computer guided supply convoys to support their units while also attack other players convoys and protecting their own.

I think this is actualy realy good!
 

Thanks.

+ Mental Fatigue: All players use a single Mastermind supported by several Adepts to capture as many civilians as possible to put them in the other players grinder to cause a system failure in order to win.

And what if I completely block the way to my grinder with the units that I controll?

 

A slow life drain is activate around the grinder that eventually destroys those units in the radius of influence. So defenders should be close by to deal with civilians but not to close



#1272 Hecthor Doomhammer

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Posted 30 May 2014 - 04:18 PM

Nope.avi


Streamer of Rise of the Reds, Mental Omega and other mods

 
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#1273 mevitar

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Posted 30 May 2014 - 05:03 PM

There will be no subfaction specific miners, 1 per faction is enough. Differently armored miners are a no-go due to balance reasons (who would want to have a 1400$ worth miner that dies in few shots?). Cheap and weak mining units don't work on this engine anyway, and the only one that did (Slave Miner's slaves) got removed from MO due to being too hard to balance.

Edited by mevitar, 30 May 2014 - 05:05 PM.

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#1274 switchblade16

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Posted 30 May 2014 - 06:27 PM

As usual when seeing a pointless suggestion: 

 


DID SOMEBODY SAY DERP?

 

Libra: The Floor is Ice!
Malver: Under the guidance of Lord Yuri.
Rahn: What are we waiting for?

...

Lord Yuri: I have taught you all well, be of one mind, one vision, proselytes!

TXibgYC.gif

 

 

Spoiler

#1275 Malekron

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Posted 30 May 2014 - 08:26 PM

What about if each subfaction has a
unique Miner:
Chrono Miner
-just the same
-Light Harvester
Cyborg Miner
-Heavy Harvester
Cryo Miner
-Has a Personal TIC weapon
-range is 6
-Light Harvester
War Miner
-just the same
-Medium Harvester
Demolition Miner
-explode when destroy like Demolition
Truck
-Medium Harvester
-speed is 7
Rad Miner
-has a Rad Cannon weapon but cannot
deploy
-range is 5.5
-Medium Harvester
Psychic Miner
-has a Brain to psychic one enemy
-range is 7
-light harvester
Oxidizer Miner
-has a 1x Oxidizer weapon
-can decrease armor by 20%
-range is 5.5
-Light Harvester
Ghost Miner
-just the same

Im not want mental omega just like YR. I want mental omega become a better game than ra2 and yr.

I promise I suggest only all about a new units not to come back a old units!

Well I'm not experienced modder but each of those suggestions would cause headaches for the mod team over filling each faction's ore refinery with a specific subfaction miner would cause problems in the code over the sheer amount of typing, compiling, creating new features to be used and typing again to be put in rules.ini. This is just like asking for new basic infantry to replace GI/Conscripts/Initiate it just doesn't work out like that. Also the team has to find the just right price, right armour composition, health-points, does it make pointless redundancies or make itself useful to give a satisfying win, does it make sense at all in gameplay/lore purposes and does it balance well.

 

-Demo Miner seems it could be a makeshift demo truck/buggy for unconventional early T1 attacks but why would any soviet faction consider using a miner with a MAD device especially considering the chance of a disaster domino situation that can damage their own economy.

 

-Psychic Miner can Mind Control one unit  at T1 is a step back to the unbalance of YR, I would even say this concept regresses further into a metaphorical stone age of balancing with YR having Yuri Clones at T2, MO 3.0 with Epsilon Adepts at T3

 

-Cyborg Miner? It's heavily armoured yes but what does it do? Do cyborg things?

 

-All the others cause redundancies in for themselves and the units that are actually effective to what they are supposed to do such as...

 

* Rad Miner to Desolator/Eradicator (1400 vs 900/950 that can deploy to irradiate the earth)

 

* Cryo Miner to the Blizzard Tank (1400 vs 1300 that has 9 range vs 6, can attack air units and can slow down units)

 

* Demo Miners to Demo Truck/Buggy (1400 vs 1500 but speed a speed of 5 to 7 can outrun and destroy bases before that miner would along with self detonation makes everything convenient)

 

* Psychic Miner to Adept/Epsilon Elite/Mastermind (1400 vs 1000/1100/1800 with the Psychic Miners, Adepts/Elites each able to control  one mind controllable unit but Adepts/Elites being infantry can be cloned to two Elites/Adepts, an Elite can float on water, and the Mastermind can mind control multiple units overall a single light armoured miner with MC does poorly compared to a clone army of mind controllers and a literal think tank.

 

* Oxidizer Miner to Oxidizer (I'm not sure if you mean a ground based weapon or air or both but the Original Oxidizer does a stackable 40% debuff to air armadas at the cost of 1100 vs a 1400 with a 20% debuff knock off that like all examples above can and will imbalance the game against the subfactions themselves.

 

In MO their is the Chrono Miners for Allies, War Miners for Soviets and Ghost Miners for Epsilon, with the this team giving them each of them balanced.The Chrono Miner has the less amount of storage space but could teleport back to the refinery to quickly make a bit of money or to safety. The War Miner has a autocannon to deal with small harassers but never against full blown armour battalions. While the Ghost relies stealth to mine without being harassed but when detectors come with a hunting party it's time to GTHOT. It just makes sense in a gameplay, lore and technical way for it to remain this way. Just like what mevitar said...

 

There will be no subfaction specific miners, 1 per faction is enough. Differently armored miners are a no-go due to balance reasons (who would want to have a 1400$ worth miner that dies in few shots?). Cheap and weak mining units don't work on this engine anyway, and the only one that did (Slave Miner's slaves) got removed from MO due to being too hard to balance.



#1276 Atomic_Noodles

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Posted 31 May 2014 - 02:16 AM

You'd need to make 2 new clones of each faction's refinery (6 in total) to spawn that specific miner. These have to be added to the sidebar tab and the modder will have to add something to mention what miner that refinery spawns with.

 

In other words... its too much trouble to add in multiple units which aren't worth the effort. (Unless your into the whole Lets fill the sidebar up with nonsense crap)


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#1277 Meyerm

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Posted 31 May 2014 - 03:10 AM

Yeah, like how D-day has like 5 different tanks per faction per role. Too complicated.



#1278 Darkstorm

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Posted 31 May 2014 - 07:07 AM

You'd need to make 2 new clones of each faction's refinery (6 in total) to spawn that specific miner. These have to be added to the sidebar tab and the modder will have to add something to mention what miner that refinery spawns with.
 
In other words... its too much trouble to add in multiple units which aren't worth the effort. (Unless your into the whole Lets fill the sidebar up with nonsense crap)


I guess you missed the part when he said, "more unit = more fun".

(Realistically, you probably would select one default refinery type and make the rest faction specific.)

#1279 Atomic_Noodles

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Posted 31 May 2014 - 07:34 AM

Well what about when a enemy player of opposing factions chooses it. Honestly Zero18's own take on this is probably more balanced. (In his Mod he has War/Offense/Support Class Miners. So probably he's using 3 Refineries that use one Prerequisite i.e: WARREFN,DEFREFN,SUPREFN


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#1280 switchblade16

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Posted 31 May 2014 - 08:05 AM

I suggest that in Mix Mode, the default Miners are Chrono Miner, War Miner and Psychic Miner.

Mixtech?  It's already the default miners and oh for your understanding watch the vid:

 

About excerpt:

 

"0:02:08 As suggested by Switchblade[PH] on the IRC, we start off this stream with a 2 vs 2 Unholy Alliance, but with custom rules(Tech Power), stating that players could only build technologies form their chosen faction, meaning only Soviet, only Epsilon, or only Allied technology.

UprisingJC, chosing Allies joins forces with Tyhednus' Epsilon as they take on Lan-VN's Soviets and MOM Sorrow's Allies on the map Unrepentant.
The high tech and playstyle of Uprising, combined with the cunning of Tyhednus ended up as not enough for these 2, as Lan, who in the chat before the match started already stated: Volkov and yuru in the Centurion together with Wolfhounds, Tesla Cruisers, Catastrophies and Nuwa's, while MOM Sorrow had some trouble when Uprising landed Tanya behind his base and destroyed some stuff, eventually MOM Sorrow and Lan-VN ended up being victorious.

In other good news related to this match: Speeder announced that the game mode(Tech Power) we recreated(as Mix Tech), will be featured in Beta Revision 2(https://www.facebook...levant_count=1)."

 

:p


Edited by switchblade16, 31 May 2014 - 08:09 AM.

DID SOMEBODY SAY DERP?

 

Libra: The Floor is Ice!
Malver: Under the guidance of Lord Yuri.
Rahn: What are we waiting for?

...

Lord Yuri: I have taught you all well, be of one mind, one vision, proselytes!

TXibgYC.gif

 

 

Spoiler




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