Usually when a unit fires two weapons now it doesn't fire less of it compared to its 3.0 version.
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Posted by Speeder on 18 July 2016 - 11:17 AM
Posted by Speeder on 15 July 2016 - 01:10 PM
Posted by Speeder on 15 June 2016 - 11:29 PM
And where did all the vanilla RA2 and YR maps go?
Posted by Speeder on 19 May 2016 - 11:12 PM
You can cancel the entire unit build queue by holding shift and then clicking the right button on the cameo.
The other thing you suggested is technically impossible.
Posted by Speeder on 11 May 2016 - 02:37 PM
So technically, it's a repurposed Genetic Mutator SW? Interesting!
Does it play unit lost when you fire it on your own troops?
No, it doesn't.
Posted by Speeder on 08 May 2016 - 09:22 PM
Posted by Speeder on 04 May 2016 - 06:15 PM
Posted by Speeder on 04 May 2016 - 01:41 PM
Posted by Speeder on 29 April 2016 - 10:30 AM
HD footage of Nanofiber synchronization leaked
Spoiler
Honesty the Nanofibre upgrade support is by far my favorite thing in terms of uniqueness. really i did not expect such a feature to be possible in an RA2 mod (dat ares kit).
So looks like the Huntress functions as the Foehn medic but takes on a more combative role. poor engineer though, who are all the same (but are still super important in the end)
Also i guess i kinda guessed the Lionheart's function by incorporating Tesla technology as an EMP weapon.
Foehn exists only because I watched KLK.
Posted by Speeder on 28 April 2016 - 08:30 AM
Posted by Speeder on 20 April 2016 - 11:47 AM
First of all, I post more smaller Mental Omega updates frequently on Twitter so follow me if you're interested in that. Now, turn up that Chaotic Impulse by Black Ice 9 and begin reading the new Mental Omega News Bulletin. It's gonna be a long ride.
The underusage of fighter jets and bombers in vanilla Red Alert 2 and Yuri's Revenge was something many modders could not leave without changing so over the years you saw many aircraft and airfields created for the Soviets and Yuri in various mods. Mental Omega expands the array of buildable aircraft for all three original sides as well. While the 2013 release did not include the airpads for Soviets and Yuri's side, the next version will. The addition of new jets is not limited to the standard tech trees however, as the Allies will now be able to steal the technology which is required for the construction of the Lionheart Bomber from the Soviets.
The new stolen technology roster: 10 units to go.
Allied Lionheart Bomber by ONE X
The Lionheart is designed to destroy large groups of Soviet tank divisions with an experimental payload. The bomb which is dropped from this unit will additionally induce EMP effects to all vehicles that survive, immobilizing them for quite a long time and rendering them vulnerable to enemy attacks. The Lionheart can perform a single strike before it has to go back to the airfield and reload, and thanks to Ares DLL it will take as long to reload this one bomb as it takes a Harrier or Black Eagle to reload both of its projectiles. The weapon is also effective against infantry but will not deal much damage to structures. As is the case with most of the jets, it should avoid anti-aircraft fire as its armor cannot take a lot of punishment.
This is the only mechlunit for today.
We'll now focus on the Foehn Infantry, which is trained at their Barracks.
Foehn Barracks by Nooze
The Foehn Barracks is one of the most recognizable buildings you'll see in a classic Command & Conquer faction tree: it allows you to train infantry. There is a little twist to these however, as they are larger and more expensive. Advanced technology is required to create the weapons and power suits Foehn troops need in this building, the major part of which is already hidden underground. These Barracks can train and equip powerful solders, which outclass the other basic troops in one-on-one combat. However, the Foehn Revolt is limited in numbers. Their vehicles and troops are expensive to get and it is noticeable from the very start of a battle. There will be no large armies - only specialized strike forces and important decisions to make on how to manage them.
Foehn Knightframe by ImP_RuLz
The Knightframe is Foehn's basic anti-infantry.. infantry. The large exoskeleton which these troops are equipped with enhances performance and survivability in battle and also helps carry the large next-gen machine gun which can not only mow down enemy soldiers and light vehicles, but target flying objects as well. The Knightframe is both the basic anti-infantry soldier as well as the anti-aircraft weapon of the Foehn Revolt. The size of the exoskeleton makes it impossible for normal-sized tanks to crush him.
Do not be fooled by the exoskeleton's size - the Knightframe has no issues with adjusting its construction accordingly to the environment it needs to reside in. The Knightframe can garrison various structures just like the G.I., Conscript, or Initiate and fire from within the building. However, it will not be able to fire at aircraft when inside a building.
Foehn Lancer by IceDragon
The Lancers are soldiers who decided to go one step further than Knightframes and become one with the machine to further enhance their combat abilities. These soldiers use cybernetically augmented legs to outrun most of the troopers on the battlefield and keep up with vehicles, which are their primary targets. The Lancers' short range sonic weapons combined with their high durability results in a force to be reckoned with or even outright avoided when anti-infantry weapons are scarce. The sonic projectile will pierce through multiple targets and even rebound from the physical objects to deal additional damage to nearby units before it disperses. A Lancer's body cannot be crushed by ordinary units, which means that taking them head-on might be a mistake. Whatever is left of the Proselytes, the few still in power remember to keep their tanks at a distance when a Lancer team closes in.
Foehn Huntress by 4SG
The Huntress is the most important member of every solid Foehn infantry strike force. The reason for that is her weapon: her gun is a small high-tech nanoids container, which upon the Huntress' command is opened and the nanoids inside are released towards the target. The nanoids have a very specific mission: to devour any infantry in their way and keep whatever materials could be reused for Foehn's purpose.
There are several characteristics that are shared by all Foehn infantry and this is one of them: the advanced suits worn by their troopers are compatible with the nanoids released by the Huntress. After "consuming" an object, these nanoids will be able to repair damages and heal the wounds of Foehn infantry nearby for a short while. Once an enemy infantry is eliminated by Huntress' nanoids, a temporary nanocloud is created in which all of your troops will be healed/repaired with the salvaged materials. Foehn units can receive many benefits from active battles and this is one of the most important ones.
In desperate times, a Huntress can direct her nanoids at friendly infantry to achieve similar results. This is extremely questionable however when the amount of troops at Foehn's command are so limited.
While the Huntress has no anti-unit weapons, she can use her nanoids to take out the pilots of enemy tanks at close ranges and take control of said vehicle in a similar fashion to the Hijackers. Once a hijacked vehicle is destroyed, there's a high chance she'll survive and be able to steal another vehicle.
Foehn Clairvoyant by Starkku
The Clairvoyant is the Foehn's infiltration unit. It does not disguise, however it is much cheaper than an ordinary spy and has the ability to traverse through water. With the use of Spinblades its speed can be vastly boosted, which is useful especially during the infiltration attempts. The low price changes the way Foehn acquires enemy tech. Waves of drones are used to swarm important enemy buildings. Due to its mechanical construction, Dogs and Spooks are unable to deal damage to it.
Additionally, the Clairvoyants will be able to react to disguised spies and stealth units which belong to the enemy. They have a short range immobilizer which will stun enemy spies and keep them in place for as long as a Clairvoyant keeps firing at it, making it a clear target for you to eliminate. Inside a Jackal Racer the Clairvoyant receives a large range boost.
But!
This is not all there is to it! If you use this building's special power on any of the infantry above, you'll be able to control MOre. This is the Nanofiber Loom, a crucial building in the Foehn tech tree.
Foehn Nanofiber Loom by IvanXYZ & Nooze
Once a Nanofiber Loom is placed on the battlefield it will begin preparing the Nanofiber Sync support power, which can transform Foehn infantry and give them new abilities. With the infusion of nanofibers from the Loom, weapons and even entire powersuits of Foehn troops will be heavily modified, providing the commanders with additional strategic choices during the battle.
As a support power that needs to recharge, costs plenty and has a limited radius (although it can be fired anywhere on the battlefield), the Nanofiber Sync is a powerful tool which puts an emphasis on decision making as the new weapons you can achieve with this power are very effective but limited in numbers. Quite often the transformation into the alternate forms also sacrifices a feature that the normal version of the trooper has. Here are the second forms of the soldiers presented earlier.
Knightframe turns into Foehn Kingsframe by Starkku
Once a Knightframe armor is infused with the additional nanofibers it becomes the Kingsframe. While no longer able to target aircraft or garrison buildings due to the sheer size, the Kingsframe obtains an imploder cannon which deals great damage to enemy structure and infantry in a small radius. Enough Kingsframes will level any base quickly and with little resistance. The nanofibers make the exoskeleton even more durable, making it immune to crushing by any object, including the omnicrushers.
Lancer turns into Foehn Railguneer by Starkku
The Lancer's weakness is its short range, but its advantages include high speed and decent effectiveness against enemy structures in the early game. However, to counter the longer range anti-infantry units a personal plasma railgun has been designed, similar to the ones used by the Mastodon but with a significant firepower decrease to reduce the time required to charge the weapon. After using the Nanofiber Sync on Lancers, a Railguneer is created. This soldier trades speed for the heavier railgun with a long range and an additional armor around its cybernetic body. In a similar fashion to the Kingsframe, this power suit becomes immune to omnicrush and can no longer garrison structures.
Huntress turns into Foehn Deviatress by Starkku
While the Irritator is not available to all Foehn subfactions, the weapon casually referred to by their soldiers as the "confusion ray" can be accessed by each one of them through the use of Nanofiber Sync on the Huntress. The Deviatress' sole purpose is to bring enemy forces into disarray with the use of her long range device. Her emitter does not have a spread similar to the Irritator, she can only target one object at a time but compensates for it with an accuracy so good she's able to affect flying units. With an altered purpose, the Deviatress is not able to hijack enemy units.
Clairvoyant turns into Foehn Duplicant by Starkku
Sacrificing its infiltration and amphibious capabilities and the ability to increase its speed with the Windspin, the Clairvoyant turns into the Duplicant - a killer device which stalks its prey and devours it whole at the most unexpected moment. The artificial intelligence inside a Clairvoyant is completely repurposed after the Nanofiber Sync to control nanoids in its body in a similar way the Huntress controls hers to disintegrate the enemy infantry. However, instead of reusing the acquired materials to heal and repair the damaged troops, the Duplicant will try to use all of them to create additional copies of itself. The process takes a short while, enough for enemy soldiers to try and fall back if any of them fall victim to the Duplicant's "devouring" process.
..oh, and there's also the obligatory Engineer, but he doesn't get any special powers yet.
Sorry, little Engineer!
Foehn Engineer
This news post does not reveal all of Foehn's infantry of course. There is still Tier 3 and heroes to come.
We've recently finished the Cooperative Playthrough, which means we can entirely focus on new content from now on. There's been a major update to the Soviet Co-Op mission Ego Ergo Hax with Yunru. Here's what it looks like now.
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors.
Single contributions are also welcome and will speed up the development of the mod.
Posted by Speeder on 16 March 2016 - 05:44 PM
Silent but not inactive, we've been working on new features for the mod and have begun integration with the current version of CnCNet. More news on that later though, as today we'll dive into the latest additions to the arsenal in Mental Omega, including new Foehn equipment. I post more frequently on Twitter so follow me if you want to stay posted.
Oh, did you miss it? The new side's name is The Foehn Revolt. Why? You'll learn in the campaign.
You might already know World Beyond if you searched for the full version of the music we used in the Side 4 Reveal Trailer, The Remnant. Vladimir Kuznetsov returns with yet another great piece of soundtrack, a tribute to the Command & Conquer: Red Alert series - The Last Line of Defence. This song will also appear as a part of Mental Omega's Foehn Soundtrack, who, just like the three original sides of the conflict, have their unique soundtracks in our mod. More songs will be revealed in time. Give other World Beyond tracks a listen in the meantime.
New stolen technology units. We have them.
The new stolen technology roster: 11 units to go.
"After losing the blueprints and prototypes of the Future Tank X-0 during the Okawa Falls incident, Kanegawa Industries continued their work on a fully automated battle tank in several locations around Japan which had not yet been stormed by the Chinese forces. However, even the remaining facilities were eventually forced to shut down, as the Soviets won the war and China took control of the remaining Seismic Stabilizers in the country. KI executives decided to cease mass production of the X-1 prototype and destroy all data related to the vehicle when they realized that the Pacific Front would not be able to defend their facilities, some of their generals even surrendering to the invaders.
It wasn't until many years later that the Future Tank Project was resurrected by the people who reactivated some of the now long forgotten Kanegawa Industries research facilities in Japan and completed the X-2 prototype using their advanced technology."
Allied Future Tank X-2 by ONE X
The new Future Tank X-2 is a slower but better armored version of the experimental fully automatic tank designed to destroy enemy battalions and resist mind control. Equipped with several advanced weapons, the tank is capable of dealing lots of damage to enemy vehicles be it a single target or multiple objects in an area. In-game, the new Future Tank is a vehicle the Allies can build after infiltrating one of Foehn's technology buildings and matches their firepower and heavy armor in combat.
Future Tank X-0 will no longer be available in skirmish, but will remain as mission unit.
Allied Chrono Prison by cyanideT
Previously mentioned, but not presented, the Chrono Prison allows the Allies to combine their chrono technology with Yuri's mind control in order to create a vehicle which can capture and chronoshift enemy units at great ranges. If the unit is immune to the tricks of mind control, it'll simply be trapped inside the vehicle.
Foehn Phantasm MLRS by Moder.U
To Foehn, the Mirage is one of the technologies lost in the chaos that unfolded during the Battle for Antarctica. Upon finding an Allied Tech Center, chances are that the Clairvoyants will be able to recover this technology. Once that happens, the Phantasm MLRS can be built, a vehicle that fires a volley of powerful projectiles at enemy vehicles and aircraft alike. The Phantasm's other advantage over the Mirage Tank is that it can fire on the move thanks to its rotating turret.
To stray from the Stolen Tech additions, let's focus on the main arsenal additions. First, a familiar one.
Allied Cryowhirlybird Cryocopter by ONE X
It should be noted first that with the introduction of this unit the role of Hummingbird has slightly changed. The high-tech jet available after constructing a Warpshop will now use its time manipulation devices to decrease the firepower and speed of enemy units in an area by 50% for a moderate while with a single instant strike. The Hummingbird is now also without a doubt the fastest aircraft to rely on air pads in the game.
While Red Alert 3 had its faults, I thought the introduction of the Cryocopter to the roster was an excellent idea and it remains one of my favorites. With all the new features that Ares adds it's become possible to somewhat emulate the freezing effect of the original Cryocopter from Red Alert 3. The longer its freezing beam fires the lower an object's armor and speed is until it freezes completely, making it immobile, unable to fire and also very, very fragile to attacks. Shrink ray not included, sorry.
Epsilon Dybbuk-Evolver by Azri_Apoc
The Dybbuk-Evolver is the third type of the Dybbuk series in Yuri's Epsilon arsenal (the first being Gehenna's Interceptor and the other Attacker available from the Epsilon Aerodome). It is available to the Proselytes after both the Aerodome and a Cloning Vats has been constructed. The Evolver carries a payload with an experimental substance which will rapidly mutate dying soldiers into loyal Brutes, similar to Rahn's weapon, although at a smaller rate. The gas will also deal decent damage to vehicles and buildings alike, but its primary function is to eliminate large groups of enemy infantry. The Evolver is a bomber; it will not be able to out-range enemy anti-aircraft weapons so extreme caution is advised when relocating the unit, especially considering its high price and late game availability.
Chinese Armadillo by ONE X
Due to the lack of an artillery unit that can be mass produced, the Chinese get an additional fist to punch enemy defenses with - the Armadillo. This unit is a bigger and tougher version of the iconic Borillo, with literally double the firepower and additional space inside vehicle for more troops to suddenly deploy at the enemy gates.
Let's move on to the Foehn Revolt.
Foehn Windbelt by Bu7loos
Foehn's power plant is not an ordinary one. First of all, it is the smallest energy generator and also pulls double duty as the side's wall. When two Windbelt posts are placed in a line, they are connected with nanofiber cords that enhance their cooperation during energy production. Windbelt is a wind-based power plant that generates 100 units on its own, while each 'length' of its cord allows for a bonus 10 units, meaning that the longer the Windbelt connection, the more power is generated. The barrier created by two Windbelt posts can only be shut down with EMP/hacking weapons and will not go down if a Foehn base is low on power.
Another one of the Windbelt's unique features is that it can relocate in case you want to adjust your wall placement or want to barricade a different location. The Windbelt can relocate by switching into a mobile mode, during which it floats and can also travel over water. If a Spinblade is nearby, the Windbelt's speed is increased when in mobile form. The Windbelt has its drawbacks too: just like any other power plant it can be infiltrated by spies, which means that a smart base layout is needed to protect them from the spies due to its function as the side's wall. There are a few additional tricks Foehn can use to prevent spies from infiltrating their small power plants. You'll find that with all the Foehn's objects in their Armory, their base can become quite a maze.
Wings of Coronia Alanqa Skystation by Moder.U
The Alanqa Skystation is the flying guardian of the Coronia. It is for the most part their dedicated Tier 3 anti-aircraft unit, using high power turbines to manipulate the flow of air nearby. With four of its specially designed generators it can take down enemy aircraft and even the levitating units of Epsilon in a matter of seconds. The Alanqa is not defenseless against ground targets either, this machine can use its engines to create powerful tornadoes which will sweep enemy infantry away with ease and deal solid damage to vehicles. While a single Alanqa is not very effective versus heavily armored military buildings, an entire division of them might be enough to demolish whole bases. However, taking on enemy anti-aircraft units might be a challenge due to the Skystations fragile turbines and light armor.
Wings of Coronia Harbinger by mevitar (Watch video)
"The Harbinger's legend began during the days when it was just a project in the research facilities of Kanegawa Industries. Before the Chinese attacked, research on particle collision-based weaponry was well underway and the weapon itself was supposed to give the Pacific Front the ultimate advantage over their enemies and perhaps even the ace up their sleeve during the Allied leadership negotiations. After most KI facilities fell into Chinese hands so did the project and laboratories where the tech was being developed. However, due to unforeseen circumstances, the weapon wasn't finished by the Chinese either."
The Harbinger is the Wings of Coronia's powerful flying fortress, using its particle colliders to level enemy bases with ease and eliminate enemy units of any type, be it on the ground, water or in the sky. The Harbinger can be summoned onto the battlefield to bombard an area through a support power after an expansion for the Cloud Piercer has been built.
Now, as one would expect, Foehn will have its own navy. Here are some of their naval units.
Foehn Swordfish by Moder.U
The Swordfish is Foehn's basic naval unit, the equivalent of the Destroyer, Typhoon and Piranha. While its basic speed is comparable with that of the Destroyer's, the Swordfish has engines similar to those of the Jackal and Sweeper, which allows it to gain speed boosts when near a Spinblade. Their basic weapon is a high-tech cannon, effective against armored units and buildings. The Swordfish does not deal much damage to infantry which is why it should be supported with other units like Jackal Racers when engaging amphibious troops.
Foehn Angelshark by Zero18
The Angelshark becomes available when both the Shipyard and a Cyberkernel are constructed. This unit relies on Foehn's confusion technology to cause havoc among the enemy forces. When enemies are struck by the Angelshark's drone in torpedo mode, there's a high chance they will start firing at their own allies. Unlike the discarded chaos gas, confusion weaponry does not increase the rate of fire of affected units. The Angelshark can also deploy its drone in a mine form. The mine will remain in the area for a short time and apply the same confusion effect to all units that come near it.
Foehn Warturtle Transport by Moder.U
The Warturtle is Foehn's amphibious transport. It has 12 passenger slots which can be used by units and soldiers of various size. The Warturtle's special ability is that it also can make use of Spinblades to increase its speed, making it the fastest amphibious transport in the game. Its normal speed is comparable with the Voyager's and Zubr's.
During a "designer's block", Alstar and I kept testing Act One Cooperative missions, recorded them and uploaded them to our YouTube channel as always. After we complete and confirm that all of the missions are still working, I'll be returning to work on fixing and finishing Act Two. I'll also upload some footage, maybe even a complete playthrough of 13th missions.
Here's a Yuri Co-Op: Brain Reset, explaining how the Soviets lost the mind control tech. You can view gameplay from the rest of the co-ops here.
Big thanks to the many people making this project's further evolution a possibility!
Stay tuned for more updates.
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors.
Single contributions are also welcome.
Posted by Speeder on 12 December 2015 - 08:38 AM
Mobile Construction Vehicle
Last Bastion's Mastodon (Watch video)
Last Bastion's Sweeper (Watch video)
Teratorn (See previous video)
Haihead's Irritator
Soviet Iron Dragon (Watch video)
Soviet Grumble
The new stolen technology roster: 14 units to go.
Map Preview #46: (2) Chitzkoi's Iron Cages (new-urban; standard map pool) by Toveena
Map Preview #47: (4) Straitification (snow; standard map pool) by Toveena
Map Preview #48: (7) Diamond Is Unbreakable (urban; "Stronghold" map pool) by Toveena
In other news, we are currently playtesting cooperative missions from Act One to check if everything is still working fine and whether there are things we could improve. While the Act One Playthrough has been finished, we are now recording our struggle through the coop maps in the meantime. Forget the part that said Red Alert 3 introduced coops to C&C, Red Alert 2 did and we made it even better.
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
Posted by Speeder on 04 December 2015 - 10:33 AM
Posted by Speeder on 16 November 2015 - 03:24 AM
The skirmish loading screens for these subfactions have all been created by Nooze.
The new stolen technology roster! 15 units to go.
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com