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JavaTau
Member Since 25 Feb 2005Offline Last Active Dec 21 2005 12:22 AM
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In Topic: Ideas section, For the Creative mind!
21 December 2005 - 12:22 AM
Does anybody know if there is a Mod Manager out there for Generals? 'cause it would be neat if you could, say, select which three army's files to install, thus allowing all the armies to play against eachother (just 3 at a time though). Even if there isn't one, it shouldn't be too hard to build a mod manager, right? All your doing is moving files from one local to another.
In Topic: ways of manipulating money
03 November 2005 - 09:53 PM
The Kroot shoud definatly have a cash bounty, hehehe
In Topic: Ideas for Special Unit Abilities.
03 November 2005 - 09:50 PM
I see your points, fair enough. I admit I did get a bit carried away there, I just like tanks!
About Crisis suits- I think that pre-made varients would work the best, now that I think of it. How about have like 2 varients available to begin with, and then 2 more once some important building is built (Shas'Ar'Tol Concil or something). Maybe start with Fireknife and Deathrain, then later unlock Helios and Firestorm. descriptions found here
About Crisis suits- I think that pre-made varients would work the best, now that I think of it. How about have like 2 varients available to begin with, and then 2 more once some important building is built (Shas'Ar'Tol Concil or something). Maybe start with Fireknife and Deathrain, then later unlock Helios and Firestorm. descriptions found here
In Topic: Ideas for Graphical Improvements.
02 November 2005 - 11:55 PM
The Lascannon should still go "FREEEM!!" when it shoots though.
In Topic: Ideas for Special Unit Abilities.
02 November 2005 - 11:52 PM
Have I got Ideas! Some of them (or most of them) would involve additional models being made.
Tau
Pathfinders: Able to call seeker missiles from off-map.
Firewarriors: Able to switch weapon to carbine. (Faster RoF, less range)
Crisis: When first built, comes with no weapons or upgrades. Select weapons and upgrades to fill three hardpoints. Weapons include Plasma Rifle, Burst Cannon, Missile Pod, Fusion Blaster, Flamer. Upgrades include Multi-Tracker (increased RoF) Shield Generator (endows Energy Shield) Target Lock (increases crisis speed) Drone Controller (endows 2 Gun Drones that work like American Battle Drones)
Hammerhead: Two types: Support Hammeread and Strike Hammerhead. The Support Hammerhead starts with a Twin-Linked Burst Cannon Turret that can be upgraded to either a Dual-Missile Pod turret or an Ion Cannon Turret; and has two burst cannons as secondary weapons. The Strike Hammerhead Starts with the Twin-linked Plasma Cannon turret, and can upgrade to either the Railgun turret or the Twin-Linked Fusion Cannon Turret; and has the Seeker Missile System as it's secondary weapon.
Hammerhead/Devilfish: Add a 'jump' ability to sorta leap over obsticles or other vehicles.
Cadians
Infantry: Special weapons start as Flamers, but can be upgaded to Grenade Launchers or Plasma Guns. Heavy weapons start as Heavy Bolters, but can be upgraded to Autocannon, Missile Launchers, or Lascannon.
New Troop: Guardsman armed with one use Demolition Pack. Fires Lasgun afterwards.
Leman Russ: Starts without Sponsoons; upgrade to either Heavy Bolter or Heavy Flamer sponsoons. Hull-mounted Heavy Bolter able to upgade to Lascannon.
Chimera/Basalisk: Hull-mounted Heavy Bolter able upgrade to Heavy Flamer.
Chimera: Turret able to upgade to Heavy Flamer, Twin linked Heavy Bolter, or Autocannon (this is a forgeworld thing)
New Tank: Leman Russ Demolisher: Slightly tougher Leman Russ with Demolisher Cannon turret, and choice of either Plasma Cannon or Multi-Melta sponsoons.
New Tank: Leman Russ Exterminator: Starts with Twin-linked Autocannon turret and hull-mounted Heavy Bolter; with option to purchase Heavy Bolter sponsoons.
--JavaTau--
Tau
Pathfinders: Able to call seeker missiles from off-map.
Firewarriors: Able to switch weapon to carbine. (Faster RoF, less range)
Crisis: When first built, comes with no weapons or upgrades. Select weapons and upgrades to fill three hardpoints. Weapons include Plasma Rifle, Burst Cannon, Missile Pod, Fusion Blaster, Flamer. Upgrades include Multi-Tracker (increased RoF) Shield Generator (endows Energy Shield) Target Lock (increases crisis speed) Drone Controller (endows 2 Gun Drones that work like American Battle Drones)
Hammerhead: Two types: Support Hammeread and Strike Hammerhead. The Support Hammerhead starts with a Twin-Linked Burst Cannon Turret that can be upgraded to either a Dual-Missile Pod turret or an Ion Cannon Turret; and has two burst cannons as secondary weapons. The Strike Hammerhead Starts with the Twin-linked Plasma Cannon turret, and can upgrade to either the Railgun turret or the Twin-Linked Fusion Cannon Turret; and has the Seeker Missile System as it's secondary weapon.
Hammerhead/Devilfish: Add a 'jump' ability to sorta leap over obsticles or other vehicles.
Cadians
Infantry: Special weapons start as Flamers, but can be upgaded to Grenade Launchers or Plasma Guns. Heavy weapons start as Heavy Bolters, but can be upgraded to Autocannon, Missile Launchers, or Lascannon.
New Troop: Guardsman armed with one use Demolition Pack. Fires Lasgun afterwards.
Leman Russ: Starts without Sponsoons; upgrade to either Heavy Bolter or Heavy Flamer sponsoons. Hull-mounted Heavy Bolter able to upgade to Lascannon.
Chimera/Basalisk: Hull-mounted Heavy Bolter able upgrade to Heavy Flamer.
Chimera: Turret able to upgade to Heavy Flamer, Twin linked Heavy Bolter, or Autocannon (this is a forgeworld thing)
New Tank: Leman Russ Demolisher: Slightly tougher Leman Russ with Demolisher Cannon turret, and choice of either Plasma Cannon or Multi-Melta sponsoons.
New Tank: Leman Russ Exterminator: Starts with Twin-linked Autocannon turret and hull-mounted Heavy Bolter; with option to purchase Heavy Bolter sponsoons.
--JavaTau--
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