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Everything posted by AchromicWhite
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lol Pichorra, yup, that about summed it up for me as well...
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I think certain maps should be the tournament maps also. Like, pick a bunch which are pretty equal to play on. I remember last time, I got out because (well, I was playing Dude), but it was on Green Acres and we started really close to each other. If the maps for the tournament were picked before hand and were selected by a moderator for the tournament, then it would seem fairer. Just sucks if the other person picks the map and seems to beat you from that. Especially if your more beginner and don't know the map well. If the map is picked well before the match, you can study up on it a little. Could we look at larger games as well, like 3 or 4 way games. Maybe run a round of pools and then go into direct elimination from the outcome of those pools? Maybe not a great idea, but worth the thought. The other obvious problem was time zones... Had some issue with that last time as I live in New Zealand, but I think, as long as people are actually keen to come and play, there wont be a problem. In saying that, maybe some sort of backup like, if you're no longer contactable for over a week, you lose, to shift things along would be good?
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Oh the SSM launcher (Surface to Surface Missile, like SAM, Surface to Air Missile), true, it was also based on the same Chassis. Yup, I'll do that now. Is the soviet heli just the hind from RA? and yes the double barrel med tank is the soviet heavy tank. I had that bio war mod... don't remember a different heli in it though... The purpose of this little mod was to bring more realism to the visual units on screen, not to change what unit they are, else I'd but the T-27 over the light tank and Hind over the Apache to give nod weapons which are more likely to have been purchased. I have added the armored front on the SSM to the zip.
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Well, I thought you could see them pretty well on non snow theater maps, I guess they don't have a shadow on the turret though, so it's maybe hard to see where it begins. Not sure what colour I'd make it... but I could look at darkening it I suppose. EDIT Hmmm, this would actually be allot of work, there are quite a few out of place colours on the block, so I'd first have to map out all the used colours and then figure out which colour is slightly darker, and then I still wouldn't be sure, until I converted the whole thing, if it'd help... and may have to do it all over again, not so keen... but if anyone else wants to have a go, then sure, and I'll be happy to see how it turns out xD These were just assets I had from my mod I should still finish or rebuild, and had been thinking previously about releasing them as TD assets, so here they are
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Yes, I also noticed that the TOW was hard to see in the grey/white colour scheme and the snow theater doesn't help You can still see it, and yeah, I can't really be bothered changing it, it too freaken ages to make anyway, lol. I like how it all turned out all in all, gives the sort of feel I like for the units. Thanks for making a mix of the SHPs and explaining to people how to use them, was thinking about doing that myself, but my own way of enabling it would have been more complicated, so thanks. Also, the screen shot looks good too, but you should get one with the MLRS in GDI colours along side the Medium Tanks (Abrams), maybe with some hummers nearby -Liam
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This would be really cool for a tournament map.
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These were units being used in the mod I was working on, (I should actually get back to that and fully complete something) but these have been converted for use in TD to replace a few units. Here they are. The Light Tank has some antennae and the TOW missile pod on the turret. The Medium Tank has 2 antennae. The Missile Launcher no longer has a glass window front, instead the more realistic armored fronting. EDIT: Also, I've now added the SSM to the list, It now has an armored front, just like the Rocket Launcher. (I know there's no picture here, but it is in the .rar file attached.) Also, for those who don't know, because this is just a graphics switch, you can have this mini mod available while you play online against your friends who may or may not also be using this mod. DetailedUnits.rar
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Bradley with transport animation and turret (RA) UPDATE!
AchromicWhite replied to AchromicWhite's topic in Graphics
Updated with TOW launcher now. -
Need to first give credit to Allen262 for firstly fixing the turret (from his mod Red Dawn). I've taken the glass window off and replaced it with an armoured front. In the beta release of C&C: Cold War and will almost certainly be in Allen262's, up and coming, Single Player version of it also. MLRS.rar
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Yeah, I know how to make bombs etc, that's not too hard. But, as it turns out, you can have double weapons (different weaps) on flyers, they seem to only fire primary, tell me if you find out different, but this was what I found. Isn't what the mig had ("maverick") pretty close to an LGB anyway? I know a real Maverick is a missile, but just in the case of how it looked in RA. Hey, if you wanted to make the A-10 and the Frogfoot use machinegun, you oculd always create your own specialized Warhead. Does lots of damage to men, light and heavy, but not much to wood, concrete... Animation is machine gun fire, and infrantry death is the one where he pretty much disintegrates, lol (love the gore xD)
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Yeah, it's a real pity we couldn't give them a secondary LGB weapon. That way they could do both... this is the same sort of reason I wanted to build a bomber. (mig/F16)
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Sweet, sounds like a cool mod, can't wait to see what you do with it. Yes, I thought about your idea, but I wanted to see the sort of thing I was making become a reality also. I'm glad someones using the assets to make such a game. You're totally right about the stock SP maps, there's no WAY I could make my mod work on those, but I do think it's possible to make SP mission for them. You'd probably be given a base, not make your own, and have allot of maps with just units (defend a pass, or assault a certain area, evacuate a village etc rather than the kill'em all mission of the usual CnC games).
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Wait, the computer doesn't shoot unless you're within guard range? I didn't know that. I suppose that's only if the unit is in some sort of sleep mode though right? Ha, I wasn't going to add the commandos due to the men being so weak, and building in C4 abilities into regular men to let men be a threat to buildings (I wasn't sure what else the commandos would actually do) but I guess they look cool... and if we DO make missions which several were keen on, they'd be a cool add in for those. So, does this mix file just sit in the RA folder then?
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Yes, long range and no sight is only cool for PvP. Those commandos sound pretty cool.
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From memeory I've also pushed up the speed of projectiles, it as needed due to the long ranges... missiles slowly making their way across 10 squares, lol... I think my aircraft missiles are just really strong, but because aircraft are so expensive, I don't mind so much.
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Yeah, I had to put my AP spread onto 2 in order to get it to start dealing damage more like what I wanted, especially for missiles.
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I know, that's why I changed it... thought you had a good point It depends allot on the "spread" characteristic as well, under warheads.
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Things don't do high damage, they're multiplied by the warhead damage in regards to armour. I know of the range problem, and nothing has range over 25. I didn't think I'd changed the building hp at all... Maybe there was a couple, but I'm pretty sure not over 1000... and the shots wont hit near each other anyway, because of increased range, creates a field in between the opponents. The Scuds price may go way up, the whole idea was that it was somthing hte Russians had that's a walking super weapon, very scarey and a prime target to take out. I may nerf their speed more as well.... Yes, I've just found the AtomDamage variable, thanks for pointing that out. I actually agree about the hospital a bit, but just think of it as a infantry tech with an added bonus as opposed to something to heal your men. As many people saw the repair pad in RA. I've thought about this, I may do that, but I just don't like the rep pad in this game, it's a strange building. Oh, and I plan to remove the radiation symbol on top, but I haven't really started too much on the building pictures. Allot planned though, it will look great!
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I keep re-uploading the mod as I make progress with balance... so, I'm not sure how you want to deal with that, if you want to wait, or keep updating it, or make it auto update.
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Sorry, Pichorra, it's gonna need Rules.ini as well. Which is just a copy of Aftermath.ini renamed to Rule.ini as well with the package. It's in the zip.
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Sorry, guys, had a minor issue with the download, should be fixed now. If it's still not working, LET ME KNOW. The game should be significantly changed. ALL units now have new icons, most things are renamed to something new, the tech tree is totally different, the weapons are WAAAAYYYY different! So if something seems wrong, POST A COMMENT HERE. I'm not a magical pixy, I'm asking for your assistance, thanks.
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Awesome, thanks man.
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Hey, I havn't seen any testers just yet, but if you guys want to find other players, maybe try the CnCNet chat lobby, and put Cold War or something after your nick. http://webchat.freenode.net/?channels=cncnet