-
Posts
1948 -
Joined
-
Last visited
Everything posted by AchromicWhite
-
Oh and where did you put the files for the SHPs in Red Dawn, I can't find them, I'm wanting to use the front of the humvee for the truck.
-
Hey, how did you line up the missile launcher on the MLRS for Red Dawn? I'll be doing something similar with the SSM for the Chaparral, basically making an extra lot of missiles above the ones it has. As I don't really have another way to make it, I wanted to downsize the AAgun (to get the angle of the tubes for the missiles right) and then heavy edit it, but the downsizing just doesn't seem to work. So unless you have another idea, could you make an SSM with the launcher locked in place? Then I can edit it from there. I remember having allot of trouble getting the missiles to line up on the Bradley body to make the Gainful.
-
Really, you can select them? I'm sure I've used them before... I've made the spy plane before, lol. Tested... you're right, I must have just switched the SHPs sadness, I wanted to put some advanced bombers in. Ok, then I'm down to the Chaparral and the truck I think...
-
You might be quite right about MBT and IFV, perhaps if we just have pictures of the vehicles with men getting out and make sure we put what they shoot in the top right, they should be fine. They don't usually show what the vehicles actually shoot, do they? maybe we should put that in, it'd make it easy for newbies to see what each thing has. All those icons sound pretty darn good. M72 chapparal http://www.google.co.nz/search?hl=en&q=m%2072%20chaparral&gs_sm=e&gs_upl=2536l3078l1l3214l3l3l0l0l0l1l345l345l3-1l1l0&bav=on.2,or.r_gc.r_pw.&biw=1024&bih=605&um=1&ie=UTF-8&tbm=isch&source=og&sa=N&tab=wi I'll be building it off of the base of the MLRS, just putting the Chaparral system on the back.
-
Thought I'd make a list of the names for the cameos so that I'm not just telling you're wrong, I feel bad that you did work that wont be used NAME: COMEO NAME, MOUSE OVER NAME For the truck I'm going to find something to make it similar to, so just hold off on it until I've decided which one I'm making. Humvee: Humvee, HMMWV Truck: Transport Truck Artillery: Artillery, Mobile Artillery MLRS: MLRS Rocket System, Multiple Launch Rocket System Bradley: B2 Bradley, B2 Bradley Abrams: M1A1 Abrams, M1A1 Abrams M48 Chaparral mobile SAM: Chaparral, M48 Chaparral Mobile SAM Apache Helicopter Gunship: Apache Gunship, AH-64 Apache Gunship Chinook: Transport Chinook, CH-47 Chinook A-10 Thunderbolt II: Thunderbolt II, A-10 Thunderbolt II F15-F16: (TBD) Jeep: Jeep, UAZ-469 Jeep Truck: Transport Truck Artillery: Artillery, Mobile Artillery Scud: Scud Launcher, R-300 Elbrus Scud Launcher BMP-2: BMP-2 IFV (yes "2" as that's the one which has an anti-infantry weapon, needed to correct myself there): BMP-2 IFV (make sure you get a picture of men getting out of it), BMP-2 T-72: T-72, T-72 T-80: T-80, T-80 SA-6 Gainful mobile SAM: Gainful, SA-6 Gainful Mobile SAM Hind Helicopter Gunship: Hind Gunship, Mil Mi-24 Hind Su-25 Frogfoot: Frogfoot, SU-25 Frogfoot Mig: Mig Flogger Jet, Mikoyan MiG-27 Flogger If you've made some stuff that's super similar to what's written, like, just Abrams for the Ambrams etc, then it should be fine, it's just so everything isn't by code.
-
wow, that's insanly fancy, slow down, I'm making a post on all the names for the icons and in game. Also, we'll switch off the sounds so the units will just flash.
-
Yup, the fixing helipad/airstrip work good, 0.5 range on the goodwrench works perfectly. The only thing I can say is that it keep doing the repair even once they're fixed, but meh.
-
Yeah, but they're supposed to BE good, they're for killing infantry, though, in masses infantry will overcome them, which is another good reason to make sure they can carry troops. If you nurf them, men will rule the field, there will be no weakness to them except base defenses. My point is, they're not just a way to carry men, which the truck is, AND the truck is light armour, so men can pick it off (meaning you can't just rush con yards with it, while still being able to deploy troops quickly across the field early int he game. Remember, the IFVs will come once you build the Adv. factory. Sorry about the cameos, because they do look great. But if you think about having a side bar with units that are just class coded, you'll basically need to either be an expert on military stuff, or look at the picture and try and figure out what it does. Even for the mobile SAMs, I'd say put Gainful SAM etc, and for Bradley put Bradley IFV, for Abrams, put Abrams MBT, etc, to help people see what they do, we'll put a readme with the mod that should be read through to help people to understand what everything does. I'd completely forgotten you'd put in an EVA voice, maybe we should consider using it.... HAHA, music wise, I think I'll do some surveys and see which songs from the first 2 games people like the most, and maybe we'll find some new songs to put in as well, just to make a great package. Oh, and in the case of the MRLS running out of ammo, that's fine. We'll leave it as it is then (no mines), we wont bother with a depot at all, we'll put wrench healing onto the Adv. Factory and small healing onto the helipad/airstrip (hopfully we can turn down the range so much that they can't heal things NEXT to them, but can heal things ON them).
-
What you have there looks pretty good, I just want to stop you before you continue, make sure you put the Worded names for units on the cameos, so make the SU-25 just frogfoot, and for the mouse hover we'll put SU-25 Frogfoot, that way every unit wont just be a buch of numbers and letters. I'm assuming you didn't turn on on transport chopper for Soviet, we will let them have those. Does the hospital heal vehicles as well? I thought the "heal" weapon only fixed up infantry? I was thinking of just using the regular PP from TD as the advanced. I wouldn't worry about the PP switch, the nuclear plant is truly an advanced building now, mostly, people will just build the regular plants. So the fact that the computer will make more regular plants will, I think, be good for it, it'll also let the computer build out more towards ore as well. Also, you've killed off the truck? You know that's going to be a handy early unit to have right? Remember the IFVs are what they say they are, they're primarily for helping to kill masses of infantry, the fact that they carry troops is secondary (well, they're both part of their roll), but my point is, if you can get them early, you'll just be able to rush into the enemy base... you know, like what used to happen (-.- bloody APC rush...)
-
You're right, well, ok, we can use the comm. center for the Air Center, and make sure the other buildings have healing use. If the MRLS IS to have mine laying capabilities then we will pretty much have to put in the service depot, just so it can reload... Perhaps the service depot can have extra healing capabilities, as the I was going to make the other 2 buildings (hospital and Adv. Factory) be pretty slow at healing units. I am liking where I've just put the turret though, because it opens up a totally defensive tactic of refining and base building.
-
Sorry, just had a brain wave, I'm off to bed now, we'll continue this tomorrow though. It's snowed here, so hopefully no work and a whole load of progress tomorrow This setup is the extreme of having to build in a certain area to gain access to what you want. Maybe even remove the radar for having the adv buildings and let the main trunk allow defensive tactics.
-
I'm still considering moving the gun turret, because the soviet forces can get tanks early (crap ones, but still) and the Americans are only going to have the more reliable and fancy, Abrams once they get the advanced vehicles. Meaning the only thing they'll have to defend against tanks with is men, until they get a dome up... Either that, or we make the helipad build off of Barracks, the airstrip build off of the dome and then only get the better jets (F-15/16 and Mig) off of Adv, Tactics. (and then maybe scrap adv air/ air control etc which is something I just put in). My thoughts were, that in each group, ground, sea, air, you get one primary factory, then an adv. building for the area, and then the main tech tree (the trunk) allows for super unit, scud, missile sub, etc. I've also realized there's no point in putting the refinery into the tech tree, hell, if you have enough credits and there's no ore around anyway, why should you be forced to make a ref?
-
Seriously, I don't think the AI will be smart enough to be able to play this game in skirmish, and since we don't need worry about it placing buildings in missions, we should be fine. Also, you mostly build regular power plants in this, so in many ways it's better for it to deal with power issues BY building coal plants. You've streamlined the tech tree back to one row, I was thinking to have structured so that you make your base depending on which units you're wanting to build, rather than just building everything. So that each person can have a style of play, although, all strategies will pretty much need some troops. Oh, and yeah, I got rid of the sub pen because it looks silly and you don't really make subs in such a structure anyway, usually they just have a port. Sub Pens were used as a bunker for Subs that were being serviced, to protect them from air attacks. You may have forgotten, also, that both sides basically use ships in this, subs are specials for dealing with ships. It wasn't in the water because I ran out of buildings, I thought that a Water tech building would be fun, I might use the old tech/prison as it, edit it to make it in the water. I wasn't going to bother with the helicarrier due to the graphics being a bit lame. (there's no way to make it turn, is there?) That and, you don't need like 5 helicopters, that's crazy talk, plus, they can fly anywhere they need to, on their own. I am tempted for the missile sub, but, much like the scud, it'd be a super weapon unit. One with 2 big advantages: -While building it, it doesn't require you to stop building ground vehicles. -It's fucking invisible!!! Without being able to implement the sonar pulse into a building to spot subs, it might be too much. So instead, I was just going to give both sides cruiser.
-
thanks, I thought so too
-
yes, you're right, I'm crazy. Do you like the layout though, think it needs tweaking?
-
Isn't the Aftermath now free? and are you forgetting that the campaign missions take place as Russia is invading Europe. If we want to make missions, we can just make them OUT of Counterstrike and Aftermath missions. I like the picture you have their, could you change the name to Jeep, it's just so everything you're building on the side bar wont be a bunch of numbers and letters, I always cringe when I download a mod that I don't know what everything is, and the only description I'm getting it letters and numbers. When you hover the mouse over units we can make it show the full name so people know exactly what we based everything on.
-
-
BOTH: Truck: Truck Artillery: Artillery Ore Truck: Ore Truck MCV: MCV AMERICAN: Humvee: Light tank MRLS: Mine layer (and maybe mine laying? they can actually lay mine fields, thought they shoot them out.) Bradley: Phase Transport Abrams: Medium tank M48 Chaparral mobile SAM: Mobile radar Jam SOVIET: Jeep: Ranger Scud: V2 BMP-2: APC T-72: Heavy Tank T-80: Mammoth Tank SA-6 Gainful mobile SAM: Tesla Tank Forgive me if I'm wrong, but maybe I don't need to use ants after all...
-
Tested, the power plant switch seems to be fine. Oh, is there a way to switch regeneration on and off? or do the regenerating vehicles just always stay the same, it's just the harvester and the mammoth, right?
-
Yes, the artillery was indeed to just be the artillery, bugger making a new one for something that's fine the way it is. I'll do some test on power plants now, shouldn't take long to see if they make stuff at all, lol. Though, I suspect they might get them around the wrong way, and so never bother to build regular pp = nuke pp. I see, so commandos and missile silo's don't have regular pre req, instead you can just make them once you have either tech center... well, I can work with that, that's not too bad, the sort of thing you put there looks pretty good, that both sides can make both of them, and to make Atek(GPS) you need Stek(tech? still to be decided, I'll come up with a nice name ). "In all C&C game tell the EA crapply ones the ways to make advanced vehicles were the Repair Depot (Mammoth Tank, Mine Layer and MCV) and Tech Centers" not sure what you meant by this. In RA you need soviet tech to make mammoth (only rep pad for mammoth in CnC), and obviously you need the rep depot for mine layer, else you can't reload it. MCV, yeah, I'm not even sure I'll make them buildable yet, I'm scared of it ending up like RA and people just spamming turrets or something. If I can make the money balance right, we may be able to deal to that on one swoop. Sweet, yeah, I though I was right about the dome and aircraft, I may make helipads available earlier, just to make a big difference between having a helicopter and a fixed wing craft. Also, I think I'll steal the comm. center from Red Dawn, you you don't mind. The dome just looks silly. Also, I'm not sure if I said eariler, but I'm planning to take away "dirt" from under all the buildings except Barracks (both), War Factory and Refinery.
-
-
That's pretty close to how I was doing it anyway, but there are a few changes that are needed. I wanted to have 2 different types of rocket trooper, I know they're the same in RA, the point was that you needed to make the right guy to deal with the right situation. It's also one more way that aircraft are powerful, as I want them to be. I don't see a place for the flamer man, he'll never get close enough. I'll consider a pure grenadier, but this will be addressed during balance. Both sides need an early artillery to deal with base defenses, as base defenses are going to do VERY serious damage (though wont have great sight range except the guard tower) the artillery will out range them all. Gainful is Soviet. The Americans were only to have the one tank, the balance of the teams is that the soviets will swing towards ground attack, and the Americans towards air, but mostly, this will be addressed during balance, so this may be changed. I was temped for mobile gap (mobile radar jamming), but shroud regrows is supposed to always be on, so it wont make much of a difference (another reason single player and AI in skirmish will be unbalanced, though that doesn't mean we CAN'T make it). No auto bombers, if you want to bomb someone, you'll need to buy a plane (aircraft are too good to have as a freebee). Power plants need to be switched to deal with size issues. The American Tech can't be the same, that building is for GPS only, as GPS will be a God send in this. I wanted to make tech be something that isn't a strait line like it is in RA... Barracks --> War Factory --> Radar --> Tech Center. Instead making it more complex, so you make Barracks for men, but if you want special troops, you need a hospital (but a hospital DOESN'T give you other tech). You need a war factory for vehicles, but you need something else to make advanced vehicles, (maybe the chem lab). You need radar to make Strips and helipads (though, I think this was the same in RA?) you can tell I'm not a big RA fan.
-
Well, good to hear about single player stuff, maybe I'll look into coding missions, but I need to sort balance first anyway. Good to hear about human players not having an issue. Land unit will have different sight range, and aircraft will probably be in medium range, as I want the idea of them to be more about have their targets picked out before they fly. Tanks, for example, will have almost no sight range, tanks are blind as they're so well armored, where, troops will have fantastic sight range, and so, even just for this value, will be worth taking them in your moving force.
-
I don't mind about the AI so much, I have no plans for missions etc as it stands, though, I suppose it could be fun to make if you wanted to put things together. I've tried making missions in TD, but didn't have the expertise and couldn't find a good tut for it. Also, sight range is to be important in this, so the AI will automatically have a giant advantage if you try to take them on. I can only imagine watching someone try to play and see half their base go up from some V2 while never even seeing a single enemy troop despite having their base surrounded by troops scouting out enemy units. Yes, this is to be a PvP mod. Missions might be fun, but again, the AI would have some big advantages. So, my question is, if I alter the Prerequisite, Owner and TechLevel, will human players have any issues?
-
The rules I've put there is what I have so far... the tech tree can be rebuilt pretty easily, can't it? BTW, is that a cry that you want to be a part of this mod, because I have almost no expertise in modding. And well... you made a mod.