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Kilkakon

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Everything posted by Kilkakon

  1. I've thought about it more and I feel that it would be best to not bother with the concrete bib thing. Not only is it a bit strange for C&C, but the oddities it brought in aren't worth the effort. Have an icon
  2. Hi guys! Time for another update--this time the Machine Shop! As you can see my plan with it is to have it as a tall 1x1 building with concrete bib. There's a slight issue in that the only way to implement this is to make it a power-plant sized building (size 3) with a small footprint, which means that most people look like they are attacking the ground behind it rather than the shop itself, and selection box for it is unnaturally large. What do you guys think? Looks good? Any suggestions or done well as is? Should I give up on the bib entirely?
  3. Yeah the Hospital in C&C was just a mission objective structure alas. I've done my best with what's possible with the game and what Nyer's been able to unleash.
  4. Starting to release some of the art I made for Magi of the East! First up is this Civilian Airstrip. You can see here that I extended the airstrip out to C&C's footprint, as well as a new buildup and collapsed frames. Download from kilkakon.com
  5. Thank you Chem I like your suggestion of making the Artillery more powerful. It's woefully underused in the classic game. The other suggestions would infringe on the other factions too much, but I'll make the Artillery less clunky to use ^^ Yeah, it's got 300 HP, light armour and dual chainguns. Too strong? Who knows Ah yes that one was for my Christmas map! It was a bit difficult to draw that one as I have very few colours in that range. Glad you like it though--I won't be using it in my mod just yet as I have no space for it but I will be releasing it for public use when I have redone the buildup animation (the one in the Christmas map was a bit rushed) Hey welcome to the thread man! I hope you'll enjoy the game when it's released. There's 5 main factions Forces of Tomorrow, Company of Answers, USA, Russia and Japan. As White pointed out, this is a single player mod. If it's really popular then I'm happy to explore a multiplayer version, although I'd probably have to pick two factions and do some pretty heavy hacking away at things to make them far. One team doesn't even get a Weapons Factory haha. In the mean time you can check this vid out if you wanna see some gameplay: https://www.youtube.com/watch?v=cIFisBPfMlE
  6. Thanks Inq I might use that Light Tank icon as a base if I feel like I should update my Tank Hunter with something else as I have the Light Tank back now
  7. You underestimate Nyerguds' power ...He gives me the asm and hex and I apply it directly to my exe haha Ultimately I'm indifferent though~ My mod doesn't need it but it could be fun. Also I love that large Artillery :O Talk about an Artillery for MEN
  8. Time for another update! Continuing with advice from Scionox I have taken a look at the USA faction and attempted to breathe life into it with some unique additions to the team. While it was not my intention, USA did end being a bit of a "leftovers faction" as all of their "unique" items were shared with different factions. A bit too Age of Empires. Check out the revised tech tree: Comments on the changes: The Machine Shop ($500) has been added. I've yet to design this structure, which will be my next project. The Light Tank ($600) was a campaign only unit that has now been restored as a buildable unit. It uses White's SHP and has a single TOW rocket that operates in a similar way to the Mammoth Tank. The Hum-vee ($600) has been reimplemented as a powerful all-rounder unit. It is slower and tankier than its C&C counterpart, and carries a dual chaingun. Basically a C&C Attack Helicopter on wheels. Ouch! The Artillery (price uncertain) is an addition only possible with Nyer's hidden units. Thanks to help for helping unlock them for my use. This piece is quite similar to the C&C counterpart, with a bit more damage and range. I'm not sure about it--it might need to be more manoeuvrable to be worth using. Clunky as. The APC ($600) is armed with dual minigunner weapons. It's a functional unit, designed to be a cheap transport. The icon is WIP, I would appreciate some feedback on it to make it 100%-- something still feels off to me. Let me know what you guys think! Feedback is always welcome and greatly helps the mod out.
  9. Ah I see. I think I tried copy/pasting a few tiles over and a palette file and it blew up pretty fast... And we're already having crashes in the campaign with level transitions Interesting though. If it's easy then could be fun I mean I'm all for giving a space for your hacks to flourish like your extra unit types
  10. I love both the Barren and Jungle tilesets. I can't use them in my mod at the moment as I am using all the default theatres already
  11. Hi guys, Just wondering if anyone has any different icons for APC and Light Tank that are for public use? I'm looking for some alternatives. If I don't find anything I might use something from Nyerguds' excellent http://nyerguds.arsaneus-design.com/cncimg/img_archive/ But I thought I should ask anyway. Thanks!
  12. Happy new year everyone Time for an update post on where C&C is at. My best friend gave the campaigns a playthrough for me through Steam streaming and was able to give me some useful feedback. I don't want to spoil anything in particular, but short version is that I'll be making some improvements to the Tomorrow campaign in particular as the attacks tend to come through one choke too easily, as well as the Construction Yards being too easily destroyed or seized. The Company of Answers campaign was better received, although there were some worrying crashes that occurred through the game. I'm not sure if they were the fault of ddraw, Steam or C&C itself either, although notably with the singlecore feature of ddraw on the FMVs were basically unplayable (mega laggy). Might have to try different settings like the gdi renderer. Crashes aside, he did raise a good point that mission 4 was rather long due to it being one of those "go out and destroy the whole enemy base" type missions. To help with the monotony I've decided to allow the CoA faction to build Chinooks, requiring the Airstrike Control. Here's the updated tech tree: The website has also been updated to reflect this change. I was happy that my Christmas map was well received. I'll be polishing up and releasing the content that was included in the map for you all to use. If there's anything in particular that you want me to prioritise let me know.
  13. Haha whoops! Guess I missed that one. Glad you enjoyed I'll organise some download zips soon and post them over on the graphics section (probably after filling the silo with oil properly this time and making some better icons for the new stuff) Thanks on the airstrip too~ I actually spent a hour or two on it to make sure it didn't look too copy/pasted when I extended it. I should also edit the documentation and credit you for the refinery, I just threw it in from my main mod without thinking, my bad
  14. Glad you enjoyed White! Thanks for touching base the other week, you gave me the impetus to want to make something special for you guys
  15. Kilkakon

    Merry Christmas

    Merry Christmas everyone! I've decided to give back to the community and to C&C this year with a stand alone mission! Play as the Magi from the East to find the birthplace of the baby Jesus--but not before finding some gold, frankincense and myrrh! Of course those troublesome Romans are going to have something to say about all this. Don't give them an inch! Download Link - YouTube playthrough Hope that you all enjoy! Notably this doesn't require C&C: Dawn of Tomorrow or anything like that. Works for the standard 1.06c r3 that everybody should have from Nyer's site! The changes you see are graphical only
  16. Here's a more complete version of the plant. I'm unsure if I like the smokestacks being that dark, let me know what you guys think.
  17. Was trying to make some desert stuffs that would fit in a village I like the fourth one as it has a bit of a junker feel, just needs a bit more done to it I think.
  18. Hopefully this considering the airport has at least 3 more years to go haha Some power plants I was working on today
  19. Hey thanks for checking in White Was nice to see your message. I have been tinkering with X-COM a bit lately, but I have been inspired to get back onto things! Here's a sneak peek of something I was working on last night. An edit of the silo to be filled with oil instead~
  20. Wow, has it really been six months? Feels bad man I've opened up a Discord group for those who are interested in following my progress more closely https://discord.gg/ZUs7VBT My problem is that a lot of the remaining stuff I have to do is pretty spoilertastic So I have been working on things behind the scenes. One of the community members gave the campaign a play through and I fixed up all the issues he raised (Thanks so much!) but it feels bad to not have much for you guys. Might make a new map or something to give you some juicy content A work in progress
  21. I would put an emoticon here to indicate my reaction, but thanks to Nyerguds' editor, I don't have to!
  22. Haha wow, that's new levels of silly XD I might go with trying to harass the player with air instead. SAM Sites are underused by players, having enough Warthogs to actually be a threat might make them actually be used. ...or just cruise missile them to death
  23. Was thinking that they could help defend the coast and take out some guard towers. Trying to fix up my finale mission for one of my campaigns after a tester reported LSTs storming the beaches and chasing units around
  24. Hi folks, Working on my epic modpack but struggling to understand gunboats. Seemingly I can reinforce them from the east edge, is it possible that they can come in from the west?
  25. Hehe getting there--good that we caught up eventually
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