AchromicWhite Posted July 10, 2011 Share Posted July 10, 2011 Recruitment, to get this mod underway. All comments are welcome. AND if someone also tells me how to make my SHPs into GIF animations (you know, with the turret going around) I'll show you my slightly edited tanks. Command and Conquer: Cold War This is a mod I've wanted to make for a long time. The Aim is to create a modern feel combat game, with more realism and bring ALL the units into play. It'd also feature an attempt to bring sight range into the game by always keeping "shroud regrows" on. Some units you would almost ALWAYS need to be fielding, while others would suit your own style of play or for dealing with certain threats. Two obvious factions, America against Russia. It should be noted that the currents units of Red Alert will have their stats wiped, this is not built FROM old RA, it's a total remake in game mechanics. Men will die from about 1 shot from anything, while tanks would be virually indestructible to small arms fire. Tanks will have no sight, while men will have brilliant sight. Tanks will destroy light vehcles, but be prone to large amounts of infantry (anti-armour) especially becuase of their lack of sight. Artilly will have extreme range and damage and buildings will be almost immune to anything not MADE to take them out. etc This is just a few examples of what will be different. This is something that I've put alot of time into thinking about already, so please, if you have questions, ask. All things with a question mark will be dealt with as the mod progresses to see how things ballance. American Units INFANTRY: Rifle inf: speed: slow Sight: long Armour: 0 Health: one shot kill from anything, except pistol (2 or 3) Weapon: regular gun Second: Anti Armour, short range grenade launcher? Price: super cheap Tech: barracks SHP: Minigunner (TD) Used for: sight, backup fire. Grenadier: speed: slightly faster than slow? Sight: long Armour: 0 Health: one shot kill from anything, except pistol (2 or 3) Weapon: regular gun Second: Anti Armour, short range grenade launcher Price: super cheap Tech: barracks + hospital SHP: edited Minigunner (TD) (added colour?) Used for: sight, duel use against men and vehicles (this unit will feature if it determined that regular infantry are TOO good with anti armour grenades built in) Dragon inf: speed: slow Sight: long Armour: 0 Health: one shot kill from anything, except pistol (2 or 3) Weapon: Dragon Rocket Launcher Price: cheap? Tech: barracks + hospital SHP: Bazooka (TD) Used for: sight, Killing ground vehicles, especially armour. Stinger inf: speed: slow Sight: long Armour: 0 Health: one shot kill from anything, except pistol (2 or 3) Weapon: Anti Air rocket launcher Price: cheap? Tech: barracks + hospital SHP: Edited Bazooka (TD) (added colour like grenadier?) Used for: sight, Anti Air Sniper: speed: slow Sight: long Armour: 0 Health: one shot kill from anything, except pistol (2 or 3) Weapon: long range version of the regular gun, long reload time, more range (but not extra sight) Price: cheap Tech: barracks + hospital SHP: edited Minigunner (TD) (longer gun perhaps) Used for: sight, killing commandos and anti armour/anti air inf (so other units to move in untouched) Commando: Speed: slightly faster than slow? sight: slightly more than long Armour: 0 health: 2 shot kill? Weapon: shorter range tanya gun (more range than the average guy) Second: C4 Price: med Tech: barracks + hospital (maybe even more? not as extreme as previous games) SHP: commando (TD) Used to greatly help taking care of men, and take out buildings quickly VEHICLES: Humvee: speed: fast Sight: med Armour: low Health: low Weapon: slightly more than a troop (noticeable when fighting other light vehicles) Second: TOW Rocket? (but probably none) Price: med Tech: Warfactory SHP: hummvee (TD) Transport: 2? (yes! IF someone can code RA to have any unit be made into a transport, it will carry 2 inf) Used for: early scouting, backup fire, (early inf unit deployment? YES! if possible) Truck: speed: med-fast Sight: med Armour: 0-low Health: low Weapon: 0 Price: med Tech: Warfactory SHP: truck (maybe altered, if a cooler one can be made) Used for: Infantry transport/deployment Artillery: Speed: med Sight: low Armour: low-med Health: low-med Weapon: extreme range (cruiser like), long reload time, mega damage (can kill buildings) Price: med-high Tech: Warfactory SHP: Artillery (TD/RA) Used for: backing up a team and destroying buildings MRLS: Speed: med Armour: low-med Health: low-med Weapon: extreme range (cruiser like), multiple shots, mega damage, faster reload Price: high Tech: Tech: Warfactory + tech (radar?) SHP: Non Turret version of Rocket Launcher (TD) Bradley: Speed: med Sight: low Armour: med-high Health: med Weapon: Fully automatic infantry killer Price: med-high Tech: Warfactory + tech (radar?) SHP: altered light tank (TD) (already done) Transport: 6 Used for: Transport and killing troops, a fantastic troop transport that gets your men places safely and then backs them up. Abrams: speed: med Sight: low Armour: high Health: med Weapon: Anti armour shell (will kill all vehicles, other than thanks, in one shot, tanks in 2-3) Second: slightly more than a troop Price: med-high Tech: Warfactory + tech (radar?) SHP: Altered med tank (TD) (Already done) Used for: killing vehicles backing up against inf M48 Chaparral mobile SAM: speed: med Sight: med Armour: low-med Health: low-med Weapon: Anti Air missile launcher Price: med Tech: Warfactory + tech (radar?) SHP: none Used for: protecting your units from air attacks AIR UNITS: Apache Helicopter Helicopter: speed: extreme Sight: med Armour: low Health: low Weapon: anti armour rockets, kill any ground vehicle in 1 hit Second: anti infantry rounds, kill any infantry in one hit Price: very high Ammo: to be decided SHP: Apache (TD/RA) to be decided Used for: killing ground units that are unprotected by anti air units A-10 Thunderbolt II: Speed: extreme Sight: med Armour: low-med health: med Weapon: fully automatic anti armour rounds, will kill anything it flies over Price: very very high Ammo: to be decided SHP: Support Aircraft (TD) Used for: taking out large armour patrols, that are unprotected by anti air F15-F16?????: (maybe no jets like this...) Speed: extreme Sight: med Armour: low Heath: low Weapon: one hit building killer (twin LGB) Price: very high Ammo: 2 SHP: none so far Used for: taking out buildings and single vehicles Chinook: speed: extreme Sight: med Armour: low Health: low Weapon: anti infantry weapon, if i can Price: very high Ammo: to be decided SHP: Apache (TD/RA) to be decided Used for: clearing out enemy troops in an area and replacing them with your own, also good to get commandos in. SHIPS: The names of the ships will be worked on to get a better representation of what they do. The prices shown here may not be very good in comparison to ground units, but the ballancing will be worked on Gunboat: Speed: med Sight: med Armour: med Health: med Weapon: anti armour deck turret Price: low Tech: navel yard SHP: Gun Boat (RA) Used for: helping defend other ship for a cheap price destoyer: Speed: med Sight: med Armour: med Health: med Weapon: rocket launcher Second: depth charge Price: med Tech: navel yard SHP: Destoyer (RA) Used for: VERY similar to a gun boat, but with added features to help it defend against submarines, and air units. Transport: Speed: med Sight: med Armour: low Health: low Weapon: none Price: to be decided Tech: navel yard SHP: Transport (RA) Used for: Transporting, duh Cruiser: Speed: med Sight: med Armour: high Health: high Weapon: killer, better version of the cruiser, will waste other boats, longer reload time, fires twice still. Price: high Tech: naval yard + naval tactics center SHP: Altered Cruiser (more guns) Used for: Killing anything on the grounded Submarine: Speed: low-med Sight: low Armour: low Health: low Weapon: torpedoes, fires twice (strength to be decided, but perhaps 2 torps kills a gunboat/destroyer, 4 to kill a Cruiser) Price: to be decided, very dependent in it's strength of torpedoes Tech: Naval yard + Naval Tactics? SHP: Submarine Used for: Killing ships, forward ocean scout, however, due to the low sight range, they're not very good at it... Super Sub: Speed: low-med Sight: low Armour: low Health: low Weapon: long range cruise missiles, long reload Second: torpedoes, fires twice (strength to be decided, but perhaps 2 torps kills a gunboat/destroyer, 4 to kill a Cruiser) Price: Very high Tech: naval Yard + naval tactics + more? SHP: None yet Used for: sniping bases DEFENCES: Pillbox: Sight: low-med Armour: med-high Health: med/med-high Weapon: fully automatic infantry killer (long range, but remember, shorter sight) Price: do be decided Tech: Barracks + radar? SHP: Camo Pillbox (RA) Used for: A hearty defence which stops infantry from getting into the base. Guard Tower: Sight: long Armour: low-med Health: med Weapon: fully automatic infantry killer (long range) Price: to be decided Tech: barracks + radar? SHP: Guard Tower (TD) Used for: Sight, Light defence which stops infantry Gun Turret: Sight: low Armour: high Health: high Weapon: anti armour rounds (like a tank) Price: to be decided Tech: warfactory + radar? SHP: Turret (TD/RA) Used for: Defence against vehicles, especially transports AA gun: Sight: 0 Armour: med Health: med Weapon: automatic, slowly kills air units, much better against helicopters Price: to be decided Tech: warfactory + radar? SHP: AA Gun (RA) Used for: Killing Helicopters SAM site Sight: 0 Armour: med Health: med Weapon: double Anti Air rockets Price: to be decided Tech warfactory + radar? SHP: SAM (RA) Used for: killing all air units FACTORIES: Barracks: Builds men SHP: GDI barracks (TD) maybe with an altered flag War Factory: Builds vehicles, fixes vehicles?? SHP: Warfactory (RA) Naval yard: Builds Ships and subs, heals ships and subs SHP: Naval yard (RA) Naval tactics: Not supposed to be a factory, but because it's an altered subpen, it will be able to, and also heal ships etc Hopefully I can also attach the sonar pulse to this, if I can't it will greatly change the sort of ballance you see in the ships here. SHP: Altered tech center (TD) trust me on this one. And I know people will throw sticks at the moment. Tech buildings: hospital: not only allows extra men to be built, but also heals men SHP: hospital (TD/RA) Radar: not only allows new vehicles (and perhaps helipads/airstrips) but also gives massive sight range. SHP: Radar dome or TD communications, to be decided Tech center: allows more buildings, perhaps more extreme units (Super subs, super planes etc) Space center: GPS satellite, and maybe the final tech building also, giving cruse missile silos (nukes) POWER PLANTS: Coal: Gives normal power, bigger, cheaper SHP: Advanced Power Plant (RA) Nuclear: Gives extreme power, smaller, expensive SHP: Power Plant (TD) Soviet Units INFANTRY: Rifle inf: speed: slow Sight: long Armour: 0 Health: one shot kill from anything, except pistol (2 or 3) Weapon: regular gun Second: Anti Armour, short range grenade launcher? Price: super cheap Tech: barracks SHP: Minigunner (TD) Used for: sight, backup fire. Grenadier: speed: slightly faster than slow? Sight: long Armour: 0 Health: one shot kill from anything, except pistol (2 or 3) Weapon: regular gun Second: Anti Armour, short range grenade launcher Price: super cheap Tech: barracks + hospital SHP: edited Minigunner (TD) (added colour?) Used for: sight, duel use against men and vehicles (this unit will feature if it determined that regular infantry are TOO good with anti armour grenades built in) Dragon inf: speed: slow Sight: long Armour: 0 Health: one shot kill from anything, except pistol (2 or 3) Weapon: Dragon Rocket Launcher Price: cheap? Tech: barracks + hospital SHP: Bazooka (TD) Used for: sight, Killing ground vehicles, especially armour. Stinger inf: speed: slow Sight: long Armour: 0 Health: one shot kill from anything, except pistol (2 or 3) Weapon: Anti Air rocket launcher Price: cheap? Tech: barracks + hospital SHP: Edited Bazooka (TD) (added colour like grenadier?) Used for: sight, Anti Air Sniper: speed: slow Sight: long Armour: 0 Health: one shot kill from anything, except pistol (2 or 3) Weapon: long range version of the regular gun, long relaod time, more range (but not extra sight) Price: cheap Tech: barracks + hospital SHP: edited Minigunner (TD) (longer gun perhaps) Used for: sight, killing commandos and anti armour/anti air inf (so other units to move in untouched) Commando: Speed: slightly faster than slow? sight: slightly more than long Armour: 0 health: 2 shot kill? Weapon: shorter range tanya gun (more range than the average guy) Second: C4 Price: med Tech: barracks + hospital (maybe even more? not as extreme as previous games) SHP: Volkov Used to greatly help taking care of men, and take out buildings quickly VEHICLES: Jeep: speed: fast Sight: med Armour: low --- one of these slightly lower than the hummer Health: low --- one of these slightly lower than the hummer Weapon: slightly more than a troop (noticeable when fighting other light vehicles) Second: TOW Rocket? (but probably none) Price: med Tech: Warfactory SHP: Ranger (RA) Transport: 2? (yes! IF someone can code RA to have any unit be made into a transport, it will carry 2 inf) Used for: early scouting, backup fire, (early inf unit deployment? YES! if possible) Truck: speed: med-fast Sight: med Armour: 0-low Health: low Weapon: 0 Price: med Tech: Warfactory SHP: truck (maybe altered, if a cooler one can be made) Used for: Infantry transport/deployment Artillery: Speed: med Sight: low Armour: low-med Health: low-med Weapon: extreme range (cruiser like), long reload time, mega damage (can kill buildings) Price: med-high Tech: Warfactory SHP: Artillery (TD/RA) Used for: backing up a team and destroying buildings Scud: Speed: med Armour: low Health: low Weapon: extreme range (cruiser like), nuke style damage?, faster reload Price: high/very high Tech: Tech: Warfactory + tech (radar?) SHP: V2 (RA) APC: Speed: med Sight: low Armour: med-high Health: med Weapon: Fully automatic infantry killer??? maybe less powerful Price: med/med-high Tech: Warfactory/Warfactory + tech (radar?) SHP: APC (TD)? maybe something completely new Transport: 6 Used for: Transport and killing troops, an armoured troop transport that gets your men places safely and then backs them up. T-72: speed: med Sight: low Armour: med-high Health: med Weapon: Anti armour shell (will kill all vehicles, other than thanks, in one shot, tanks in 2-3) Second: slightly more than a troop Price: med Tech: Warfactory SHP: none yet Used for: killing vehicles backing up against inf T-80 Speed: med Sight: low Armour: high Health: med Weapon: Anti armour shell (will kill all vehicles, other than thanks, in one shot, tanks in 2-3) Second: slightly more than a troop Price: med Tech: Warfactory + radar? SHP: none yet (The T-72/T80 may later just become one tank, and each side would then just have 1 tank each) SA-6 Gainful mobile SAM: speed: med Sight: med Armour: low-med Health: low-med Weapon: Anti Air missile launcher Price: med Tech: Warfactory + tech (radar?) SHP: none Used for: protecting your units from air attacks AIR UNITS: Hind Helicopter: speed: extreme Sight: med Armour: low Health: low Weapon: anti armour rockets, kill any ground vehicle in 1 hit Second: anti infantry rounds, kill any infantry in one hit Price: very high Ammo: to be decided Transport:???? if I can I will Wink SHP: Hind (RA) Used for: killing ground units that are unprotected by anti air units, and transporting troops to newly cleared areas. Su-25 Frogfoot:??? maybe not to be used at all Speed: extreme Sight: med Armour: low-med (probably lower than the A-10) health: med (again, maybe lower than the A-10) Weapon: fully automatic anti armour rounds, will deal massive damage to anything it flies over Price: very very high Ammo: to be decided SHP: none Used for: taking out large armour patrols, that are unprotected by anti air Mig: (maybe no jets like this...) Speed: extreme Sight: med Armour: low Heath: low Weapon: one hit building killer (twin LGB) Price: very high Ammo: 2 SHP: Mig (RA) Used for: taking out buildings and single vehicles Second mig:? (maybe no jets like this) Speed: extreme Sight: med Armour: low Health: low Weapon: multi role??? nuke??? Price:very very high Ammo: 1 SHP: Spy Plane (RA) Used for: to be decided The reason I put this one here is that I'd love to use the spy plane as an actual fighter jet. There is only 4 plane slots in the game though. While I'm happy with the US having the A-10 and a F15/F16, I haven't yet decided on what the soviet side will have. SHIPS: The names of the ships will be worked on to get a better representation of what they do. The prices shown here may not be very good in comparison to ground units, but the ballancing will be worked on Gunboat: Speed: med Sight: med Armour: med Health: med Weapon: anti armour deck turret Price: low Tech: navel yard SHP: Gun Boat (RA) Used for: helping defend other ship for a cheap price destoyer: Speed: med Sight: med Armour: med Health: med Weapon: rocket launcher Second: depth charge Price: med Tech: navel yard SHP: Destoyer (RA) Used for: VERY similar to a gun boat, but with added features to help it defend against submarines, and air units. Transport: Speed: med Sight: med Armour: low Health: low Weapon: none Price: to be decided Tech: navel yard SHP: Transport (RA) Used for: Transporting, duh Cruiser: Speed: med Sight: med Armour: high Health: high Weapon: killer, better version of the cruiser, will waste other boats, longer reload time, fires twice still. Price: high Tech: naval yard + naval tactics center SHP: Altered Cruiser (more guns) Used for: Killing anything on the grounded Submarine: Speed: low-med Sight: low Armour: low Health: low Weapon: torpedoes, fires twice (strength to be decided, but perhaps 2 torps kills a gunboat/destoryer, 4 to kill a Cruiser) Price: to be decided, very dependent in it's strength of torpedoes Tech: Naval yard + Naval Tactics? SHP: Submarine Used for: Killing ships, forward ocean scout, however, due to the low sight range, they're not very good at it... Super Sub: Speed: low-med Sight: low Armour: low Health: low Weapon: long range cruise missiles, long reload Second: torpedoes, fires twice (strength to be decided, but perhaps 2 torps kills a gunboat/destoryer, 4 to kill a Cruiser) Price: Very high Tech: naval Yard + naval tactics + more? SHP: None yet Used for: sniping bases DEFENCES: Pillbox: Sight: low-med Armour: med-high Health: med/med-high Weapon: fully automatic infantry killer (long range, but remember, shorter sight) Price: do be decided Tech: Barracks + radar? SHP: Camo Pillbox (RA) Used for: A hearty defence which stops infantry from getting into the base. Gaurd Tower: Sight: long Armour: low-med Health: med Weapon: fully automatic infantry killer (long range) Price: to be decided Tech: barracks + radar? SHP: Gaurd Tower (TD) Used for: Sight, Light defence which stops infantry Gun Turret: Sight: low Armour: high Health: high Weapon: anti armour rounds (like a tank) Price: to be decided Tech: warfactory + radar? SHP: Turret (TD/RA) Used for: Defence against vehicles, especially transports You really need to use artillery or air units to take these out AA gun: Sight: 0 Armour: med Health: med Weapon: automatic, slowly kills air units, much better against helicopters Price: to be decided Tech: warfactory + radar? SHP: AA Gun (RA) Used for: Killing Helicopters SAM site Sight: 0 Armour: med Health: med Weapon: double Anti Air rockets Price: to be decided Tech warfactory + radar? SHP: SAM (RA) Used for: killing all air units FACTORIES: Barracks: Builds men SHP: Soviet barracks (RA) maybe with an altered flag War Factory: Builds vehicles, fixes vehicles?? SHP: Warfactory (RA) Naval yard: Builds Ships and subs, heals ships and subs SHP: Naval yard (RA) Naval tactics: Not supposed to be a factory, but because it's an altered subpen, it will be able to, and also heal ships etc Hopefully I can also attach the sonar pulse to this, if I can't it will greatly change the sort of ballance you see in the ships here. SHP: Altered tech center (TD) trust me on this one. And I know people will throw sticks at the moment. Tech buildings: hospital: not only allows extra men to be built, but also heals men SHP: hospital (TD/RA) Radar: not only allows new vehicles (and perhaps helipads/airstrips) but also gives massive sight range. SHP: Radar dome or TD communications, to be decided Tech center: allows more buildings, perhaps more extreme units (Super subs, super planes etc) Space center: GPS satellite, and maybe the final tech building also, giving cruse missile silos (nukes) POWER PLANTS: Coal: Gives normal power, bigger, cheaper SHP: Advanced Power Plant (RA) Nuclear: Gives extreme power, smaller, expensive SHP: Power Plant (TD) Link to comment Share on other sites More sharing options...
Tore Posted July 11, 2011 Share Posted July 11, 2011 No need to have this topic posted twice. I deleted the old one. Link to comment Share on other sites More sharing options...
AchromicWhite Posted July 11, 2011 Author Share Posted July 11, 2011 Thanks, I was hoping you would. Link to comment Share on other sites More sharing options...
AchromicWhite Posted July 24, 2011 Author Share Posted July 24, 2011 Units in order Abrams A-10 Thunderbolt II (Warthog/Tank Killer) T-72 Bradley T-80 SA-6 Gainful BMP-1 SU-25 Frogfoot M-48 Chaparral Link to comment Share on other sites More sharing options...
Chimas Posted July 30, 2011 Share Posted July 30, 2011 Hi, Suggestion: Try enshorting the list like this: INFANTRY: speed: slow Sight: long Armour: 0 Health: one shot kill from anything, except pistol (2 or 3) Rifle inf: Weapon: regular gun Second: Anti Armour, short range grenade launcher? Price: super cheap Tech: barracks SHP: Minigunner (TD) Used for: sight, backup fire. Grenadier: Weapon: bla, bla, bla ... Dragon: Weapon: bla, bla, bla ... If you do that, I'll delete this one cause it is taking space here (or I'll ask tore to do that, anyway ... Link to comment Share on other sites More sharing options...
Allen262 Posted August 9, 2011 Share Posted August 9, 2011 Have you decided what the tech layout for both sides are yet? Your making alot of .shps and ideas but RA-1 can crush big ideas fast. Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 11, 2011 Author Share Posted August 11, 2011 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. Link to comment Share on other sites More sharing options...
Allen262 Posted August 11, 2011 Share Posted August 11, 2011 I'm glad to help just ask. PM is fine by me too. The hard part is only that some units are set to one side only and some aren’t even built by the AI in skirmish mode. Some both sides will build just fine as long as they meet the Prerequisite, Owner and TechLevel needed. Infantry Units: Rifle=Allies,Soviet Grenadier=Soviet Rocket soldier=Allies,Soviet Flamethrower=Soviet Tanya=Allies,Soviet Field medic=Not built Engineer=Not built Spy=Not built Thief=Not built Vehicle Units: V2=Soviet (never test for Allies AI) Light tank=Allies, Soviet? Med tank=Allies (never test for Soviet AI) Heavy tank=Soviet (never test for Allies AI) Mammoth tank=Soviet (never test for Allies AI) Mobile radar jammer=Soviet (never test for Allies AI) Mobile artillery=Allies (never test for Soviet AI) Harvester=Allies,Soviet Mobile Construction Vehicle=Allies,Soviet Ranger=Allies (never test for Soviet AI) APC=Allies,Soviet Mine layer=Not built Convoy truck=Allies,Soviet All 3 Ants=Allies,Soviet Air Units: Longbow attack helicopter=Allies,Soviet Hind=Not built Transport Helicopter=Not built Yak=Allies,Soviet Mig=Allies,Soviet Bagder=Never tried to see if AI would as it a unselect unit if built by player U2=Never tried to see if AI would as it a unselect unit if built by player Building: The AI will only build the following buildings skirmish mode. Construction yard=Allies,Soviet Power plant=Allies,Soviet Soviet barracks=Soviet (never test for Allies AI) Flame tower=Allies,Soviet Allied barracks=Allies (never test for Soviet AI) Gun turret=Allies,Soviet Pillbox=Allies (never test for Soviet AI) Camouflaged pillbox=Allies (never test for Soviet AI) Refinery=Allies,Soviet Advanced power plant=Allies,Soviet War Factory=Allies,Soviet Radar Dome=Allies,Soviet Airfield=Allies,Soviet Sam Site=Soviet (never test for Allies AI) Tesla coil=Soviet (never test for Allies AI) Helipad=Allies,Soviet Allied Tech Center=Allies (never test for Soviet AI) Soviet Tech Center=Soviet (never test for Allies AI) Gap Generator=Allies (never test for Soviet AI) The game is hard coded in skirmish mode to give the Allies the Nuke Missiles Silo when they build Allied Tech Center no matter what Prerequisite or Owner you give the Nuke Missiles Silo. The same is true Tanya with the Soviet and Soviet Tech Center. Also save you self the trouble converting the TD SHPs. You can take any thing from Red Dawn if you want. The only 2 things that won’t work is the Grenadier and Rocket Soldier (E3.shp and E2.shp) you will have to convert them from TD. Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 12, 2011 Author Share Posted August 12, 2011 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? Link to comment Share on other sites More sharing options...
Allen262 Posted August 12, 2011 Share Posted August 12, 2011 My list just covers what the AI in skirmish mode or Multiplayer with AIs. Single player AI can be coded much more. Also making maps for RA1 is a lot easier than TD. C&C-RAED interface is quite nice. Ai having a giant advantage... Not sure. If your coding for real word. Any jeep can see just as far as a V2/SCUD. All Land Units would have the same sight settings. Infantry Units would be smaller and Air Units would uncover most of the map. Will human players have any issues? No. You can remake the whole tech tree if you want only player playing. It you stay close to the RA1 tech tree Multiplayer AI will be fine and Single player will be vary doable. Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 13, 2011 Author Share Posted August 13, 2011 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. Link to comment Share on other sites More sharing options...
Allen262 Posted August 13, 2011 Share Posted August 13, 2011 Single player maps are not too bad just stick close to stock maps tell you get things. The editor for RA1 is better than any edior I'v seen for C&C95. Balance is need. I went over you base set up on paper and think a M60 Patton is a good countet to T-72 Sight settings. Aircraft can't move into shroud on the map like tanks but if they have a sight of 6 or so you can get them to move to the edge of the shroud and repeat this to scout the map. This could be fix with the SA-6 and M48 now. I'm not trying to tell you how to build you mod but this is how I would do it so that the AI would work in skirmish mode and stock Single player maps could be update with ease. Blue is for Allies/US and Red is for Soviets/Soviet bloc. Gray is for both sides. Infantry Units: Rifle=Same Grenadier=Same Rocket soldier=Same (RA1 Rocket soldier is Stinger inf already) Flamethrower=Same Tanya=Commando (Also a sniper like in C&C95) Land Units: V2=SCUD No real changes, just name, and icon. Light tank=M60 Patton Med tank=M1 Abrams Heavy tank=T-72 Mammoth tank=T-80 Mobile radar jammer=SA-6 Gainful (Set the RadarJamRadius= to 0 in the rules) Mobile artillery=MLRS Ranger=Humvee APC=M2A3 Bradley Mine layer=Same Convoy truck=BMP1 Mobile gap generator= Mobile radar jammer, Set both sides (Use SHP from Red Dawn) Ant1= M48 Chaparral Ant2=Jeep Air Units: Longbow attack helicopter=Apache Helicopter Hind=Hind Transport Helicopter=Transport Helicopter Yak=A-10 with missiles that the RA-1 Mig already has or code it to use 20MM gat gun. Mig=Same Bagder=Same (unselect unit if built by player) U2=Same (unselect unit if built by player) Now I would change the Para Bomb icon (pbmbicon.shp) to one that shows a Tu-16 Badger and a B-47 Stratojet like the trooper icon from CNC Meets Star Wars attached below. I'd give it a name on the icon of "Carpet Bombing" You can incress the number of Badger bombers used to para bomb at the BadgerBombCount= tag. Buildings: Construction yard=Same Power plant=Same Soviet barracks=Same Allied barracks=TD GDI Barracks Gun turret=Same Pillbox=Guard Tower Camouflaged pillbox=Same Refinery=Same Advanced power plant=Nuke use TD Advanced power plant War Factory=Same or pull the TD one from Red Dawn. Radar Dome=Same or TD Com Center Airfield=Same Sam Site=Same Helipad=Same Allied Tech Center=Same Soviet Tech Center=Same Gap Generator=Not used or use Red Dawn Radar Jammer Tower Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 13, 2011 Author Share Posted August 13, 2011 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. Link to comment Share on other sites More sharing options...
Allen262 Posted August 13, 2011 Share Posted August 13, 2011 If you make the flamer man into a Stinger Man the Allies won't build him multiplayer games. You can try DoubleOwned=yes on him to see if it works but I'm not sure about this tag. For an early artillery I would just use the stock RA1 artillery. Take the needed frames from it so it can be used in [ANT3] Yes Gainful is Soviet. I think your better of to use a M60 in the Light and M1 in the Med like I have it for balance. Giving Gap Gens/Radar Jammers won't be unbalanced. The ParaBomb isn't even usable in any multiplayer games. WestWood has ParaBombs off in multiplayer games. The only way you can get a ParaBomb in multiplayer games is to get a 1 time use ParaBomb out of a crate. Switching Power Plants may break the AI. Never tried such a big change. I'll update my part about Tech centers. The game is hard coded in skirmish mode and multiplayer to give the Nuke Missiles Silo to any player when they build a Soveit or Allied Tech Center no matter what Prerequisite or Owner you give the Nuke Missiles Silo if they don't have it as a build option when one of the Tech Centers is built. The same is true Tanya. I wanted to make the Allied Tech Center a GPS building but there is no way around this. However since your redoing the tech tree... You should be able to make the tech go something like this. DOME Gives HPAD,AFLD,SAM,STEK=Tech Center,SA-6,M48 ? STEK=Tech Center Gives ATEK=Space Center, E7=Tanya/Commando, MSLO=Nuke Missile Silo, Cruiser, and *Missile Sub AF only* With the tree above E7 (Tanya/Commando) would have to have Prerequisite=STEK. There is no way to make the Nuke Missile Silo have a Prerequisite of the Allied Tech Center in any skirmish mode and multiplayer game. The game give the Nuke Missile Silo to the player as soon as they build the Soviet Tech Center but since the shroud regrows you will need the Space Center to reveal the map so you can launch the nuke at a target. 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 In RA you have to have a Radar Dome to make Airstrips and Helipads. Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 14, 2011 Author Share Posted August 14, 2011 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. Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 14, 2011 Author Share Posted August 14, 2011 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? Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 14, 2011 Author Share Posted August 14, 2011 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... Link to comment Share on other sites More sharing options...
Allen262 Posted August 14, 2011 Share Posted August 14, 2011 Switching the power plants is okay but the AI is coded to build the Advanced Power Plant in skirmish mode and multiplayer any time it has low power. So the AI will build a bunch of what it think is Advanced Power Plant (but there not) trying to get to the PowerSurplus= tag. The AI base clogs up as units get stuck or the AI has no more room to expand on the map as it used all the space for building over sized and under powed power plants. Switch the SelfHealing=yes to SelfHealing=no on the Harvester and the Mammoth Tank. Fun fact, you can use SelfHealing on buildings too. I’d try not to use Aftermath. Not all may have it and it will destory any possibility of full single player missions. I would use the Ants first. I will help you with the Ants I've had to deal with them already. Here is the RA1 Jeep with a new icon so it now is a UAZ-469 for the Soviets and the RA1 Arty coverted to work with the ants. Just make 8 facing fame for the M48 Chaparral and I can use OS SHP Builder to fill in the rest. Switching the power plants is okay but the AI is coded to build the Advanced Power Plant in skirmish mode and multiplayer any time it has low power. So the AI will build a bunch of what it think is Advanced Power Plant (but there not) trying to get to the PowerSurplus= tag. The AI base clogs up as units get stuck or the AI has no more room to expand on the map as it used all the space for building over sized and under powed power plants. Switch the SelfHealing=yes to SelfHealing=no on the Harvester and the Mammoth Tank. Fun fact, you can use SelfHealing on buildings too. I’d try not to use Aftermath. Not all may have it and it will any possibility of full single player missions. Also any of Gap Gens can’t be used if the shroud re-grows on the map. I launch a GPS from the Satellite Center so I can see the entire map and the AI builds a Gap Gen. The shroud re-grows from the Gap Gen and recover the whole map. So don’t use any of the Gap Gens. UAZ-469__and_RA1_Arty_set_for_Ants.zip Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 14, 2011 Author Share Posted August 14, 2011 Been working on the Tech tree... Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 14, 2011 Author Share Posted August 14, 2011 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. Link to comment Share on other sites More sharing options...
Ferret Posted August 14, 2011 Share Posted August 14, 2011 Nuklear = Nuclear Navel = Naval Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 14, 2011 Author Share Posted August 14, 2011 yes, you're right, I'm crazy. Do you like the layout though, think it needs tweaking? Link to comment Share on other sites More sharing options...
Allen262 Posted August 14, 2011 Share Posted August 14, 2011 Yes Aftermath now free. The CouterStrike and Aftermath missions take place at the same time as the Campaigns. I also look at Aftermath as a chance to make more crazy units. I'm sure in the cold war had some crazy tanks the never made it to prodution that would be cool to have for Aftermath missions. Attching Jeep icon in ZIP. One odd thing about Ants. The don't have a mouse over name. Jeep_Icon_for_Ant2.zip Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 14, 2011 Author Share Posted August 14, 2011 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. Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 14, 2011 Author Share Posted August 14, 2011 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? Link to comment Share on other sites More sharing options...
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