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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 07-17-2003, 09:56 AM   #1 (permalink)
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Default "Out-There" Ideas

Two of my ideas are bit out there and I'm not sure if the RA2 engine can deal with them so I'll run'em by the more experienced crew here.

1) Not totally sure this is original, but I was going to combine an Ore Silo type building with a power plant for the Allies, more Ore stored equals more power. I'm not sure the Tiberium Silo logic is still in RA2. It's something different from the Advanced Reactor at least.

2) I was going to try to rearrange the Force Shield info to make it a charge drain weapon more like the Firestorm Defense. Even if I couldn't do it with the regular Force Shield, maybe I could clone the Iron Curtain and use it? No...then they could Force Shield Vehicles...

I'll prolly come up with more ideas that might or might not work and I'll throw them here when I do.
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Old 07-17-2003, 01:52 PM   #2 (permalink)
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1) don't think it's possible but Revolution:ROTC used the idea too. Maybe they've found something.
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Old 07-17-2003, 04:00 PM   #3 (permalink)
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Default Re: "Out-There" Ideas

Quote:
Originally Posted by Seafox
I was going to try to rearrange the Force Shield info to make it a charge drain weapon more like the Firestorm Defense. Even if I couldn't do it with the regular Force Shield
It should have worked, i have done it before. What part didn't work?
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Old 07-17-2003, 04:05 PM   #4 (permalink)
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Default Re: "Out-There" Ideas

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Originally Posted by Tratos
It should have worked, i have done it before. What part didn't work?
Actually, I haven't tried it yet, hence the IF. But since you were able to do it, I'll get cracking, since it must be possible.

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1) don't think it's possible but Revolution:ROTC used the idea too. Maybe they've found something.
Well, that's a double dissappointment then. I'm still looking for a new type of advanced power plant for the Allieds. Regular advanced power plants have been done to death. Upgrades are nothing new either, really. I could try a different approach, but I'm having trouble thinking of an original idea.
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Old 07-17-2003, 05:09 PM   #5 (permalink)
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Be warned that it brings wierd results, the way the logic works means your superweapon can have infinite charge so you may find that you want to make it drain really quickly (and i mean REALLY quickly) as crafty players can use it again and again and again and again, and again.............and again.
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Old 07-17-2003, 07:01 PM   #6 (permalink)
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Quote:
Originally Posted by Tratos
Be warned that it brings wierd results, the way the logic works means your superweapon can have infinite charge so you may find that you want to make it drain really quickly (and i mean REALLY quickly) as crafty players can use it again and again and again and again, and again.............and again.
Yeah. :lol: Already I'm getting a lot of weird results. For instance, the ChargeDrain logic seems ot have no effect on the amount of time that the shield is active for. And the power loss part of it plays hell with the system and I may have to make the ChargeDrain's short duration the real downside. Maybe up the charge time too.

But if I may be so bold, how do I make sure that the time the shield is active for is varible? Can I assign the ForceShield settings entry near the top of the INI a dummy value or something?
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Old 07-18-2003, 06:41 PM   #7 (permalink)
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Well, need an opinion on a few more ideas of mine for my MOD:

1) Should I make gates buildable?
2) " " " " sandbags buildable?
3) Should I give the Tech Army an RPG trooper or leave them with only the Militia?
4) Should I make the Hollywood Heros builable with Secret Lab Tech?

I could go either way on pretty much all of these. So I'll let you all cast the vote. And if you have any other ideas, just let me know.
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Old 07-19-2003, 05:04 AM   #8 (permalink)
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1) Dunno. I don't really use much walls and so wouldn't use much gates. And my experience is that units can drive over parts of it that they shouldn't.
2) Much used, but hey, why not?
3) Militias wouldn't have much AT firepower, so yes
4) No. They're dull. And it doesn't make sense.
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Old 07-19-2003, 04:20 PM   #9 (permalink)
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Should the scout jeep's weapon be anti-infantry and anti-structure, anti-infantry and anti-tank or just anti-infantry?
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Old 07-21-2003, 02:41 PM   #10 (permalink)
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Anti-infantry only. If it's a big superpowerfull jeep, you shouldn't call it a scout jeep.

But since you are calling it a scout jeep, it should have only light weapons.

IMO.
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