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Forum Members: 18,537
Total Threads: 8,626
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DeeZire, Redemption
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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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View Poll Results: What should be done with the Superweapons?
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Change old weapons into new ones.
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25.00% |
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Add new weapons(emulated), keep old ones the same.
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Add new weapons, slightly change old ones(new anims., new names, etc.)
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1 |
25.00% |
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Do nothing! Leave weapons the same.
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50.00% |
09-27-2005, 06:08 PM
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#1 (permalink)
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Member
Join Date: Jun 2005
Posts: 42
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Final Conflict Mod Info
I'm making this post so people can keep track of the progress of my mod, YR:Final Conflict. I plan on updating this post around every week at least, so check back every so often to see if there is any updates. Final Conflict is an expansion mod for YR. When I complete it, it will feature new buildings, units, "super weapons", and a totally reworked AI. The AI will be overhauled and will employ better tactics and teams. It will also use its navy and airforce MUCH more effectively. Super weapons are in quotes because they are going to be emulated, not supers in the truest sense, but still useful. I am working on this by myself, so it will be some time before its ready for release. Now then, I'll explain the storyline and the new stuff so far.
STORY: It has been 2 years after the Allies defeated Yuri's final stronghold and took the madman prisoner. Yuri's army broke up and has since disappeared. Soviet Priemer Romanov is being held in the Tower of London under heavy Allied guard. The Allied nations have been rebuilding thier shattered countries as well as advancing thier armies. Unknown to the Allies however, two very different plots are brewing. The Soviet army is secretly rallying again. It has vastly improved its arsenal and now only waits for Romanov to be freed. In addition, Yuri's army has reformed and rebuilt, planning to finish what it started. The Allies were shocked when a Soviet commando squad, lead by Boris and a new Soviet hero, Volkov, attacked the Tower of London and freed Romanov. At the same time, Russian armies began to attack Europe, and the Chinese army, China now having become communist, began to attack Korea and other Asian countries, as well as sending out the Soviet navy. One week later, the Allies worse nightmare came true as Yuri's army emerged from hiding and freed thier captured leader. Now the Allies are in a desperate situation. The Soviet are on a rampage, seeking to destroy the Allies and Yuri once and for all, and Yuri's revitalized army seeks global domination at any cost. Will the Allies defeat the Soviets and Yuri and restore freedom and peace? Or will the Soviets establish global communism? Will Yuri suceed in his plan to control the entire world? The time has come for the final conflict. Prepare for war......
I know the story may not be the best, but it fits well with the mods concept. Now for some of the new stuff. Below are some of the Soviets new buildings. I don't have my own website, so I don't have pictures, but all the stuff below is ingame and works correctly.
1.Advanced Tesla Coil= An advanced version of the standard Tesla Coil, it has superior armor as well as more firepower and range. Its standard attack strength is comparable to the standard coils overcharged state. If overpowered, the advanced coil can shock a unit continuously, making it a deadly, if costly, defence.
2. EMSAM= The Soviets new anti-air system, it was devloped in response to Allied super-sonic aircraft. It has advanced targeting systems to hit fast moving targets. Its missles are equipped with EMP warheads. This allows it to down any aircraft in 2 hits or less by freezing thier computer systems and causing the pilot to lose control of his aircraft.
3.Drone Refinery= This is not a building in the truest sense. It is a automated, mobile refinery. It is designed to work in tandem with Drone Miners, new Soviet miners with higher armor, better weapons, and larger carrying capacity than a War Miner. The darwback to this system is that the miners can only be 3 in number, and must be built seperately from the refinery, which is built in the war factory itself. Drone miners can only dock at Drone refineries, and are the only units who can.
4.Communications Center= This building is the hub of all Soviet communications. It serves as an uplink to Soviet spysats, as well as being the headquarters of the KGB field operatives. It also allows the Soviets to deploy more advanced drone units, such as the Hacker Drone. Its most deadly ability is that it uplinks to the Soviets new super weapon, the Tesla Cannon, a weapon the Soviets have been sneaking onto thier spysats. The Tesla Cannon fires a high powered EMP burst at the target zone, causing massive damage to all electronic systems in the area. I'm still working on this weapon, and if its done how I hope, it will also EMP all vehicles in the area for a short time. Its deployed by selecting the building and clicking on the target, similar to how units attack.
I've got more done, but this post is already big, so thats it for now. If anyone has any comments or any buildings, units, or supers you'd like to see in the mod, please say so, just keep the comments postive or constructive. I'd like to hear your feedback on this stuff and future stuff. If anyone would like to help that would be great, particulaly new graphics. I'm a really bad artist on a computer, so I'm using buildings and voxels I got from YR resource sites for the new objects. Please tell me what you think about this mod.
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09-27-2005, 06:52 PM
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#2 (permalink)
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Senior Member
Join Date: Jan 2005
Location: australia
Posts: 133
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what exact graphics do you need
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09-28-2005, 10:39 AM
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#3 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Address Withheld
Posts: 209
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after ALL that words and he still didnt tell?
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09-28-2005, 06:55 PM
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#4 (permalink)
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Member
Join Date: Jun 2005
Posts: 42
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Graphics... well virtually anthing would be nice, from a new loading screen to infantry. However, since I'm currently working on buildings, those would be best. I only want to say, if you create any buildings and let me use them, please give me the art code as well. It will really help save time if you do. The buildings I'm needing are: Yuri's command center(the one he has on the moon mission). It has no buildup or snow theater, those are what I need. Also, an Allied covert ops lab would be nice, I'm looking for an Allied comm. center as well. The next few buildings have graphics, but I'd really like something that better fits the concept: Soviets= Tesla Lab, Nuke Lab, Mobile Service Depot, SAM site. Yuri: Genetic Lab, an advanced AA weapon(not sure what it will be yet), Chemical/Bio Weapons Lab, Stealth Generator. Allies: Advanced Prism Tower. This may sound like a lot, but keep in mind I already have graphics for these buildings, I just would really like something that better fits with what the build does(the Tesla Lab for instance is currently using a graphic meant for a barracks, but it gets the job done.) All the buildings(except Yuri's command center) can look like what ever you wish, I would just like it if they fit the team thier assigned to. For instance, don't make the Tesla Lab look like an Allied building. Otherwise, its your artwork, so it can be what you want it to be. There may be more stuff in the future. I'd really appricate any support anyone can give, not just graphics.
As for mod updates, I've desided to replace Iraq with China. This is because China is communist, Iraq isn't, and never was. China will get the Desolator, they are also the Soviet Nuke Tech experts.
I've also ran into a problem with the new supers. I don't know how to make the player aware that the weapons ready. I've tried to add ammo pips to the building, but they don't work right. Does anyone have a solution to this? Its rather important.
And lastly, if anyone should ever want to ask me something, or send anything, etc, use this email= silverdragon8567@wmconnect.com My other email is acting up :/ . I'll try to respond as quickly as possible. Thanks in advance to anyone who desides to help me out some!
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09-29-2005, 06:56 PM
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#5 (permalink)
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Senior Member
Join Date: Jan 2005
Location: australia
Posts: 133
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i might be abl to do tesla lab ive got a good idea
do you mean 'Mobile Service Depot' deploys into 'service depot' or something
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09-29-2005, 07:13 PM
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#6 (permalink)
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Member
Join Date: Jun 2005
Posts: 42
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The service depot is just that, a unit that deploys into one. I figure the Soviets would go for the full deal rather than just a repair vehicle. Thanks for helping. I'm REALLY bad at drawing graphics, so this really helpful. I've got my normal email working again, by the way.
Can anyone help with the ammo pip problem? Nothing I do is working....
I'm getting ready to start on the Allied buildings, so I'll have some of those up soon.
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09-29-2005, 07:28 PM
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#7 (permalink)
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Senior Member
Join Date: Jan 2005
Location: australia
Posts: 133
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can you post the super weapon code up so i take a look
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09-29-2005, 10:00 PM
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#8 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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From my experiments, ammo logic just doesn't work as you would expect for buildings. I have only seen it actually work well with Armory=yes on the building - the ammo pipscale will then indicate the number of times you can promote infantry in that building. Trying to make it work with the actual Primary=/Secondary= has not worked for me - it seems to always reload instantly, no matter which tag I use to edit the reload rate.
Ammo was never used on buildings in past C&C games, so I assume it only works with units (in which I have had success).
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09-30-2005, 06:10 AM
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#9 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,047
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Hmmm... why do I remember Renegade's post about Ammo from a while ago? Maybe because it detailed the Ammo system in detail...
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09-30-2005, 06:44 AM
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#10 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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There ya go then, we just proved you didn't search before asking Goldeagle
Search first, ask questions later. That's what I like to say...
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