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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 11-06-2005, 07:26 PM   #1 (permalink)
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Default spider mines!

in my rules, sovs were a bit overpowered, in my quest for balance i remember reading that terror drones were originally on the allies side, so i swapped em' still. that wasnt enough, as they never reach their target!

so i cloaked them, now they are just like spider mines from starcraft! i saw a few posts on here about mine layers, and i know they arent really possible as in ra1 (reloading problems) but this works as a nice alternative.

I'm playing with making them really slow, with a longer attack range, so you have to load them into a transport to place them anywhere in a timely manner, i may also make an exploding variety.
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Old 11-07-2005, 03:47 AM   #2 (permalink)
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glad to see someone thinking for themselves for a change. kudos MattCore
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Old 11-07-2005, 03:53 AM   #3 (permalink)
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good job good idea
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Old 11-07-2005, 04:22 AM   #4 (permalink)
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i agree with tate for a change :tard: is he growing out of his noobishness and becoming a newbie modder? or am i going insane :scared:
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Old 11-07-2005, 06:02 AM   #5 (permalink)
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hmm...
new avatar new try maybe.

Anyway,
that spider mine idea is pretty good!
StarCraft 4ever!
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Old 11-07-2005, 08:39 AM   #6 (permalink)
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wow thanks, figured i'd get flamed for sure for even mentoining starcraft.

im trying to use deploying to make him "fire" since a unit with the speed of 1 will not enter a vehicle, and a speed of 0 wont even leave the war factory. this should make him even more "mine like"
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Old 11-07-2005, 10:57 AM   #7 (permalink)
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You could use a deployable infantry - that way the spidey gets where he's going and then deploys to become active. A large undeploy delay would prevent quickly moving him. Could still have slow move speed so that a transport would be very useful but not ultimately neccessary.

However, this means the spider mine would have to be an infantry.


I don't suppose a building can be a parasite?
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Old 11-07-2005, 05:30 PM   #8 (permalink)
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Quote:
Originally Posted by martyr";p=&quot View Post
I don't suppose a building can be a parasite?
i doubt it, and i dont think i can deploy a vehicle into another vehicle with ra2.. can it?

i will probably just make him infantry. hopefully infantry can parasite! thanks for the input!
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Old 11-07-2005, 05:35 PM   #9 (permalink)
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No. Vehicle can't deploy into vehicle.

And good point, I don't know if an infantry can be a parasite or not.
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Old 11-07-2005, 08:22 PM   #10 (permalink)
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i fixed it! i made the explosion not damage buildings, they cant "move to shroud" and they are so slow a drone rush could only work on the noobist of noobs, plus the physcic sensor sees cloaked units! (do THAT in yr) i also gave the sovs the unused light tank, and cloaked it, it actually looks pretty cool cloaked. since the drones cant see them unless the tanks are attacking something, the drones cant attack them. i may also give ore miners sensors.

ive found that most of my problems can be solved not through giving a unit every ability it can possibly have, but by giving other units compensated abilitys.

on a different note. does anyone one think giving rocketeers the comet weapon will create any balance issues? lmao
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