Posted by: Gameanater - Wednesday, October 1, 2014 9:14:54 PM
Sorry for being dead, but I managed to get someone to bring the internet to my tomb. Dunno if I'll be modding again any time soon, though. Anyway, I DID have a few random ideas pop into my head, but I'm too lazy to actually act on any of them. -- [u][b]Unit Inventory system.[/b][/u] [b][color=indigo]The idea:[/color][/b] What if individual units had inventories? Like in an RPG or Deus Ex or something? What if they could get new weapons off dead enemies? What if they could pick up, say, a med-kit or something, and store it until they need to use it or drop it for a unit that needs it more then they do? [b][color=cyan]The cool things:[/color][/b] Self-explanatory! [b][color=red]The problems:[/color][/b] What would you actually PUT in the inventory? And, how could you get it to work properly? Would all units have inventory slots? If so, how many? Would this slow down what is otherwise a realatively fast-paced game? Would you restrict this to hero units in that case? What about vehicles, do they get inventory slots? What items would a unit even drop upon death? Could this lead to players blowing up thier own units to get items? Would you really be that willing to add a drop and inventory system into the game? How would that even be possible? How would you get them to be able to drop a single item or use it? -- [u][b]"Complimentary" Units[/b][/u] [b][color=indigo]The idea:[/color][/b] Basically, a special version of an existing unit. Like a Ranger able to fire EMP Patriot Missiles, or a Humvee with Colonel Burton's gun for him to drive everywhere, or a fully-automatic Sniping Technical for Jarmen Kell to cruise around in. [b][color=cyan]The cool things:[/color][/b] Try to guess. [b][color=red]The problems: [/color][/b]Taking the time to make every unit, putting their display names in the .csf thingy, etc. Also, would these only be hidden in certain missions or would they be buildable? If they were trainable, could this cause a faction or two to be overpowered slightly?

Posted by: Gameanater - Wednesday, October 1, 2014 9:32:34 PM
Here's a couple upgrade ideas, too: [b]Electrostatic Discharge[/b] Faction: USA (Superweapons?) or China Tank General All explosives deal EMP damage, increasing their usefullness against aircraft and tanks. Colonel Burton also deals EMP damage (for USA obviously). [b]Building Thumper[/b] Faction: Dunno All buildings generate a shockwave, scattering infantry and tripping up vehicles, greatly reducing the chances of a building capture. [b]Vengeance[/b] Faction: A GLA faction? When damaged by an enemy, the attacked unit's weapon becomes 25% stronger for a limited time

Posted by: UTD^Force - Thursday, October 2, 2014 6:42:32 AM
Cool ideas! [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1] [+1]

Posted by: Rrtaya_tsamsiyu - Thursday, October 2, 2014 3:10:59 PM
Inventory; Not sure exactly how you could do that, lol. It would probably be infantry only i think, because vehicles already have garrison slots. Maybe you could make objects that have a locomoter, with 0 speed and 0 turning. Then, with bike logic, add one garrison slot to each infantry. Here's where the useless object locomoter comes in; order the object to enter the infantry, then order the infantry to go to the object. Your packs could represent different infantry, like RPG Trooper, Rebel, ect. These would also come with the infantry, they would be indestructible, and you would need to make them die after a certain amount of time so the battlefield doesn't become covered in them. If there's a way to allow command of enemy and neutral stuff, then you could make the packs generic, and thus allow other sides to switch their infantry type by picking up enemy packs. -------------------------------------------------------------------------- Complimentary Units; If its a special version of each unit, i would make it to where you can only build one of each. Same if its one special vehicle per hero unit. Wouldn't really be too bad to implement, just clone something, add a weapon and its build button stuffs, and an entry into your CSF/STR. If you added one for each unit you might have to make an extra command set for some production buildings though. -------------------------------------------------------------------------- Electrostatic Discharge; if its for all explosives, i probably wouldn't make it an area of effect or disabling weapon, would be way overpowered then. i would make it slow the firing rate of whatever it hits for a short time. Building Thumper; lol, interesting. Would make capturing almost uselss, unless it had a long reload time. But then again, capturing is almost never used in multiplayer/skirmish, so it wouldn't be overpowered. Would be useful if it had enough range to effect attacking vehicles, and it could also have an emp-style disabling effect [without any emp fx, just with the shockwave]. Vengeance; i like it. i don't know how this would work though. Maybe you could just make the units increase their firing rate, like the gatling cannon does? That wouldn't really be what you're looking for though. And hey, with these three you could implement them all in order to balance each other out; ED for all American factions, BT for China, and V for the GLA. The two ideas in the first post could be given to all sides.

Posted by: Gameanater - Thursday, October 2, 2014 9:36:35 PM
[quote=Rrtaya_tsamsiyu;133931]Inventory; Not sure exactly how you could do that, lol. It would probably be infantry only i think, because vehicles already have garrison slots. Maybe you could make objects that have a locomoter, with 0 speed and 0 turning. Then, with bike logic, add one garrison slot to each infantry. Here's where the useless object locomoter comes in; order the object to enter the infantry, then order the infantry to go to the object. Your packs could represent different infantry, like RPG Trooper, Rebel, ect. These would also come with the infantry, they would be indestructible, and you would need to make them die after a certain amount of time so the battlefield doesn't become covered in them. If there's a way to allow command of enemy and neutral stuff, then you could make the packs generic, and thus allow other sides to switch their infantry type by picking up enemy packs.[/quote] Hmm... Bike Logic, eh? That;s actually quite clever. [sunglasses] The thing is like you said, if I did it that way I would want to make sure the items wouldn't stay tied to a particular player. But I don't know how you would be able to "order" the item to "garrison" the infantry if it was neutral. Another thing is that I have never done anything with bike logic yet. So this would be a mega-challenge for me (and probably any other modder, still). I think if vehicles would get an inventory then it only would be for ones that don't have any transport slots, like a Crusader or something. But then I think you'd might end up with somethiing like a Pilot getting put into an inventory slot. Y'know, Unit Inventory added to the game could be it's own entire mod in itself. Provided you'd added unit item drops and enough usefull stuff, you could prolly add a lot to the game with just this one feature. It'd take a massive amount of work, though... [quote=Rrtaya_tsamsiyu;133931]-------------------------------------------------------------------------- Complimentary Units; If its a special version of each unit, i would make it to where you can only build one of each. Same if its one special vehicle per hero unit. Wouldn't really be too bad to implement, just clone something, add a weapon and its build button stuffs, and an entry into your CSF/STR. If you added one for each unit you might have to make an extra command set for some production buildings though.[/quote] I'm already working on Jarmen Kell's Technical. :P Complimentary Units ar probably something I'll just pop out in 5 minutes when I get bored. I have Colonel Burton's Humvee planned out and General Granger's Specter Gunship, and maybe Black Lotus' Van, too.... [quote=Rrtaya_tsamsiyu;133931]-------------------------------------------------------------------------- Electrostatic Discharge; if its for all explosives, i probably wouldn't make it an area of effect or disabling weapon, would be way overpowered then. i would make it slow the firing rate of whatever it hits for a short time.[/quote] I've decided what I'd do for Eletrostatic Discharge. "All tank shells will be charged with EMP." See? I think that'd work and make his tanks much more useful (and help balance out the lack of artillery/long-range units). Also, maybe give the shells a nice blue tracer? [quote=Rrtaya_tsamsiyu;133931]Building Thumper; lol, interesting. Would make capturing almost uselss, unless it had a long reload time. But then again, capturing is almost never used in multiplayer/skirmish, so it wouldn't be overpowered. Would be useful if it had enough range to effect attacking vehicles, and it could also have an emp-style disabling effect [without any emp fx, just with the shockwave].[/quote] Hmm... The EMP thing would be quite usefull. Maybe it also does damage you could end up with a rave of vehicles getting shut down and slowly killed off because they're ignoring the building they're passing by... [quote=Rrtaya_tsamsiyu;133931]Vengeance; i like it. i don't know how this would work though. Maybe you could just make the units increase their firing rate, like the gatling cannon does? That wouldn't really be what you're looking for though.[/quote] Yeah, I don't know how I'd get this one to work either. Cool idea I guess, but I don't think it's possible to implement. :ashamed: Reminds me of a conversation I had with JoshZemlinsky about adding Matrix-style bullet-dodging to a unit. [joy] lol, good times. [quote=Rrtaya_tsamsiyu;133931]And hey, with these three you could implement them all in order to balance each other out; ED for all American factions, BT for China, and V for the GLA. The two ideas in the first post could be given to all sides.[/quote] Hmm... Building Thumper for all China factions seems like it'd work out well. I dunno how i'd get the thumper to work, though. Would it be a weapon? How would I get it to constantly go off periodically? [confused] Man, I really should start modding ZH again! But I also wanna try modding Deus Ex! Aaaagh! :banghead: (lol)

Posted by: Gameanater - Thursday, October 2, 2014 9:44:08 PM
I'm totally gunna draw some icons up for these upgrades... Heh...

Posted by: Rrtaya_tsamsiyu - Friday, October 3, 2014 1:36:56 PM
i think you could make the thumper by combining the emp disable effect from the emp patriot [with wider effect], and the visual fx from maybe a nuke or something. You would have to make it to where it didn't effect allies in order for it to be useful, and i would probably make it fired via button.

Posted by: Gameanater - Friday, October 3, 2014 4:18:56 PM
Well I've only drawn the Eletrostatic Discharge cameo, but here it is: [img=http://website64dotcom.files.wordpress.com/2014/10/eletrostatic-discharge.jpg]Eletrostatic Discharge[/img] Anyway, that might be a good idea but I actually was thinking now that I should see what the Microwave Tank does for it's heat field thing... The nuke's own shockwave effect would work perfectly for this provided I can shrink it down a bit like you said. Dunno about the firing it from a button, though. Unless maybe that'd toggle it on/off, but I dunno why you'd you wanna turn the thing OFF in that case. Maybe it takes up Power somehow? [smile] ------------ I also came up with a new idea! How's this? Fragmentary Rounds Cost: 2000 Side: GLA Demolitions General Causes shots from ballistic (bullet-firing) weapons to explode on impact, inflicting radius damage. Also gives bullets a nice orange pulse tracer.

Posted by: Gameanater - Friday, October 3, 2014 4:22:43 PM
[quote=Gameanater;133932] I've decided what I'd do for Eletrostatic Discharge. "All tank shells will be charged with EMP." See? I think that'd work and make his tanks much more useful (and help balance out the lack of artillery/long-range units). Also, maybe give the shells a nice blue tracer? [/quote] Ah dang it, I forgot to say that'd I'd make Eletrostatic Discharge an upgrade for the China Tank General...

Posted by: Gameanater - Sunday, October 5, 2014 10:41:08 AM
Well here's what I'm working on: Hero Vehicles and Complimentary Units So far I got Jarmen Kell's Technical done and am working on Colonel Burton's Humvee. Next up I'm doing Black Lotus' Van or Outpost. Maybe make her vehicle able to deploy into a full structure, that'd be cool.

Posted by: Rrtaya_tsamsiyu - Sunday, October 5, 2014 2:11:21 PM
hmm, the building idea sounds cool. Could do something along the lines of providing targeting assistance or something, like a ground version of an AWACS aircraft

Posted by: Gameanater - Tuesday, October 7, 2014 8:46:58 PM
Targeting assistance? Like an Avenger, you mean? Not sure about that, but a nice idea I suppose. :P

Posted by: Rrtaya_tsamsiyu - Friday, October 17, 2014 3:06:52 PM
Well it's actual function would be to increase firing rates or something, but you could just say in a description or something that it provides assistance.

Posted by: Gameanater - Friday, October 17, 2014 8:04:34 PM
Maybe, I dunno.

Posted by: CaeDares - Friday, October 17, 2014 8:13:50 PM
Having only started at this modding business, I can't really say I can help with this at all, but I can say that I fully support this. At one viewpoint it's as if you're making a completely different game, but at the same time your not. At another viewpoint, there's so many things to consider and if all of that isn't taken into consideration it could completely unbalance the game. Say you do all this for the Zero Hour expansion. You go against Dr. Thrax and one of the options you get is that you get to equip your soldiers with is a resistance to his "Thrax", thus completely ridding the point of "Dr. Thrax"(Especially if you're USA and you're also allowed the Chem Suits upgrade) and the entire challenge, and the same thing could be said if you're going against someone with the same game modifications and they prefer one thing but you're able to completely resist it or what you load onto your units will completely overpower that person compared to what they prefer to load onto theirs. It's just my 10 cents, again, I haven't exactly been at this for very long, so you'll most likely have some sort of theory already in mind to keep this kind of thing balanced. I do love the idea of each Hero having their own vehicle though, especially the Lotus Outpost vehicle. Sounds fancy. Either way, good luck at it.

Posted by: Gameanater - Friday, October 17, 2014 8:20:44 PM
Keeping stuff balanced isn't too difficult, but I have made some overly-powerful crap in the past. Like upgrading General Fai from a stripped-down version of the vanilla Chinese to a having a INSANELY powerful line up of dudes. ----- You can't play with another person without mods if you have a modded game. You'll get mismatch errors if you do. ----- Dr. Thrax's stuff still does massive damage to Chem-Suited USA guys, especially with Anthrax Gamma. ----- Yeah, I really want to get that Lotus Van thing up. I think it'd be the best Hero Vehicle.

Posted by: CaeDares - Friday, October 17, 2014 8:39:33 PM
I love playing General Fai as it is. Don't know why, maybe I just like the picture of asian people in red(Green in my case) carrying around mini guns and annihilating everything from the ground to the sky. I beat Prince Kassad with only the Red Guards (And some damn heavy defense building) just this morning. Well, that's what I mentioned I believe, not sure if I worded it the wrong way or not, but it could be unfair if you are playing with someone who has the same mod. I understand Dr. Thrax being strong as it is, but it was just an example I suppose. It could go for General Fai too. If you decide to play against any GLA and they launch a scud but your units have a good resistance to it, (Even though SCUD is probably the most obnoxious Super Weapon in the game) then there's just about no point in the toxin the SCUD leaves, which is, in my experience, to kill off any stragglers and do a bit extra damage to buildings. I guess that kind of thing could be balanced, though. If you're GLA and they counter your Toxin abilities, then that just means you could enhance your military power and annihilate them. If they make a sudden defensive switch against your military then your SCUD is all good to go again. The Van sounds pretty sweet, but you also have to come up with a reason for it to be there. If the outpost is just sitting there then it also means that Lotus is a sitting duck. Is Super Lotus (General Fai's version of Black Lotus) going to have better things when it comes to the Outpost or will the outpost be the same as the original lotus outpost? So many questions!!

Posted by: Gameanater - Friday, October 17, 2014 8:45:55 PM
[quote=CaeDares;134073]I love playing General Fai as it is. Don't know why, maybe I just like the picture of asian people in red(Green in my case) carrying around mini guns and annihilating everything from the ground to the sky. I beat Prince Kassad with only the Red Guards (And some @#!*% heavy defense building) just this morning.[/quote] Blue in my case. :P Or purple. [color=purple]I love purple.[/color] Maybe, but think about this... Where the heck is Fai's sniper unit? Or why is there hardly a difference between Super and regular Lotus? And why aren't the Mini-Gunners trained two at a time? That's my beefs with Fai, at least. [quote=CaeDares;134073]Well, that's what I mentioned I believe, not sure if I worded it the wrong way or not, but it could be unfair if you are playing with someone who has the same mod.[/quote] Unless you've balanced it right. :P [quote=CaeDares;134073]I understand Dr. Thrax being strong as it is, but it was just an example I suppose. It could go for General Fai too. If you decide to play against any GLA and they launch a scud but your units have a good resistance to it, (Even though SCUD is probably the most obnoxious Super Weapon in the game) then there's just about no point in the toxin the SCUD leaves, which is, in my experience, to kill off any stragglers and do a bit extra damage to buildings. I guess that kind of thing could be balanced, though. If you're GLA and they counter your Toxin abilities, then that just means you could enhance your military power and annihilate them. If they make a sudden defensive switch against your military then your SCUD is all good to go again.[/quote] Oh the SCUD-Bug... (Which was fixed.) lol Yeah, the toxin I think is to kill off any stragglers and discourages travel through that area for a minute or so. [quote=CaeDares;134073]The Van sounds pretty sweet, but you also have to come up with a reason for it to be there. If the outpost is just sitting there then it also means that Lotus is a sitting duck. Is Super Lotus (General Fai's version of Black Lotus) going to have better things when it comes to the Outpost or will the outpost be the same as the original lotus outpost? So many questions!![/quote] Well, I'm still trying to come up with a Super version for Fai of the Van, but Super Lotus herself is going to have some sort of wrist-mounted mini crossbow to defend herself with against infantry. Same thing for the Super Hackers (who, btw, will get a unique model). Super/Black Lotus' Listening Outpost will be mobile, of course.

Posted by: Gameanater - Friday, October 17, 2014 8:55:28 PM
Here, something along the lines of this: http://deusex.wikia.com/wiki/Mini-crossbow [img]http://img1.wikia.nocookie.net/__cb20140903021603/deusex/en/images/6/68/Minicrossbow_1.png[/img]

Posted by: CaeDares - Friday, October 17, 2014 9:20:22 PM
[quote]Maybe, but think about this... Where the heck is Fai's sniper unit? Or why is there hardly a difference between Super and regular Lotus? And why aren't the Mini-Gunners trained two at a time?[/quote] Gotta be honest with you, after completely beating Generals and Zero Hour, as well as having beaten all the challenges before, I completely hate how the Chinese seem like a pro-defense team. The only good tanks they have are the Battlemaster and Overlord, and while the Overlord does have neat add-ons to it, it still costs more than everything else. for decent firepower, even if you're playing as the tank general.. The infantry is just about the same as every other team as well. Your airforce is also very limited, even though the GLA don't have an airforce at all, but that's not the point. They're the GLA. This is China. Even though I love the burn effect after a good 3-5 planes hit the same spot, I still hate how that's all you really get unless you have Helix's available, but they arn't exactly any tougher than your pretty little jets. Even though Chinese is always my favored team, I always find myself building defensively, and only being able to launch a good attack later on in the game. In fact, most of the time I win just by selling all the buildings with Lotus. [quote]Oh the SCUD-Bug... (Which was fixed.) lol[/quote] SCUD-Bug? My game has the latest patch, so could you explain? [quote]Well, I'm still trying to come up with a Super version for Fai of the Van, but Super Lotus herself is going to have some sort of wrist-mounted mini crossbow to defend herself with against infantry. Same thing for the Super Hackers (who, btw, will get a unique model). Super/Black Lotus' Listening Outpost will be mobile, of course.[/quote] The wrist-mounted mini crossbow is an amazing idea already. I hate how Lotus can't defend herself in any way possible, and bringing soldiers with her could be a dead giveaway to the fact that she's there. I would probably make the Crossbow have a bit less firepower than the USA hero, seeing as he can instantly destroy any building and kick ass at the same time, Lotus should be able to do at least a bit less damage than him, but also be sneaky and able to capture buildings instead of destroying them. Maybe Super Lotus building could be accessible to the Super Hackers? The closer this outpost is to the enemy HQ the more income you get via Hackers?

Posted by: Gameanater - Friday, October 17, 2014 9:34:05 PM
It's going to take me a bit to reply to the other stuff, so I'll put this SCUD Bug reply here... http://www.wikihow.com/Do-the-Scud-Bug-in-C%26C-Generals-or-Zero-Hour

Posted by: Gameanater - Friday, October 17, 2014 9:40:36 PM
Chinese faction stuff: Early in the game, China lacks usefull units. But they ARE good at what the designers tried to build their faction for: swarming the enemy. Trust me, you CAN'T out-build them unit-wise. Learned that the hard way going up against a Tank General online as Dr. thrax trying to build up a horde of my own guys... ------------- Mini Crossbow/Super Lotus/Van: The Mini Crossbow would only be usefull against infantry because it's a DART-firing weapon. It WOULD leave a pool of Anthrax behind, which could in theory do minor damage to vehicles, but that's it. Lotus will have to stick with capturing the buildings. Although she still might not be able to do anything against something like a Gattling Cannon. As for the Van and the Super Hacker thing, I like the idea of generating more cash the closer you are to the enemy base but I have no idea if that would even be possible to do... I also don't know if I could get the Outpost to both function as something infantry can shoot out of AND as a money-generating place for Super Hackers/Hackers... but I suppose I MIGHT be able to get it so that the Outpost generates money at all times. That probably wouldn't require too much.

Posted by: CaeDares - Friday, October 17, 2014 9:58:55 PM
That SCUD-Bug seems crappy. Thank god I've never had that problem. I can understand that for sure, but that's the only problem I have with the Chinese. Early game you're not that prepared unless you're ready to start pumping out defenses and rocket troops to put in the bunkers, which can be expensive. I like your idea with the Mini Crossbow, but unlike the other two heroes she's completely useless against vehicles unless she sits on the ground and tries to power one of them down, but even then that doesn't last long and isn't normally worth the time unless its one vehicle in your way. Maybe you could change that power to something better to use, maybe an EMP Bolt? Fire it at an enemy vehicle and it temporarily disables it. Maybe you could also put a mini-laptop type of device on her other wrist? Change the other powers while were at it so she has a different bolt for the occasion. Hit the building with the bolt, switch to her laptop and she starts stealing cash, capturing the building, whatever. Well, maybe the building could come built with a gattling cannon? If you want RPG troops build a bunker next to it? If you want to do it like that maybe you could just take the script from that GLA building (Memory of the name isn't coming) and modify it a bit?

Posted by: Gameanater - Saturday, October 18, 2014 4:14:01 PM
Yeah, that's my primary beef with Generals Chinese... -------------- Hmm... I actually like the EMP Bolt and mini-laptop, although she already HAS a laptop with her so that would be highly redundant unless I got rid the existing laptop. Maybe it could be like this.... Poison Darts against Infantry and EMP Darts against vehicles. Or... Flare Darts against both, it causes the target to burst into flames and leaves behind a small fire. It seems a bit implausible to me though a single EMP Dart to disable an entire building, though. I mean, yeah, PARTICLE CANNONS are already slightly implausible, but y'know... I like your ideas, though... But it would take a bit of qwork to get working, like any modding does.

Posted by: CaeDares - Saturday, October 18, 2014 5:48:12 PM
I'd say just get rid of the laptop and give her a laptop that goes on the wrist / forearm. Maybe not even get rid of it just...Make it smaller and put it on her arm. Poison / Flare darts? That brings up the idea of her attacks being DOT instead of straight up damage, which I like. She IS the sneaky type, so why not? But then again, that's yet again a way to give away that she's there. "Oh, my units are dying via DOT, time to pump out Radar Vans / Scan the area with that free U.S.A. ability that I forgot the name of." The entire point is so that they don't know she's there until she actually does something that could screw you over. Maybe just make it so that she can Insta-Kill any infantry unit, but she has a wait time before she can do it again? While I agree with you on it being implausible, I should have to bring up that there are a lot of implausible things that go on in this game lol. Helix's that can be armed with a napalm bomb but dont disastrously explode in a cloud of napalm? Colonel Burton armed with tons of ammo and an assault rifle, climbing mountains and planting bombs, yet he's invisible? Logic! I agree on that, I don't expect my imaginary, made up world of what Generals should be to become a reality.

Posted by: Gameanater - Saturday, October 18, 2014 6:01:24 PM
Well, I might be able hide the existing Laptop object without doing modeling, and as for adding a new one I could just have her use Colonel Burton's knifing animation for her hacking... That would work I think. Damage Over Time giving her away? I see your point, but there IS still a little "we have discovered an enemy Black Lotus" and "Our building is being captured!" stuff going on when she's seen and capturing a building, but at that point you should hope you can move in units on her fast enough or Sell. So I don't think having units die because of poison and poison fields left around by an Infantry General wouldn't be too different. Yeah, that is true. I never thought of the Helix's not exploding into a fire superstorm after the upgrade like that before, but I see your point. I always thought of CB's weapon as a chain gun/mini gun of some kind... Though I guess if it actually was, then by Generals logic he'd be able to attack aircraft. I'll try my best though to make it a reality! Within reason. xD

Posted by: CaeDares - Saturday, October 18, 2014 6:30:12 PM
Sounds good to me. I guess you have a point, but I guess it doesn't really matter seeing as there isn't a single infantry unit in the game that can detect stealthed units anyways, so I guess if you're going to be attacking with her then your objective to steal buildings is more of a secondary option. Well, according to Generals logic, the Chinese weapons got turned into Miniguns just because they were under the orders of General Fai, so I guess his weapon could be anything. But I see it as an assault rifle because he shoots 3 bullets, stops, shoots 3 more, ect. Sounds like a 3 round burst assault rifle to me. Just make sure there are lots of explosions.

Posted by: Gameanater - Saturday, October 18, 2014 7:32:18 PM
[quote=CaeDares;134136]Sounds good to me. I guess you have a point, but I guess it doesn't really matter seeing as there isn't a single infantry unit in the game that can detect stealthed units anyways, so I guess if you're going to be attacking with her then your objective to steal buildings is more of a secondary option. Well, according to Generals logic, the Chinese weapons got turned into Miniguns just because they were under the orders of General Fai, so I guess his weapon could be anything. But I see it as an assault rifle because he shoots 3 bullets, stops, shoots 3 more, ect. Sounds like a 3 round burst assault rifle to me. Just make sure there are lots of explosions.[/quote] Yay. actually, that's not true. The Pathfinder can detect any stealthed units, and all of the Black Lotuses can too. Strangely, though, Colonel Burton and Jarmen Kell are left out of the loop... lol. xD And by Generals logic General Granger gets laser-defenses on his planes but General Townes -- THE LASERT GENERAL -- gets nuthin'. Kaboom!!!!

Posted by: CaeDares - Saturday, October 18, 2014 7:50:42 PM
Eh! I guess I didn't think about the Pathfinders because I figured they were like Jarmen Kell, and I don't usually classify the 'Heroes' as the 'Infantry', so that's why I didn't list Lotus. Eh. General Townes being my favorite American general (Because Lasers) I can see how he's balanced, but at the same time I can see him being overpowered as it is. He's a boss. But I would like to see his aircraft get lasers. Take that explosion and multiply it by 50. Then I'll be happy.

Posted by: Gameanater - Saturday, October 18, 2014 8:53:20 PM
Yeah, I actually would have liked Jarmen kell to be able to detect stealth guys... That would especially made sense for Prince Kassad. Who, btw, doesn't GET any other snipers in Skirmish. lol" Well, one more thing to add to my mod! KAAAAAAAAAAAABOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOMMMMMMMMMMMMMMMMM!!!!!!!!!!!!!!!!!!!!!!!

Posted by: CaeDares - Saturday, October 18, 2014 9:15:21 PM
The only thing I hate about Prince Kassad is how hard he is to defeat on Challenges. I don't think it's the fact that he's stealthed, I think it's the fact that he's GLA and already has a crapton of Stinger Sites all over the map, meaning No bombing or anything like that. Frustrating. Well, unless you're planning on only working on the Chinese faction, is there anything else you have planned on trying to do?

Posted by: Gameanater - Saturday, October 18, 2014 9:24:23 PM
Yeeeuup... Pretty fusterating. Here's a list so far of what I want to do since you asked: -- Fai's buildings will spawn Mini-Gunners when blown up similar to a USA general -- Prince Kassad will get Snipers and a unique Jarmen Kell -- Two words: Quad Sniper -- Fai will get a fast Technical-style van that is stealthed and has a Gattling Gun -- Composet Armor for General Kwai -- Laser missile defense systems for Townes' airforce -- Laser missile defense systems for some of Townes' buildings -- Re-add the Laser Cannon Superweapon for Townes -- Zombies, maybe even a whole zombie faction -- Hero Vehicles for all factions -- Unique versions of existing Hero units for each version of a faction (for example, Laser Colonel Burton) -- Balance out the factions a little more -- Dr. Thrax can create a horde of Zombies for very little money -- Improve some in-game effects a little (I've already got blood in there) -- Red Guard Robots replaces Napalm Bomb for Fai's Helixs, the bomb will spawn 3 Red Guard Robots instead of fire and has a faster recharge rate. You like?

Posted by: CaeDares - Saturday, October 18, 2014 10:53:43 PM
[quote]-- Fai's buildings will spawn Mini-Gunners when blown up similar to a USA general[/quote] I like it, but at the same time Fai's Mini-Gunners are also a lot stronger (Or faster? Both?) than a normal Ranger, so the fairness of that is a bit off, but at the same time I dislike how the Chinese are the only one who don't have a, what I call a "Building Special", like how the GLA have holes that can rebuild the structure after a while, and the U.S.A. get troops from their buildings being destroyed. At the same time, however, these arn't all that important, seeing as Rangers arn't that big of a threat to tanks destroying buildings, and the same thing goes with the Holes, which can easily be destroyed by just about anything. So if you're going to give the Chinese a "Building Special", it shouldn't be something as powerful as Mini-Gunners, who I have used over and over again to defeat my opponents without the use of tanks or RPG troops unless I was playing the defensive. [quote]-- Prince Kassad will get Snipers and a unique Jarmen Kell[/quote] As far as the Snipers go, it's a decent idea but I think we should stick with who the GLA actually are. You don't look at GLA and think "Oh crap, they've probably got snipers and a whole bunch of cool stuff sitting around!" You think "Oh god, they're going to attack us as soon as they possibly can and get it over with." When I play GLA, I don't think the best way to defeat my opponent, I think "Okay, my defenses suck but my vehicles arn't that expensive. Weak in terms of armor, but cheap. Good for swarming. Make a bunch of technicals and tanks, fill the techs with RPG troops and throw them onto the battle field." I don't think it's a BAD idea, especially since they already have Jarmen Kell, but with how fast GLA produces income, spam queuing snipers while you're rolling in 50k of cash doesn't seem very fair in any way that I look at it personally. I hate Pathfinders as it is. [quote]-- Two words: Quad Sniper[/quote] Might need a bit more detail on this idea. [quote]-- Fai will get a fast Technical-style van that is stealthed and has a Gattling Gun[/quote] General Fai already has this kind of vehicle, minus the stealth and the Gattling gun, but at the same time, the Assault truck, which is loaded with 8 Mini-Gunners, is a lot stronger than a single Gattling Gun, especially if you were to put them up against the original vehicle that the original Chinese faction has. Not only that, the vehicle has Propaganda. So as I see it as "General Fai has more than enough Bullet Firepower", I also think that the Mini-Gunners are kind of like General Fai's trademark unit, so why not provide something that gives those units a bit of a boost? Obviously, they're strong, but fragile. Maybe a support vehicle? [quote]-- Composet Armor for General Kwai[/quote] Sounds good to me [quote]-- Laser missile defense systems for Townes' airforce[/quote] Also good [quote]-- Laser missile defense systems for some of Townes' buildings[/quote] I find that the Lasers are pretty decent Anti-Tank weapons, so along with the defenses you'll obviously already have in place around, and possible even inside your base, you're already going to be good in the terms of defense. I'm not saying I support the idea, but it's like you're giving away an extra defensive system when you build certain buildings. Some of these buildings could even have more Hit Points than the Laser Defense Systems, and then there would be absolutely no point in building the defense systems at all except for early game defense. Maybe to make it a bit better, instead of a laser we give certain buildings a "Microwave Tank Beam" effect. Gets rid of at least 1 tank for the time that the building is still up. For example, an overlord. That's a bunch of firepower you just took away from them over a laser. [quote]-- Re-add the Laser Cannon Superweapon for Townes[/quote] I didn't realize he didn't have the Superweapon...Now I have to go look. I'll edit this part after I think about it. [quote]-- Zombies, maybe even a whole zombie faction[/quote] I'm not really into the whole "Zombie Apocalypse" hype, so I'm generally not the person you should be asking about this. [quote]-- Hero Vehicles for all factions[/quote] Yes, yes yes, and yes. [quote]-- Unique versions of existing Hero units for each version of a faction (for example, Laser Colonel Burton)[/quote] Yes, yes yes, and yes. Except, however, I wouldn't give them any other special abilities or any extra firepower, seeing as they're already strong as it is, especially if you get them up 3 ranks. [quote]-- Balance out the factions a little more[/quote] Always a yes. [quote]-- Dr. Thrax can create a horde of Zombies for very little money[/quote] Same thing about the Zombies idea above. I would get somebody else' opinion on this. [quote]-- Improve some in-game effects a little (I've already got blood in there)[/quote] Who doesn't like blood in a computer game? More explosions! [quote]-- Red Guard Robots replaces Napalm Bomb for Fai's Helixs, the bomb will spawn 3 Red Guard Robots instead of fire and has a faster recharge rate.[/quote] Do you mean this as in a Drop Pod? I like the idea, as cool as it sounds, but obviously you'd have to set a fair countdown limit to it, and at the same time, you can have unlimited Red Guard Robots just by purchasing 1 Helix. Think about how many youll get with 20 Helix's.

Posted by: Gameanater - Sunday, October 19, 2014 10:53:55 AM
Well I'm about to leave for church so I'll have to respond in full later, but I will say this: Your opinion is pretty helpful, thanks for the help so far. [smile] I basically plan to make each faction more powerful but since EVERY other faction is also more powerful then they were before I'm hoping I can keep it balanced in that way. Maybe for the Red Guard Robots the 'Bots self-destruct in flames after a short amount of time? -------------- In other news I can no longer participate in the Be Aware topic due to the crappy intetnet filter known as Net Nanny I'm stuck with on my computer. [angry] Gaaahhh....

Posted by: CaeDares - Sunday, October 19, 2014 11:18:50 AM
[quote]Your opinion is pretty helpful, thanks for the help so far. [smile] [/quote] Not a problem. [quote]I basically plan to make each faction more powerful but since EVERY other faction is also more powerful then they were before I'm hoping I can keep it balanced in that way.[/quote] There's always going to be something that needs balancing. I've never in my entire life played a game that was balanced except for older RPG games like Baldur's Gate. [quote]Maybe for the Red Guard Robots the 'Bots self-destruct in flames after a short amount of time?[/quote] That sounds like a good idea, but being it an explosion, would it hurt units around them? Maybe they should only self-destruct if they haven't been killed in battle, and if they do then it should be more of a power shutdown? Either way, I can see how handling that kind of unit would require more strategic maneuvers, but at the same time it comes with a risk to your own units, which I dont think any other unit has in the game: A risk, which would make people not want to use it in the first place.

Posted by: Gameanater - Friday, October 24, 2014 9:03:30 PM
Townes Missile defense: I meant like the Avenger's ability to defend itself from missiles, so you'd end up with the Supply Drop Zone doubling as a minor anti-missile device. Technical for Fai: The Assault Troop Crawler, while it obviously transports infantry, it isn't very fast (nor does it have good armor, but I plan to improve that). I was thinking the mini gunner-technical thing could also be cloaked, so as to provide Lotus with a very fast way to move around the map. The support vehicle's a cool idea, though. Quad Sniper: Take a look at the GC_Slth version of the Quad Cannon, it has an upgrade that allows it to snipe infantry EXTREMELY fast. However, this might be a little too powerfull and render Fai's infantry rushes completely worthless for what I feel is Kassad's own signature unit or best generic grunt vehicle (since he's got no tanks). So instead, this would act as a SECOND Hero Vehicle, in addition to being able to train 5 jarmen Kells (which, actually, you can make happen very easily) and have Jarmen Kell's Technical. Kassad was actually originally intended to get Snipers, you can find a couple of them in the GLA mission where you fight him, but they can't be trained even if you capture his buildings. They're basically Pathfinder clones without Chem Suits. I honestly think that that, along with 5 Jarmen Kells, would fit the stealth general quite well. Besides, I'm giving him a Quad Sniper too on top of that. So he might be the GLA Sniping General. xD Fai buildings spawning Mini-Gunners: I do see your point about being unbalanced... Maybe it'll spawn only a couple Mini-Gunners and a few Red Guard Robots (that don't self-destruct)? Would that balance out a little better? I'm also planning to give him the ability to train USA-style Pilots, which would help his vehicles, which I'm going to try to scale down to focus on his infantry more (besides the Assault Troop Crawler, which will get beefed up with better armor). Red Guard Robot Flame Destruction: Nothing too big, really. Try blowing up a Dragon Tank, it leaves behind a small amount of fire which damages anyoine who walks through it. I would think that since it does the same a Dragon Tank does when it blows up, whether it self-destructed or was killed, it wouldn't be too big of a deal as long as your other infantry weren't crowding it. Red Guard Robots will also be vulnerable to EMP.

Posted by: CaeDares - Saturday, October 25, 2014 9:49:58 AM
Ignore my deleted messages above, I accidentally quoted one of my own comments and posted it on accident when I was trying to edit "unbalanced" to say "balanced". Oops! [quote] Townes Missile defense: I meant like the Avenger's ability to defend itself from missiles, so you'd end up with the Supply Drop Zone doubling as a minor anti-missile device.[/quote] I'm not really sure about this, to be honest. It could make General Townes completely invulnerable to missile troops. [quote]Technical for Fai: The Assault Troop Crawler, while it obviously transports infantry, it isn't very fast (nor does it have good armor, but I plan to improve that). I was thinking the mini gunner-technical thing could also be cloaked, so as to provide Lotus with a very fast way to move around the map.[/quote] While I agree that the Assault Troop Crawler is [i]way[/i] too slow, giving it speed AND armor seems like an overpowering move. In my mind, it's just a transport vehicle that infantry can shoot out of, so it shouldn't really be that armored to begin with. Thinking logically, if it was originally fast, and THEN you add a bunch of armor to it, that armor is going to slow the vehicle down. Maybe give it the speed it needs, and then add a new Upgrade that allows you to add armor to it at the cost of some speed, that way players can choose whether they want a highly mobile assault vehicle that zooms past their units / defences, or if they want to have a nicely protected assault vehicle that sits at the front lines and mows people down. [quote]Quad Sniper: Take a look at the GC_Slth version of the Quad Cannon, it has an upgrade that allows it to snipe infantry EXTREMELY fast. However, this might be a little too powerfull and render Fai's infantry rushes completely worthless for what I feel is Kassad's own signature unit or best generic grunt vehicle (since he's got no tanks). So instead, this would act as a SECOND Hero Vehicle, in addition to being able to train 5 jarmen Kells (which, actually, you can make happen very easily) and have Jarmen Kell's Technical.[/quote] I don't know. Kassad is overkill as it is. Tunnel networks in your base, the ability to create stealthed infantry in your base, and along with that he's constantly sending rocket buggy's your way to take out your defences. If you add this, the next thing you have to worry about is 5 Jarmen Kells and a Quad Cannon that can instantly kill all your infantry. It MIGHT be a bit fair if he was the 2nd to last person you fight in Challenge mode, but him usually being the 2nd to 5th general you fight, I don't seem it quite fair. [quote] Besides, I'm giving him a Quad Sniper too on top of that.[/quote] If you do this, my suggestion is that you at least give him a longer reload time after shooting all 4 times, to the equivalent of having to reload after each shot, except 4 times. That or just take that away and just give him a faster rate of fire. Fai buildings spawning Mini-Gunners: [quote]I do see your point about being unbalanced... Maybe it'll spawn only a couple Mini-Gunners and a few Red Guard Robots (that don't self-destruct)? Would that balance out a little better?[/quote] Maybe just the Red Guard Bots because if they blow up around the Mini-Gunners...Then what's the point of the Mini-Gunners? They'd just get blown to bits if the enemy general knows what he's doing and attacks the Bots first. [quote]I'm also planning to give him the ability to train USA-style Pilots, which would help his vehicles, which I'm going to try to scale down to focus on his infantry more (besides the Assault Troop Crawler, which will get beefed up with better armor).[/quote] I don't like the idea because it's a USA specific thing. Besides that, when it comes to Fai, any tanks you use are basically going to be for Utility, like clearing out a building or helping you take down planes and defend the base, so there's no real reason to have them gain ranks to begin with. [quote] Red Guard Robot Flame Destruction: Nothing too big, really. Try blowing up a Dragon Tank, it leaves behind a small amount of fire which damages anyone who walks through it. I would think that since it does the same a Dragon Tank does when it blows up, whether it self-destructed or was killed, it wouldn't be too big of a deal as long as your other infantry weren't crowding it. Red Guard Robots will also be vulnerable to EMP.[/quote] Sounds good to me, then.

Posted by: Gameanater - Saturday, October 25, 2014 10:26:14 AM
lol. Townes Missile Defense: Good point... Maybe it just provides targeting assistance to other units like the Avenger does to ground units and wouldn't do anything against missiles... Would that work? Tech and Assault Troop: Cool idea, actually. only problem is that I don't think I can change their speed through an upgrade, so I'd have to go with one or the other. Maybe I'll make the Assault Troop Crawler stay the same speed and have better armor and increase the speed of the Attack Outpost but leave its armor weak, perhaps that'd work? Prince Kassad: He's already overkill? Well, not quite from my point of view. To be honest I wish the dev's would have lust let us use the GC_Slth version of him in that one mission for Skirmish and challenge, 'cause THAT looks more like an extremely sneaky/stealth based dude to me then the guy we get in Skirmish and Challenge. I dunno.... Anyway, the 4 shot per magazine idea actually sounds like it would work very well. And, heck, all I'd have to do is add one or two lines to the existing Quad Sniper weapon and BOOM! It works! Might also balance out the Elite Sniper I have for Fai that uses that weapon (yep, fully-automatic Sniper Rifle for a ground unit. With your idea I can tone that down a bit better!). There's actually "commented-out" code that would otherwise allow 5 Jarmen Kells for Kassad... AND, he GC_Slth Jarmen Kell also has a bonus weapon that lets him snipe garrisoned infantry (a nice thing, I must say). I don't know, I see your point regarding balance but I still kind of want to play with the idea of Kassad having more sniping stuff then just one Jarmen Kell... Maybe just Pathfinder clones and 5 JK's and no Quad Snipers whatsoever would keep that from being overpowered against infantry, I don't know... Red Guard Bots and building spawning stuff: Well, the version of the Bots spawned when the building blows up wouldn't normally self-destruct or anything... It'd still leave the flames behind, but I think that would still work somewhat well at least. Pilots: Yeah, you're right... That's something better suited to Kwai... Oooo! Give Kwai's vehicles Pilots, too! That'd be cool!

Posted by: Gameanater - Saturday, October 25, 2014 12:45:17 PM
What about if I gave Fai the USA Rangers? Sure it might not make a lot of sense at first, but what if he had stolen tech and stuff from other factions to augment his infantry with? If I gave him Rangers, I could logically make his buildings spawn Rangers when they blow up. What about a Toxin Rebel while we're at it? And a Terrorist?

Posted by: CommieDog - Saturday, October 25, 2014 2:17:38 PM
[quote=Gameanater;134239]Tech and Assault Troop: Cool idea, actually. only problem is that I don't think I can change their speed through an upgrade, so I'd have to go with one or the other.[/quote] You can change a unit's speed with an upgrade. Take a look at the Nuclear Tanks upgrade.

Posted by: Gameanater - Saturday, October 25, 2014 2:19:27 PM
[quote=CommieDog;134243] You can change a unit's speed with an upgrade. Take a look at the Nuclear Tanks upgrade.[/quote] [open_mouth] ... *Facepalm* I'm such a noob... :banghead: I already upgraded it's armor, though. I think it's good enough. [smile]

Posted by: CaeDares - Saturday, October 25, 2014 8:13:31 PM
[quote]Townes Missile Defense: Good point... Maybe it just provides targeting assistance to other units like the Avenger does to ground units and wouldn't do anything against missiles... Would that work?[/quote] Dunno. I'd have to see how this works before I actually say I like the idea, but don't let that stop you from implementing it into your mod. [quote]Tech and Assault Troop: Cool idea, actually. only problem is that I don't think I can change their speed through an upgrade, so I'd have to go with one or the other. Maybe I'll make the Assault Troop Crawler stay the same speed and have better armor and increase the speed of the Attack Outpost but leave its armor weak, perhaps that'd work?[/quote] [quote]You can change a unit's speed with an upgrade. Take a look at the Nuclear Tanks upgrade.[/quote] With that said, I still support the idea that it should have a +armor -speed upgrade for people who prefer it. [quote] Prince Kassad: He's already overkill? Well, not quite from my point of view. To be honest I wish the dev's would have lust let us use the GC_Slth version of him in that one mission for Skirmish and challenge, 'cause THAT looks more like an extremely sneaky/stealth based dude to me then the guy we get in Skirmish and Challenge. I dunno.... Anyway, the 4 shot per magazine idea actually sounds like it would work very well. And, heck, all I'd have to do is add one or two lines to the existing Quad Sniper weapon and BOOM! It works! Might also balance out the Elite Sniper I have for Fai that uses that weapon (yep, fully-automatic Sniper Rifle for a ground unit. With your idea I can tone that down a bit better!). There's actually "commented-out" code that would otherwise allow 5 Jarmen Kells for Kassad... AND, he GC_Slth Jarmen Kell also has a bonus weapon that lets him snipe garrisoned infantry (a nice thing, I must say). I don't know, I see your point regarding balance but I still kind of want to play with the idea of Kassad having more sniping stuff then just one Jarmen Kell... Maybe just Pathfinder clones and 5 JK's and no Quad Snipers whatsoever would keep that from being overpowered against infantry, I don't know...[/quote] Well, to be fair, as far as I know, there's already a mod out that has everything including the "commented-out" code. It's called...Shockwave? Something like that? So maybe looking at that before you actually implement it would be a good idea. [quote] Red Guard Bots and building spawning stuff: Well, the version of the Bots spawned when the building blows up wouldn't normally self-destruct or anything... It'd still leave the flames behind, but I think that would still work somewhat well at least.[/quote] Sounds good to me. You'd just have to remember to make 2 different types of Red Guard Bots. One that explodes, one that doesnt. [quote]Pilots: Yeah, you're right... That's something better suited to Kwai... Oooo! Give Kwai's vehicles Pilots, too! That'd be cool![/quote] Sounds okay, I suppose. [quote]What about if I gave Fai the USA Rangers? Sure it might not make a lot of sense at first, but what if he had stolen tech and stuff from other factions to augment his infantry with? If I gave him Rangers, I could logically make his buildings spawn Rangers when they blow up. What about a Toxin Rebel while we're at it? And a Terrorist? [/quote] Not sure about this. Fai already has the strongest infantry, so what would be the point in having other factions infantry?

Posted by: UTD^Force - Sunday, October 26, 2014 9:03:39 AM
[code=plain] ;The OCL: ObjectCreationList Infa_OCL_ChinaInfantryBarracks CreateObject ObjectNames = Infa_ChinaInfantryMiniGunner IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = ;choose your number RequiresLivePlayer = Yes End End ;The behaviour/behavior: Behavior = CreateObjectDie ModuleTag_09 CreationList = Infa_OCL_ChinaInfantryBarracks ExemptStatus = UNDER_CONSTRUCTION End [/code]

Posted by: qqqqqqqqqp - Sunday, October 26, 2014 9:30:39 AM
Sounds like it has promise. I'll get it later. Last thing ^ UTD. What is this shannanagens?

Posted by: CaeDares - Sunday, October 26, 2014 1:52:53 PM
No wonder it took forever to load this page...

Posted by: UTD^Force - Sunday, October 26, 2014 2:49:14 PM
Sorry guys... :ashamed: :ashamed: :ashamed:

Posted by: Gameanater - Sunday, October 26, 2014 2:56:44 PM
[code=plain] ;The OCL: ObjectCreationList Infa_OCL_ChinaInfantryBarracks CreateObject ObjectNames = Infa_ChinaInfantryMiniGunner IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = ;choose your number RequiresLivePlayer = Yes End End ;The behaviour/behavior: Behavior = CreateObjectDie ModuleTag_09 CreationList = Infa_OCL_ChinaInfantryBarracks ExemptStatus = UNDER_CONSTRUCTION End [/code]

Posted by: Gameanater - Sunday, October 26, 2014 3:24:55 PM
Sorry to say... But the code didn't do anything when I gave it over to Fai's Command Center. [sad]

Posted by: UTD^Force - Sunday, October 26, 2014 3:35:39 PM
I will try to see it in a few minutes...

Posted by: UTD^Force - Sunday, October 26, 2014 3:56:36 PM
I've just tested the code, it works perfectly. Did you copy it as it was? And forgot to modify this line: [code=plain] Count = ;choose your number[/code] And [size=9][color=red]NOTE[/color][/size] the Command Center already has that behavior so it should look like this: [quote] Behavior = CreateObjectDie ModuleTag_12 CreationList = Infa_OCL_ChinaInfantryBarracks ExemptStatus = UNDER_CONSTRUCTION End[/quote] * I made the word "note" in the size of your head so you can notice it! xD

Posted by: Gameanater - Sunday, October 26, 2014 6:08:57 PM
Here's the code I put in the Command Center: [code=plain] Behavior = CreateObjectDie ModuleTag_30 CreationList = Infa_OCL_MiniGunner10CountScatter ExemptStatus = UNDER_CONSTRUCTION ;Don't create these guys if we're under construction End =-=-=-=-=-=-=- And the code for the "Infa_OCL_MiniGunner10CountScatter" =-=-=-=-=-=-=-=-=-=-=- ;The OCL: ;ObjectCreationList ;Name of OCL goes here ; CreateObject ; ObjectNames = ;Type object name(s) here ; IgnorePrimaryObstacle = Yes ; Disposition = SEND_IT_OUT ; DispositionIntensity = 4 ; Count = ;choose your number ; RequiresLivePlayer = Yes ; End ;End ;The behavior: ; Behavior = CreateObjectDie ModuleTag_09 ; CreationList = Infa_OCL_ChinaInfantryBarracks ; ExemptStatus = UNDER_CONSTRUCTION ;Don't create these guys if we're under construction ; End ;All of that above was done by UTD^Force. --JCD ObjectCreationList Infa_OCL_MiniGunner10CountScatter CreateObject ObjectNames = Infa_ChinaInfantryMiniGunner IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 10 RequiresLivePlayer = Yes End End ObjectCreationList Infa_OCL_MiniGunner4CountScatter CreateObject ObjectNames = Infa_ChinaInfantryMiniGunner IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 5 RequiresLivePlayer = Yes End End ObjectCreationList Infa_OCL_MiniGunner2CountScatter CreateObject ObjectNames = Infa_ChinaInfantryMiniGunner IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 2 RequiresLivePlayer = Yes End End [/code] [h][b][i][u]NOTE![/u][/i][/b][/h] The "And the code for the Infa_MiniGunner10CountScatter" is NOT in any of the .ini's! I just put it in the Code Tag so I wouldn't have to post in two replies. Code tags get messed up if more then one of them is around in a single reply for some reason...

Posted by: UTD^Force - Monday, October 27, 2014 7:34:41 AM
What do you need now? And did the code work?

Posted by: UTD^Force - Saturday, November 8, 2014 11:24:23 AM
So....?

Posted by: Gameanater - Saturday, November 8, 2014 11:34:07 AM
Heheh, sorry... The code actually worked, the reason it wasn't doing anything is because... I forgot to change the file from a .txt to a .ini.... xD Although I'm not sure why calling for a non-existent OCL doesn't crash the game outright.. Not sure what I need ATM, although there are a few minor non-game-breaking bugs in Domination that I guess I could use some help with

Posted by: UTD^Force - Saturday, November 8, 2014 11:49:58 AM
[quote=Gameanater;134570]Heheh, sorry... The code actually worked, the reason it wasn't doing anything is because... I forgot to change the file from a .txt to a .ini.... xD Although I'm not sure why calling for a non-existent OCL doesn't crash the game outright.. Not sure what I need ATM, although there are a few minor non-game-breaking bugs in Domination that I guess I could use some help with[/quote] xD ------ So, you want it to crash?! :D :P ----- I can help with the bugs, and.... Uh, ATM stands for At This Moment. Just posted this before a noob thinks you mean Automatic Transfer Machine xD

Posted by: Gameanater - Saturday, November 8, 2014 12:03:56 PM
[quote]xD ------ So, you want it to crash?! :D :P ----- I can help with the bugs, and.... Uh, ATM stands for At This Moment. Just posted this before a noob thinks you mean Automatic Transfer Machine xD[/quote] No I don't. lol... xD ----------------------------------- Awesome! I'll post some code in a few... In my personal work, I stand for At THE Moment... Not much a difference really, but whatev's. And please enter your PIN to begin your transaction.

Posted by: UTD^Force - Saturday, November 8, 2014 12:39:52 PM
xD, here's the PIN:826688487362 Pass:728848

Posted by: Gameanater - Saturday, November 8, 2014 1:19:13 PM
Login complete Account: Force, UTD^ Balance: $208289 Actions: Deposit Withdraw Log out

Posted by: UTD^Force - Saturday, November 8, 2014 2:43:36 PM
[quote=Gameanater;134579]Login complete Account: Force, UTD^ Balance: $208289 Actions: Deposit Withdraw Log out[/quote] No shit?! 200,000?! Withdraw & log out, NOW! I will disappear after this :P xD ----- Oh, and btw, UTD^Force Stands for United Forces

Posted by: Gameanater - Saturday, November 8, 2014 4:55:27 PM
[quote=UTD^Force;134581][quote=Gameanater;134579]Login complete Account: Force, UTD^ Balance: $208289 Actions: Deposit Withdraw Log out[/quote] No :censored: ?! 200,000?! Withdraw & log out, NOW! I will disappear after this :P xD ----- Oh, and btw, UTD^Force Stands for United Forces [/quote] Transaction complete, $208,289 withdrawl New balance: $0 ----- LOG OUT ----- Please enter your PIN to begin a transaction --------------------------------------------- lol, cool. See ya later, I guess.

Posted by: CaeDares - Saturday, November 8, 2014 5:36:09 PM
Time to find UTD on the street and rob him. >:)

Posted by: Gameanater - Saturday, November 8, 2014 6:03:34 PM
[quote=CaeDares;134589]Time to find UTD on the street and rob him. >:)[/quote] Hahahahahahahahahahhahahaha! xD [img]https://www.cnclabs.com/forums/images/emoticons/gwicon_buzzy.gif[/img]

Posted by: Gameanater - Saturday, November 8, 2014 9:01:16 PM
Here's a few things I've done, tell me what'chal think of them: General: -- The ChinaPowerPLantDeathWeapon has a slight scatter effect now -- Added new music... Some from The Matrix, actually. Civilian Buildings: --Objects like the Chemical Factory and the Nuclear Bunkers are now capturable and provide a notable power boost. --German windmill provides a measly 3 points of power when garrisoned --TEROutpost and all TV stations now provide radar when garrisoned --Guard Tower and Civilian Bunker self-heal --Buildings like the gas stations and storage facilities now disastrously explode and start a large firestorm when blown up --Several nuclear buildings now actually explode when killed --AND both versions of the mega-nuclear reactor are capturable and provide a gigantic power boost. And they explode. China Infantry General: -- Removed Rangers -- Terrorist no longer is trained two at a time -- All building spawn Mini Gunners when destroyed. The Speaker Tower also spits out a single Mini Gunner when it blows up. -- You are now limited to 6 Elite Snipers -- Fai can train up to 5 Super Lotuses (still working on her mini crossbow!) China Tank General: -- All tanks spawn Pilots, along with the MiG and Helix -- All tanks have Nationalism -- Dragon Tank now fires a shell, which creates napalm when it explodes and has potential to create a firestorm, but does not clear out garrisoned buildings. Can be upgraded with Black Napalm. This also fixes the problem with not being able work when garrisoned inside a Bunker. -- ECM Tank was basically the same as the standard version, now it's more like an Avenger, with laser defenses against missiles and the ability to provide targeting assistance -- All tanks have Composite Armor... And so does the Supply truck, because why not? -- All tanks can create USA Drones China Nuke General: -- Almost every building (minus defensive ones, like the Gattling Cannon) explodes like a Nuclear Reactor, which has the potential to hurt any nearby units. -- Black Lotus explodes like the buildings when she is killed. -- Decreased the cost of his Nuclear Missile a little

Posted by: Rrtaya_tsamsiyu - Saturday, November 8, 2014 9:22:33 PM
i like it. Really like the edits to the civilian buildings, which i think are largely ignored otherwise.

Posted by: UTD^Force - Sunday, November 9, 2014 10:42:27 AM
[quote=CaeDares;134589]Time to find UTD on the street and rob him. >:)[/quote] lol. ------ Back to the topic, I really like what you did! Looks really very cool! Btw, I had some of those as ideas before, but never had time to make them happen. Great job!

Posted by: Gameanater - Sunday, November 9, 2014 2:12:26 PM
Thank you guys! I'm glad ya'll like them. [grin] Now if only I can get the freaking UN Humvee to not prevent me from opening the game, I can release a beta on Moddb...

Posted by: UTD^Force - Sunday, November 9, 2014 2:55:23 PM
Ohhhhhh shit! I forgot to check it out! I'll try to check it tomorrow, sorry :(:ashamed: [sad]

Posted by: Gameanater - Sunday, November 9, 2014 3:57:37 PM
lol. No problem. xD btw, how you like THIS? I gave Tao, Nuke General, the ability to build NUKE TRUCKS! You need a Propaganda Center to do so, and you're limited to only 1 at a time. They cost 1500, and they pack a WHALLOP! I also made sure its weapon leaves behind radiation that actually hurts stuff... As an intereting and as-of-yet unexplained side-effect, the Nuke Truck now jumps in the air before it blows itself up... If it touches a building while airborne, it dies without causing any explosion... Odd, but I guess it works. [ATTACH]1589[/Attach] [ATTACH]1590[/Attach]

Posted by: qqqqqqqqqp - Sunday, November 9, 2014 3:59:59 PM
Make the enemys think hah that fail.... BOOM!

Posted by: Gameanater - Sunday, November 9, 2014 4:00:35 PM
[quote=qqqqqqqqqp;134621]Make the enemys think hah that fail.... BOOM![/quote] Make what fail?

Posted by: qqqqqqqqqp - Sunday, November 9, 2014 4:05:00 PM
Nono the fact of the Truck launching itself into the air they think hah that failed then it comes back down and explodes

Posted by: UTD^Force - Sunday, November 9, 2014 4:10:45 PM
That's good! [+1] [+1] [+1]

Posted by: Gameanater - Sunday, November 9, 2014 7:08:22 PM
[img=http://media.moddb.com/images/mods/1/27/26107/sshot318.png]Yeah, baby!![/img] "Filled with surprises." -- Nuke Truck

Posted by: zero hour mad map maker - Sunday, November 9, 2014 7:20:57 PM
[quote=Gameanater;134627][img=http://media.moddb.com/images/mods/1/27/26107/sshot318.png]Yeah, baby!![/img] "Filled with surprises." -- Nuke Truck[/quote] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] [open_mouth] OMG

Posted by: Gameanater - Sunday, November 9, 2014 7:53:09 PM
Holy crap. ZMMM just fell in love with me. xD jk

Posted by: UTD^Force - Tuesday, November 11, 2014 8:55:22 AM
[quote=Gameanater;134617]Thank you guys! I'm glad ya'll like them. [grin] Now if only I can get the freaking UN Humvee to not prevent me from opening the game, I can release a beta on Moddb...[/quote] Here, it only took me five minutes to find the problems[grin] [grin] [grin] : [url=http://www.cnclabs.com/forums/cnc_postsm134660_Behavior-Fail.aspx#post134660]Solution[/url].

Posted by: qqqqqqqqqp - Tuesday, November 11, 2014 11:49:32 AM
Question how did you get the picture to show up like that

Posted by: UTD^Force - Tuesday, November 11, 2014 12:22:13 PM
Which picture?

Posted by: CaeDares - Tuesday, November 11, 2014 6:48:29 PM
I think he's talking about Gameanaters screenshot. If that is what you're talking about, then it's under "Post Reply" instead of Quick Reply. There's an "insert image" button.

Posted by: qqqqqqqqqp - Wednesday, November 12, 2014 11:44:14 AM
ok thank you i always wanted to do that and it only worked once