Hello there ;)
we haven't forgotten - just that real life has been abit hectic, and we're resolving some kinks in CNC2142. we know it's been a while, hang on! :)
lol, we'll see when we finish. :P
Well, currently speaking the Titan will sport 2 anti-air cannons and 6 anti-ground mortars, just like the original. We're yet to work on the launch pod system, but it's definately something we'd put in if possible~
hahaha thank you man :D
yup, models are bigger but since we made sure our stuff is high calibre, this wasn't an issue whatsoever - everything I'm seeing now is still urberrr sharp ^^ and still in proportions too!
the small stuff i'm about to introduce this week was, in fact, so small previously I could barely see it in-game, to keep everything scaled we eventually had to do a major overhaul to make all of our existing models bigger :P
it's coming some time this week, i will not confirm nor deny both of your guesses :P
whatever amount you deem justified in your opinion ;P
we've got 2 major things coming up this week: one's rather small and the other's big.. REALLY BIG. guess? XD
what if I tell you, just a tiny bit more patience, and we would give you guys one of the most juicy updates in CNC2142 history? XD
but the fact is, AK-47 is still one of the cheapest and most widely available firearms available due to counterfits and low production costs.
when one mentions AK-47, he/she's most probably referring to the "Type 2" - one of the original designs. in that case, you're right - most developed countries won't use that anymore. nowadays, like the PRC army, they employ modern versions like the "Type 56-I", but still technically AK-47s :)
it's like comparing the Iron Man "Mark I" and "Mark III" armour. Yes, different versions, but still technically Iron Man armour ;P
patience, my man :P
they do have chain guns :) might fix the model abit to make it more visible
no problemo :P
"Squad! Hold this position!"
yeh! i noticed it too when I was comparing the EU air transport with PAC's version in BF2142. Most of EU's vehicles are smaller in some way.. even their gunship's smaller >_>
all thanks to those who suggested that I should keep the team colours less in the first place ^^
thank you! :D
well when I was accepted this past September, I chose Business Admin with Information Tech for my intended major, but I'm having second guesses and want to maybe give IT/Informatics or Computer science a shot ^^''
Well.. like I said before, university is tough stuff for both my team and I... so if we have time, then oh man we'll defo put one in based on the story in BF2142.
I think I will just keep infantry at 6 people per unit as max, because squads in BF2142 only holds up to 6 players too, I trust loyal BF2142 fans will appreciate these small details we take note of :)
LOL internet explorer epic failed hahah
no worries about it :) i just like to have idea suggestions concentrated in either the public comments section or my private inbox, just so it makes things easier for my own future references ;)
we will definately look into it, thanks for the suggestion!! :)
All gunships will have TV missiles available at disposal, it is a special ability that commanders can use to aim at a specific enemy target :)
yeah what happened? >.>
thanks for all the suggestions regarding infantry formation guys! :) I'll take a look at all of them and hopefully have a final plan soon.
The squad styled infantry format is exactly how I envisioned it too, except, the only issue is: say for the Engineers squad, why have 2 support gunners in it as opposed to, I duno, any other number that still makes up to 6 in the group? In fact, why pair Support specifically with Engineers? It is this precise thing that's troubling me right now.. it's good but personal preference and balancing the strengths (and weaknesses) of these squad-based units might be hard >.>
Personally, my plan is to have infantry units built as individuals, but with the ability to merge with other infantry units into squads. That would make CNC2142's squad system as versatile as those in BF2142! :D What do you guys think?
it's in the screenshots, here:
it wasn't just the APCs! we have the urber resources to make even the EU gunship to be at 1400 polys,, just an example of many other vehicles we've optimized to make room for other more detailed models. Certainly doesn't look like it huh! :P
AHAHAAHAHAA lol nice man :P that's pretty epic
this place is starting to sound like a "rammers" confession table lol
Hi, thank you for the whole contacting EA Rep thing, we're really grateful for the help :)
Regarding the site idea, I should've probably structured my point more clearly. Basically, I was trying to say while we love how EA has a site for the C&C fran, and a load of forums just for that game and modders.. we often find duplicated threads for very similar problems, yet only one or two of them might have been answered correctly. I think EA's efforts would be way more appreciated if there's an actual dedicated sub-website/portal of the C&C fran website just for C&C mods. It's sorta like how Sony has a general website for a laptop series (this in our case would be EA's C&C fran website), and smaller promotional websites for some of the more specific things. The C&C modding portal should definately have a link to the existing modding forum, with other things like "mod of the month" articles, interviews with mod teams/leaders and maybe even modding tutorials like the ones here: (http://cnc3.net/itemlist?type=1)
And wow, all of my friends and I LOVE "Generals: Zero Hour". In fact, we still get together and play it through the Internet every now and then. While some people might've disliked the fact that Generals doesn't have any live action cutscenes like other C&C games, we are totally fine with that to be honest hahaha. It was one of the best looking games back then, theme & gameplay were both terrific, campaign was definately nice (so nice China had to ban it hahahah) - it definately deserves its E3 award. I'd love the oppertunity to work on the next Generals as a proud representative of the CNC modding community :) If there's anything more regarding this which you'd like to discuss more privately, please feel free to private message me or email! It's on my profile :)
we thought of adding the soldiers onto gunner posts, and results were fine, except the poly count got bumped all the way to almost 12000.. which might make some slower comps lag in a big game.
EA suggests poly count for 3d models in CNC3 should stay around 3000, but for the sake of better visuals, we've brought the poly count up for all of the bigger vehicles, and made sure the rest of vehicles look great even though the poly counts are much smaller (for example: the EU Apc vehicle, it's poly count is only about 1500, but looks just as good as the original in BF2142 right now!) - all this while everything is still scaled precisely! :) thanks to our talented team hahaha~