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I do believe that cements this as the definitive RA1 remake, now too.
Aiming looks like a real pain in this build. I think you'll need to smooth out the motion so your tank doesn't jolt whenever it hits uneven terrain, and you'll probably need to allow them to alter their pitch.
Looks like he's had a few too many.
Oh, but haven't you heard? It's from a popular horror mod... and skinned in mspaint... To be fair, it's like that in the mod.
Not sure if I interpreted it entirely accurately, and I sometimes use strange diction for an english speaker.
I typed up a bit of a clarification on the description, I like the sound of this, gonna reinstall SC1 and try it out.
I thought that was 6 players, with a larger landmass on either side instead of two islands.
Yeah, naming's hard. Not a bad map, not many original works get posted here.
I very much doubt this is the town in morrowind
"First I was a home, and now I popped up in these woods."
Now all it needs is that crater effect to appear underneath it when it deploys.
IMO, this'd be better with structural grids
He could be really drunk.
Companies like to embellish their importance by making things seem impossible without their say so. It always comes down to a few resourceful coders, or that company eventually caving in to pressure.
This page was posted 2 months after the IGN article, I don't see what the date has to do with it. That is, unless you're presuming I'm aware of some other article in which they rescinded that statement, which I have not found.
At least change the f'n decals.
Ign.com Uhhh, guys, BF2, 2142 and BC2 are gonna be fine.
Wow, it's amazing what a reskin can do.
Maybe add some other form of paygate than cats for research levels. Who's all that money going to?
Is it like a voodoo sacrifice for the elder gods to pass along forbidden knowledge, or something?
Population limit should totally be based on a limiting factor, but I'd say it's better as a soft limit. For instance, the amount of housing/utilities you can provide.
I think that scanner effect coming from the turret could use some flickering or blinking, but looking great so far.
Furthermore, there's nothing that explicitely makes this a "nazi" city.
"Our city's style is typical of the 19th and early 20th centuries, showing our re-interpretation of neo-classical/gothic/byzantine/renaissance, Beaux-Arts and Modern Style. Our main source of inspiration would be Paris, but we also took ideas from New York, Chicago, Vienna, London, Berlin, Brussels, Venice, Florence, Rome..."
And the original uploader is, once again, French.
Original map page: Planetminecraft.com
Original Author's posting: Planetminecraft.com
Again, credit the author. that means linking to their profile on whatever site you downloaded this from.
I wish this had a multiplayer mod like Just Cause 2 does.
This game needs an XCom mod.
Cool, I haven't tried getting my friends on for a compstomp in fear of that thanks to TS's standard behavior.
Does the AI still prioritize the host as a target in multiplayer?
That's not entirely accurate. There were a few mashup mods that just used existing TS content and plopped them into RA2 for "nod vs soviets vs GDI vs allies" scenarios. According to the above post, the terrain is the issue, but I've seen classic TS infantry and structures used in RA2, the only problem is they look like stick figures compared to everything else. Voxels are somewhere between model and pixels. Having dealt with them before, I can say RA2's only difference with them is that it provides a higher "resolution" to work with.