Just here to help mods by providing feedback, to ask help on the forums when I encounter issues and to enjoy the modding community.
Maybe I'll actually start modding some day too.
I know that in Deep Impact's storyline the heavy focus on defence is a natural consequence of the situation for Europe. I just find it interesting that people so often include such an element in the European faction is all.
I guess the fortresses and trenches left throughout history, and the slow battles of attrition won centimeter by bloody centimeter really leave a deep impression on people. Pretty neat theme to keep to.
Anyway, thanks, that's really all I wanted to talk about. I'm very glad the subject could in the end be discussed in a polite and civil manner and I apologize for drawing a comparision to start the topic. I was unaware that it was such a sore spot.
To clarify: What I find so interesting about that both the European factions from different mods that I mentioned share a similar playstyle is that apparently there's something about Europe that makes people instantly link their military forces to a defensive style. I thought that was pecullier, being myself from Europe and knowing that nowadays our military works nothing like that.
Not to say that I don't like the defensive style European factions. In the contrary, I love them. Just thought it was curious and worth commenting on. Didn't exactly expect the mod author to go bonkers and rage against a bunch of people just because of that.
Don't get your panties in a twist now, I was only making the comparision because I find it interesting that people from what I've seen tend to make the European faction into a more defense-oriented one than the rest. I'm not sure how remarking that would in any way offend you.
And I know turtling was not invented by RotR. I'm crazy, not stupid. Easy mistake to make.
I realize it must be frustrating to have your work compared to other peoples' work just because of a few similarities so often. But what's so horrible about that? I'm not accusing anyone of plagurism or anything stupid like that, I just through it was noteworthy that both those European factions share a similar vision in what they should play like.
WEA is very similar to RotR's ECA in their approach, aren't they? So many defensive structures and units with defensive abilities.
This looks so high-res it might as well be for Renegade 2 or something. Awesome!
The issue with the dust could perhaps be circumvented through a filtration system, through the filter would of course itself be rather vulnerable, not to mention that this would severely impact the performance of the turbine given that it hampers air intake quite a lot. Still, worth considering. I'm sure the clever and fanatically driven minds of Nod's scientists can come up with something along those lines or something better still to protect the fragile and vulnerable turbine.
Dat low angle screenshot/extremely short pants combo.
This new skin is AMAZING. I often notice that walkers have kind of bad animations in a lot of mods though. Let's hope that the animations will match up to the brilliant model. That way we Nod players will have the consolation of seeing something truly epic when our light vehicles get turned into scrap. XD
Agreed. They should be heavily armored, but the facility itself is unstable due to the severely overclocked generators, so anything that "punctures the armor" and "hits the inner structure" should do increased damage. This can be perfectly represented by low HP and high armor. :)
It does however provide 4 times the amount of power that any other powerplant produces for less than 2.5 times the cost and only a slight size increase.
Because this build is a beta, bugs are expected. Still, I will list a few so as to provide feedback that may just help.
First playthrough, I noticed a few things:
-AI is terrible. After initial agression and a short burst of teching up, they suddenly stop teching up and just send wave after wave of not particularly intimidating tier 1 units. I was playing versus Infantry General and Toxin General while testing this.
-New models missing. Probably not a bug, but some of the units have the icon of the new models bu the actual models are still the old ones. In particular the Cybernetic General's giant last-tier mech.
-GLA rebuilding can go on forever. Sometimes when you entirely destroy a GLA building and the GLA hole it spawns, the building will be re-constructed from NOTHING over and over again. I checked with stealth-detecting units to make sure there was nothing left, but there really was nothing. Buildings were just appearing out of thin air. There were no workers left to build the buildings from scratch either, the buildings just self-constructed like from a GLA hole. I spent about 10 minutes trying to wipe out a GLA Toxin General player who had no buildings and not units left on the entire map. Eventually the game finally stopped re-building the buildings and I won.
I hope this can help during bug-fixing.
April fools or not...I actually kind of want this car to just flash by during a time-travel mission. Just as a reference.
Trololololo. You guys had me in the beginning with the replacement of the GLA because that wasn't a terrible idea, if not a good one either. After that the ideas I was seeing just struck me as so "un-SWR" that I concluded it had to be an april's fools update.
Reminiscent of a Tyranid Pyrovore.
This will put some hurt on the Allies' units. As in, ALL of their units, besides air units. Unless a tesla plane is in the works, which would be insanity. I'm a fan of insanity though.
In b4 Arnold "Governator" Schwarzenegger jokes.
Anyway, awesome! This new mode should definitely improve the game and increase it's longevity by leaps and bounds.
Eye of the storm, channeling the blazing fury of the sky for the Soviet hammer...
Hell yeah, I'm loving this one. It has so much personality.
Playing 1.1.0 one last time then. Once more stomping people wit hthe pirate ship, for old time's sake. :P
It kind of depends on what's provided. I once won a match by just spamming dilophosaurus nests and smoke towers. I was all over the map but nobody could see me, and I had a free respawning guard force. The sheer hilarity value was amazing, as enemy forces faced all sorts of trouble wading through tides of dilophosaurus and eventually getting bogged down and killed with zero effort on my part. I could just build a small elite force and a few ninjas a poke at the enemy base with guerillia strikes now and then until buildings started to crumble and no expansions were safe to use because of dilophosaurus infestations reinforced by small, invisible patrols.
Funny example of a special strategy that requires non-standard units. It also actually worked, for some weird reason. I couldn't stop laughing.
I think you can capture Field Commands though. But I've never seen the AI build one of those.
Oh my...look at this delightful little monstrosity. We shall coax a few of these from the Warp, definitely. Let them wreak their havoc upon the material realm.
And here I was, thinking that the existing epic units were the top of the food chain. I'm dead wrong, it seems. And excited about it.
He does. Malice is known for this. ;P
Absolutely amazing! Like everything in the mod, it looks better than what the core game offers!
Wait what...Sons of Malice? Could it be that the fifth Chaos God is making an appearance?
I don't understand why people react so explosively to this. It's just an enthusiastic player who really, really wants to play the new patch. Hard to blame them for that. They can be blamed for posting it as an article though I guess, but does it really matter? It's more likely that the devs will respond this way, which is by all account a good thing because I'm rather certain that the poster of this article isn't the only one who would be eager to hear about how the mod is progressing. :)
So, is this just going to be a cheap alternative for using a command post (I lost the name of the structure, but it's the secondary ECA command structure, the one you can have multiple of) right behind the frontlines, or will it actually also repair structures like a deployed engineer? If it's the latter, that would be amazing. If it's the former, then that's nice too.
I don't care either way, the Amazon Temple never even produced any units for me. It just healed stuff and had no training/building menu. Might've been a bug.
On the subject of a single hero providing multiple extra units and an extra structure though, I actually kind of like that. It would mean that a player's choice of heroes would very significantly alter his tech and playstyle. But it would only work if every hero would do that, and I can't see that being pulled off. The amount of extra content and balancing of that content that would be required would be insane.
Excellent! I've been playing a lot of Purgation of Kaurava to get my FoK fix, and I love it, so it's good to see this mod re-absorbed into FoK again as work is resumed. :)