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.
Not gonna lie, you guys have made HUGE improvements over time. It must've been a long and difficult road, but things have never looked better.I wonder how the gameplay will evolve though, as it is inherently clunky and heavy, though that last part is not a bad thing.
This is a topic of hot debate in a lot of RTS forums. I am almost always in favour of more units, but only conditionally.
Those conditions being:
-New units must fill some niche for their faction that was not filled previously. This niche may be as simple as "mobile heavy firepower" for instance, or as specific as "mobile heavy firepower that stands up to unit X in the mid-game that would otherwise counter all mobile heavy firepower type units at this point in the game."
In either case, the unit brings novel strategic use with it, but however...
-New units may not be *too* similar to existing units. Some people may disagree with me here and I encourage them to tell me why they do, but in my personal experience a unit is most fun when it is special and not quite like anything else seen in the game. Giving a unit a unique method of attack like tesla troopers, prism tanks, chrono troopers, desolators etc. helps a lot. Consider unique methods of defence too, like assault tanks with small-scale force fields that when activated drain the power bar.
-New units shouldn't upset the game balance. This one speaks for itself and you guys have proven yourself more than competent at handling this aspect considering how difficult it is.
I realize that you are limited to an extent by the capabilities of the engine, but with Ares your options have broadened and there is a lot of room for creativity. To say "no" to more units would be to stifle that creativity. Perhaps if you have concerns about there being too many units, you can make new units be campaign-exclusive?
Either way, take your time on the decision and take your time with the mod, and keep delivering quality content like you do!
How do you convert 2-dimensional Red Alert 2 models to 3-dimensional Generals models? Do you just make new models using the 2-D art as reference material? Because if you do, that's impressive, it looks just like the RA2 model.
I recognise the exact model from Warcraft 3 to be precise.
Good to see that NoD and GDI still buy their harvesters from the same manufacturer, like in the olden golden days of Tiberian Sun. XD
Drawing from Dark Heresy, eh? Excellent idea! Approved thousandfold.
Superweapon General's defences have nothing on this. Though I somehow feel like she'd be something of a hard counter to the Continental Defence Subdivision, thanks to the mass use of superweapons and powerful bombers.
Good thing this is a complete conversion. :P
So nuclear missles have green radiation and a new explosion FX now?
I adore what's there so far. The two energies colliding, causing a thunderous sound is immediately reminiscent of the conflict between NOD and GDI, a symbology that is supported by how the blast fades to reveal their logos up against each other.
Modding is a slow process man. I've done some minor modding work in the past too, nothing major, not much coding just a few basic unit additions, and even that took me ages.
Because of how much time and concentration modding takes, it's easy to get bogged down by other things that are also important. That's fine. Take your time. Rome wasn't built in a day.
You're an industrious one, aren't you? For a one-man team you're very quick to respond to bugs and issues.
I think the community will much appreciate your hard work. :)
Downloading now! Let's see what this baby's got. :D
Just deserts for the traitor AI. In the name of Kane!
Really great effects considering the engine they're used in. I also must say I really like the choice of music. :)
That's the internet for you, I'm afraid. Braindead people accusing other people of stealing their favorite developer's work without any evidence at all will always exist. -_-
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.
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.
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.
April fools or not...I actually kind of want this car to just flash by during a time-travel mission. Just as a reference.
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.
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
Absolutely amazing! Like everything in the mod, it looks better than what the core game offers!
I'm kind of a good voice actor if you're looking for a voice for a bloodthirsty warrior or someone with a mildly British accent. However my microphone isn't the best, so it might take some effort or a new microphone to get some good audio, which may take time. Just as warning.
My scripting SUCKS and I only know Python, so although I do know a little bit of scripting I doubt I'll be very useful to the mod in that regard.
I'm a rather decent writer who has been known to handle war scenarios pretty well, especially if they have a fantasy, steampunk or sci-fi twist. :)
I'm also willing to test the mod for any bugs or imbalances it may have.
So there, that's the things I could possibly do for the mod. I have Summer Vacation right now, so for the coming weeks I'll have plenty of time.
Awesome! Maybe I can get a new comp before the new CEP release, so I can get PAraworld installed in preparation of this. :)
New missions? Awesome. :D
Question: what is the advantage of server-side-scripts for the experience of the player? I'm curious what exactly it is and how it will help.
(If it gets technical: I've had some basic training on programming, specifically Python coding. I might understand.)
Her special use of marukai sounds interesting...can't wait to see that.
Preference to this one over the other one, without a doubt.
Deduce that people are speechless. ;)
Crysis mods are often graphically very beautiful, which I'm a fan of. Buuuuuut...my computer can't nearly handle Crysis. If it could, I'd have Crysis, and if I'd have Crysis, I download this mod because it looks interesting from the lower trailer.
I recently wiped and re-installed all my files and haven't downloaded any mods since then, so it's clean.
I set it to compatibility mode for Windows 98/ME. Now it tells me that I need to insert the right CD. Maybe this is because I have The First Decade?
It looks really cool, but no success in making it work yet. When I start it, the program just shuts itself down before anything happens.
This + Obelisks = epic defence.
Custom campaign all the way! You guys have done great work so far, and adding a custom campaign would be the cherry on top!
No, he's referring to his own username, which is Kornelord. The title of the picture seemingly has no relevance to the picture itself.
Sweet! I had feared the mod to be dead, but this definitely proves you're alive and still trying hard!
Sounds good! Question before I download it: has this release already been translated to English?
And now they're Japanese.
Hey, I know the guy who made this. He's on DeviantART. Did he use the creative commons license or give you elaborate permission to use this?
This one has the right proportions, I'd go with using this one's head/body ratio.
NP, my pleasure. :). I seem to be experiencing a bug though. The list of mods doesn't refresh anymore when I'm on Mod DB. When I try looking up mods, even ones I'm watching and still get updates from, the search tells me they don't exist! Can you help me?
Interesting. Where can I find this CEP? I'd love to finally have the SEASmod working.
Looks interesting...I can't wait to see what this turns into. Tracking ASAP.
Brilliant how the Mad Dok quickly changes his mind upon the mentioning of 'humiez'.
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
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.
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.
Eye of the storm, channeling the blazing fury of the sky for the Soviet hammer...
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
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. :)
What a shame. After seeing this mod slowly crawl forward, it lately started looking like it was approaching a playable state.
Oh well. Your accomplishments, or what I've seen of them so far, have been most impressive. I'm sure you'll eventually produce something awesome to release. :)
The 50,000 goals seem like the most interesting ones. I'm honestly not very taken with the 75,000 goals at all, nor the 25,000 ones. 50,000 is where it's at. Those sound amazing. :)
I wouldn't have placed DayZ as high in it's current state. Maybe after a few patches and some more features.
Black Mesa too is undiserving if you ask me. It's basically a re-make of Half Life 1 from what people have told me. Who can call a remake Mod of the Year? The assets might be original work, but none of the ideas behind it are.
RotR will always be my #1 for this year, and probably the next. :)
I'm okay with this because everyone in the universe it's placed in KNOWS it looks ridiculous and just doesn't care because it's effective at what it's meant to do.
Truth is, the military has come up with more bizarre designs than this in the past, and often those designs have become the butt of many, many jokes among the soldiery. This is the perfect example of such a design, something that the Generals universe previously lacked. See it as a bit of comic relief for your soldiers. =p
Wait what, they destroyed Rome? Okay, sorry Russia, but that's just wrong. I'm siding with ECA now.
HELL yeah. Time for another crusade, GLA scum. And this time we brought some new toys...
It's funny because nobody would be able to tell that this is the SAGE engine, of all things.
The Rhino looks...too small to handle such a cannon. Perhaps give it some deployable support braces, like mobile constructrion cranes have?
Because just one havoc launcher isn't enough! :D
Actually, if anything Chaos is even fewer in numbers and even more elite than the loyalist marines, because of their individualistic nature and many centuries spent fighting in the Eye of Terror. The cultists sound about right though, they're just meatshields, distractions and sacrifices.
Also, Ork vehicles are, for the most part, anything but tough. They're ramshackle scrapyards on wheels that are prone to all sorts of malfunctions. This also would make them cheap though.
But that's just my two cents as a Warhammer 40K fan and regular tabletop player.
I LIKE. Can't wait to see what this'll turn into...
Once this is done, I'm going to Chaos-fanboy all over it, and then elaborately thank you guys.
HELL. YES. My second favorite mech, my favorite being the Star Adder.
SC wasn't the first to name a commando/stealth unit "Ghost".
Also, quite a lot of names here are 'ripped', but why would that matter so much? You have to admit that quite frankly a LOT of good names are already taken by someone for something.
On that note, if we're talking 'ripped' things we can talk about how Starcraft ripped off Warhammer 40K to make it's first game, and how Warhammer 40K ripped off pretty much everything else long before that.
I personally liked how the power plant was your greatest vulnerability, because without it defences shut down and production slows to a crawl. I can see how you'd want to use a population system though, RA3 matches are all about spamming units without a tweak like that.
Sorry. Can draw well enough, but can't make anything using software.
MOAR Tesla Technology! Please?
Giving a Tesla Commando the ability to call down Weather Storms of sorts to represent some insane tesla generator device in action would be neat.
A huge shame.
Still, considering that FoK can be played online and that you can simply turn the AI on Insane it isn't a fundamental problem. It could have been a really awesome feature though.
Pleeeeeaaaaaase let the advanced AI become a reality...my only critique to FoK so far is that the AI doesn't know how to properly use all those new units, and with the advanced AI the final flaw would have been erased from the masterpiece, turning it into....sheer perfection....