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Comment History
nlspeed
nlspeed - - 15 comments @ Civilian Tech Advanced Power Plant

No, downloaded. :P It's on YR:Arg.

Good karma+2 votes
nlspeed
nlspeed - - 15 comments @ The different versions of Yuri War Factory on Moon

Well, the first one sucks...

Good karma+4 votes
nlspeed
nlspeed - - 15 comments @ Soviets versus Hammer

Here's how I recreated the power output etcetera, copied right out of one of my documents. First how it was in Yuri's Revenge.

Power Plant
Stenght: 1000
Size: 2x2
Cost: 800
Power: 200

Tesla Reactor
Stenght: 1000
Size: 3x2
Cost: 600
Power: 150

Nuclear Reactor
Stenght: 1500
Size: 3x3
Cost: 1000
Power: 2000

Bio Reactor
Stenght: 1000
Size: 2x2
Cost: 600
Power: 150, 100 per extra infantry (talking about unbalanced)

Psychic Plant
Stenght: 1000
Size: 2x2
Cost: 600
Power: 150

-----Yeah right, balanced, right? Now, my version-----

Power Plant
Stenght: 1000
Size: 2x2
Cost: 800
Power: 200

Tesla Reactor
Stenght: 1000
Size: 3x2
Cost: 600
Power: 175

Nuclear Reactor
Stenght: 1000
Size: 3x3
Cost: 1000
Power: 1000

Bio Reactor
Stenght: 1000
Size: 2x2
Cost: 800
Power: 100, 100 per extra infantry

Psychic Plant
Stenght: 1000
Size: 2x2
Cost: 400
Power: 100

200 money = 50 power, Tesla Reactor has 25 more because of its size, and Nuclear Reactor has more as it was and is heavily overpowered, protecting it isn't too hard (just build air defences, if it gets taken out by ground units, you were doomed anyway), plus unless the enemy is attacking it with artillery, their own units will be damaged or destroyed too from the blast. Maybe your base or units won't even be harmed, if you put it away from other buildings etcetera.

Good karma+1 vote
nlspeed
nlspeed - - 15 comments @ New units

Done, it is more noticeable now, but not really all that noticeable. However, making it even darker didn't look good I think so...

Good karma+1 vote
nlspeed
nlspeed - - 15 comments @ Small Brotherhood of Nod base

No, but it might sometimes be added. Nod's normal airforce only consists out of Apache's and Transport Chopper's, Kane's Deciples have no airforce, and the Revenant's have the same as normal Nod, but their Apache fires a laser. If I add the Banshee, it will probably belong to Kane's Deciples.

Good karma+1 vote
nlspeed
nlspeed - - 15 comments @ Small Brotherhood of Nod base

Only in our hearts. :P

Thanks for the comment.

Good karma+1 vote
nlspeed
nlspeed - - 15 comments @ Loyalists base

In the top left corner is the Loyalists Ore Refinery, and the cloaked vehicle right to it is the Loyalists miner. It is fast, lightly armored, invisible, and can't carry much.

Near the War Factory (the Assembly Plant) are 4 flying thingies...2 Floating Disc's, as you probably saw, but Floating Disk's can now only use their laser.

Yes, the draining weapon of the Floating Disk has been moved to the Draining Disk, the other disk there. Draining Disk's are however, avaible once a radar has been built.

Also near the Assembly Plant are 2 Yuri Clone's. Exactly the same, except that their PSI wave has been improved.

But, in front of the 2 Yuri Clone's are 2 PSI Adept's. They are the anti-tank infantry of the Loyalists, and can only mind control vehicles. Overpowered? No, maybe underpowered. Slow, fragile, no PSI wave, and only able to control 1 vehicle. But hey, en masse they are great!

That was it! For now...

Good karma+1 vote
nlspeed
nlspeed - - 15 comments @ GDI versus Anarchists

That's the Ion Bomber, it can be called in once you have an Ion Control Center. Unlike the Allies etc, who all have 2 super weapon buildings, the GDI has 1 super weapon building, the Ion Control Center, which allows you to call in an Ion Cannon and an Ion Bomber. An Ion Bomber can of course be shot down, and deals a bit less damage then for example the Weather Storm, but that is balanced, as the GDI has 2 offensive super weapons. The Ion Cannon only affects 1 single target, although it looks like it has cellspread, and can destroy nearly all buildings. Construction Yard's and super weapons can't be destroyed in one shot by it, but the rest can all be destroyed in one shot by it.

Good karma+2 votes
nlspeed
nlspeed - - 15 comments @ GDI versus Anarchists

Maybe...But Mammoth's from TD are overused, plus this Mammoth looks nicer then most of TD. And it doesn't matter which one they get, seeing as they use different things then normal. For instance, normal GDI has Medium Tank's and APC's, but also Wolverine's and Titan's (like the Grizzly Battle Tank and the Robot Tank, also sort of the same). And they use some totally new units too, like Zone Trooper like infantry called Hoplomachus.

Good karma+1 vote
nlspeed
nlspeed - - 15 comments @ Full Slayer base

And the last one...

Those various Stealth Generator like buildings (well, most mods use that as Stealth Generator's, though I don't), are Viper Towers. They harvest chemicals from inside the ground, or simply create them by theirselves, and launch them in the form of giant balls upwards in the air (and no, it can't fire at aircraft). When these balls fall onto enemy units, their will be a huge radiation field and much damage will be dealt. It is a toned down version of the Grand Cannon.

Hooray for character limits!

Good karma+1 vote
nlspeed
nlspeed - - 15 comments @ Full Slayer base

Beneath the Scrap yard, right from the graveyards, the basic Slayer tank can be seen, the Radiation Tank. As fast as a Grizzly Battle Tank, very lightly armored, and inaccurate on top of it. And it still costs $800. Why? Because its shells leave toxic radiation, and believe me, it can easily kill other light units due to this radiation, it only needs to stay alive long enough. 1 vs 1 they lose to any other tank though (well, maybe not the Light Tank of Nod or the Scorpion Tank of the Anarchists).

Left of the Radiation Tank, a vehicle with a big turret pointing upwards can be seen. That is the Bombarder, a heavy artillery that fires damaging shells extremely fast. It doesn't have a super long range (for an artillery, that is) and it is very inaccurate, but it is great to take out buildings or groups of enemies.

In front of the Barracks (the Armoury), you see a Radiation Tank. Next to it, are 2 Slave Gunner's. These are the basic infantry of the Slayers, and suck even more then the Conscript's. Slave Gunner's can however, shoot down enemy aircraft, a bit easier then one might expect, but 3 or so won't take down a Harrier or something. Slave Gunner's are spammable too, only costing $150! Cheap anti-air infantry! Hooray!

See the Gattling Cannon with the 2 Chemical Soldiers around it? Next to that garissoned building. The soldier standing between the 2 Chemical Soldiers is the Slayer, the hero of the Slayers (typical, just like the Slayer Tank is the heaviest tank of the Slayers). The Slayer fires improved chemical shells of the Chemical Soldier, and much faster too. Great for destroying hordes of units.

Near the Slave Miner, we see a slightly recolored Demolition Truck, which is now also used by the Slayers.

The rest is in tehe other post...sigh...

Good karma+1 vote
nlspeed
nlspeed - - 15 comments @ Full Slayer base

On the upper Air Pad, a Bio Fighter can be seen, while on the lower one a Bio Bomber is docked. A Bio Fighter fires weak, chemical missiles, that are great to anihilate enemy infantry and light vehicles, while Bio Bomber's drop a maximum of 5 chemical bombs that heavily damage anything and leaves a large radiation field. Note that if you order the Bio Bomber to move away or attack another target before it has dropped all of its bombs, it can't drop anymore bombs, and thus it needs to reload. This probably will be changed so you can manually order where you want each bomb to fall. Next to the Air Pad's, a Radar Emplacement can be seen too. Yes, that's the GDI Radar Tower of Tiberian Sun, but seeing as the GDI here uses Allied buildings (and Nod uses Soviet buildings), I used it for the Slayers. Note that buildings will change of the Slayer's, if I get skilled enough. Only after I finished the rest though, and maybe GDI and Nod buildings will be changed too.

Littered across the base, Slave's are standing, which are builable quick scout infantry that can easily kill any light infantry with their shovels, but deal nearly no damage to heavier targets.

In front of the Construction Yard, we can see the Engineer, recolored for the Slayers (but the Loyalists also use that Engineer, maybe it will change though).

Behind the War Factory (the Scrap Yard), a Desert Wolf can be seen, which is a vehicle that transports 2 infantry that can fire out of the vehicle. Further, the evhicle itself fires chemical bullets which mutate infantry into green Brutes which are very very very weak.

Next to the Desert Ranger, and around the graveyards, recolored, and improved, Terrorists can be seen. Guess what they do. They now leave toxic radiation too.

The rest is (again) in the other post.

Good karma+1 vote
nlspeed
nlspeed - - 15 comments @ Full Slayer base

First a note, the Slayers can easily counter nearly any attack force, due to their units which nearly all use radiation or mutate infantry into something else. This may seem unbalanced, but try to see how these radiation weapons affect buildings, or their own units. In most of my games, my Radiation Tank's always end up killing each other due to their radiation. And don't forget about the other units which also aren't immune to radiation, like the Bombarder or the Gattling Tank. Nearly all the units are changed, but a big change comes into the form of the Grinder. All units will now give you 50% back of their cost, but the Grinder can now also repair your vehicles. Simply select the Grinder and force fire it on one of your own vehicles.

Next to the Genetic Mutator, there are 2 Slayer Tank's, which are like Apocalypse Tank's but have less armor and deal less damage. They do fire chemical shells however.

In front of the Gattling Cannon's there, a Tesla Trooper like infantry can be seen, the Chemical Soldier, which is the Slayers' tech infantry. It fires 5 inaccurate chemical balls and then needs to reload. These chemical balls don't leave normal toxic radiation, but anthrax radiation. Yes, there are different types of radiation. Toxic radiation is great against infantry and a bit worse against vehicles, while nuclear radiation is good against vehiles and a little worse against infantry. Anthrax radiation is toxic radiation but a little better versus both infantry and vehicles.

In front of the Bio Reactors, and beneath the Battle Lab (the Chemical Containment Facility), the Plaguer can be seen. A vehicle that literally rains chemical balls onto targets.

Next to the Chaos Drone that is near the Bio Reactors, the Pulverizer can be seen, which is a robotic vehicle that kills anything it touches with its chainsaw like weapon.

The rest is in the other post, stupid character limit.

Good karma+1 vote
nlspeed
nlspeed - - 15 comments @ Command & Conquer Red Renegade

Apparently, no edit function is avaible here...Well, naval units will be in the mod, but they will only be added after all the rest has been added (note that the original ones aren't removed). So, that's why I excluded them from the screenshots etc.

Good karma+2 votes
nlspeed
nlspeed - - 15 comments @ Command & Conquer Red Renegade

Thanks for all the reactions, I'm working on this alone...Yes...Alone...But you guys don't even realize half how big this mod will be. Anyway, I'm using resources from all over the web, recoloring things, slightly editing things, etc, as I just don't have the patience to create SHP's or voxels. Still, thanks for the comments.

Good karma+2 votes