Designer extraordinaire, I suppose.
Also, heating an aircraft to several times the melting point of lead isn't terribly good for, say, fuel tanks.
Why not just go back to playing RA2?
Wow, very much improved! I like it.
Just one thing though. Having grass on the base of your buildings will look mighty weird when you place them down on water or an ice float.
The name is a combination of the meaning of "Yamato" (as in Space Battleship Yamato) and the American name for the series, Starblazer. Considering that the name "Wave-Force" comes pretty much directly from SBY's Wave Motion weapons, I figured a more direct tribute in the form of a flying battleship was in order.
A new faction? Shouldn't you focus on getting Germany and Yuri finished, seeing as it's going to take a while to learn how to model/acquire 3d modellers?
The Empire faction summary has been posted!
The Soviets were never much to bother with such things. Large and intimidating is pretty much the Soviet way.
Nope, combat fatigues and a field cap. The Confederates are a serious faction; well, as serious as one can be in the Red Alert universe.
This is a unique unit extrapolated from the setting of the first game, a German tank destroyer. Just assume that this vehicle was in use during RA1, but you never got to command them. RA2 never happened, so it's not a prototype or version of any RA2 machines. For Paradox, we've chosen to erase the events, and timeframe, of RA2 entirely; Paradox's storyline begins on July 1st, 1969, presuming that things such as the Multigunner IFV and Mirage Tanks are parallel evolutions of the RA2 machines, rather than descendants.
It's not a real jeep, just the RA3 universe's equivalent. It has some differences.
"Railguns have no recoil"
Excuse me a moment. HAHAHAHAHA!
Let me explain the laws of physics a moment. If you send something going one way, you're going the opposite way, no exceptions. There are ways of cheating this, like on recoiless rifles, but even then, that's merely applying that force over a larger time period. If you're projectile is going one way with ten thousand pounds of force, you get that same force applied to you; a good reason why hovering tank platforms will never be practical. The only practical way around this is rockets, where the projectile itself applies the force required for movement, leaving the firer out of the loop.
LAWS OF MOTION : NO EXCEPTIONS.
Well, I can solve your polycount issue for you: recommended max is 3000.
Of course, we have a similar senario going for Paradox's take on China. It just seemed, what with the red and the brick look, that it was still Communist China.
What kinda polycounts you pulling with these? It's an amazing model, but can it run in-game?
Wow. You've improved a lot since last time.
(But, Royalist? The Communists and the Royalists fought a bitter, crappy war, they wouldn't name a vessel after the losing side.)
No, it's fine :) I think you misunderstood, I'm ok with the theoryarisin', it's exactly the sort of reaction we're trying to pull with the Electrical Protectorate.
I love your theories deeply, but your still way off. I'm getting worried you might guess it and ruin it!
Pretty much. Picture a weaponized welding torch. You have to get this thing right beside an enemy unit to use it, but if it gets in range, it'll kill almost anything pretty much instantly.
Gattling guns are completely overdone, actually leaving a regular assault rifle an underused weapon for heroic characters. Besides, it enhances the "pin-up girl" feel
Also, you explain how a regular person is supposed to be carrying several hundred pounds of rotating machine-gun.
Likely not. Being able to freeze aircraft would be a bit unbalanced, as frozen aircraft would be destroyed instantly when they fall out of the air!
Holy crap you're good.
I have to agree on the legs - they don't look like they could support a body like that, nor do they look very flexible.
Great guess, but no luck.
Yes, but we decided instead to make the Heavy tank look like an intermediate design step between the T-34 and the Hammer tank.
Yes, but as I noted on the Medium tank entry, we decided that pursuing our own designs would be a better choice.
Yes, it was. However, RA1 was also set in the 1950s, so the choice of tanks for the cutscenes made absolutely no sense! We decided to apply our own style to the classic concepts, and make them our own.
Unfortunately, Red Alert 3 does not support maps with that many players.
No. This isn't RA2 + 3d, there is another mod for that. The rocket pod removal was done for a reason.
However, you'll note that, in addition to the regular Peacekeeper, the Allies have gained an infantry unit called the Heavy Defender, who functions much like the GI.
We have a suggestion forum in our forum; we'd be glad to hear your ideas, but just be aware we have very specific goals for each faction.
Not really. The whole nature of overlapping surfaces requires the placement of texture where it won't be visible, expending system memory for no gain and lowering the resolution of the visible sections.