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Well,previously,i would have wanted to start requesting for a modeller,but then, it seems that creating a new unit from scratch like Overated says, it much harder,than re-purposing one....
Actually, with so much stuff i have not used from the current TM,i have yet to find any lacking so far,except for Air XPs....
As for your Urchinow problem, i am afraid right now is not the best time for balance, when a massive porting is ahead.....
But I am not the balancer who does number crunching anyway, i am just here to do functionality checks.
Do you mean somewhat like a blockade? I once envisioned putting it on the Urchinow,but we can't edit SC 2 units.....
Holy crap, those patterns actually looked this good?
Shields,are actually a luxury.
If XP had them, what would be the point of T3 mobile generators?
Well,i think what you are doing deserves alot of respect in of itself,no need to compare with other modders.
Trying to bring in new units is a good thing,but the reason why i try propose lots of changes and give them a proper role is because i don't think anyone of us would want to have a repeat of what the DLC did of just dumping new units on us without balancing them.....
Should RVE 1.2 ever come,would you intergrate it into the side mod?
Actually, what's stopping you from just joining the RVE team?
This isn't Command and Conquer 3: Red Alert.
I am not a true balancer as per say,as i am terrible with the number crunching involved in balancing,which is the reason why it is awfully boring to deal with,i am more of a tester who tries to find any useless or underpowered units and proposes changes to help them achieve optimal performance.
Frankly,i want to put balance statements later if you still have more unit/models to port......
But what must be fixed,I'll say it.
Hmm,i never played mods for the original FA,so i really don't know what kind of stuff is out there.
I have an idea for the Hydrocarbon P-gens,might be an alternative to T3 reactors......
How about these Hydrocarbon P-gens be something like the patched Mass Extractors,they initally start small,but getting bigger output as time goes on.
I just realized you might not have alot of new models for buildings,so that's where RVE 1.2 will be better on overall.
That means we have to work with what we have....
No problem though,i can still try to propose adjustments to make sure those models perform as good as they look....
If you aren't the modeller,then who's models are those?
Can you request models from him?
Actually,people have discussed this issue here a long time ago.
I still think we should allow unrestricted gifting for unit types,like back in FA.It worked then,why not now?
It's a good question:
Do you two agree for this mutual option of sharing and developing each other's tech,or do you feel you should work on your own tech tree first?
Balance wise i always felt the best way to allow for free unlimited sharing was to put the gifting buildings around Mid-Late game wise.
Which would take significant resources to get.
Back in FA,this feature isnt that easy to abuse even in pvp.
Gifting engineers to others does give them said benefit,but they still have to use their own resources on another tech tree.
So it's just another option.
The same problem of resources would still limit you.
If you are doing something,you arent doing another.
Well this isnt CNC,so there isnt actually a problem with your energy economy being necessary to run all buildings,so.....as long ur ACU isnt dead, it's not the end.
That's the thing,why have the balancing as a separate mod when you can just release a new version?
Well, took some time off waiting for this mod,and boy am i delighted to find i came back just in time for a new release!
Well,frankly,i still can't figure what has not been done yet at this point.
You guys seemed to have stopped the preview pics for new stuff a quite a period of time shortly after i took a break.
ps.Leo,Command and Conquer 3 is actually pretty awesome for a older RTS game.
But how does this work exactly?
How would you specify which player to send those resources to?
Except there isnt anything that expensive in research yet ow?
Thanks for the intergration....always felt these extra side mods should be just packaged all in once for convenience....
What about Portal Wars,XP Warp Pillars and the build XPs without gantries?
Actually i think we were fretting over the wrong thing. What we see here is just the DESIGNATION,not the actual name.
Its like how the Galactic Colossus is called Sacred Assault Bot.
For Designation name however, here's a unique one,how about Objects?
Well,art CAN be questioned.Remember that.
K,i gathered the concepts i had for this unit design specifically.....but before i suggest to you....i need to know.(Dont worry,no ROL ripoffs)
A. What is are the weapons specifically?What does it fire?
B.This isnt a vehicle,bot,aircraft or structure,right,Is it the new design/family of constructs?
(Constructs as in something that isnt mannable or can be piloted,controlled like bots,but dont remotely anywhere have the shape of one)
Umm okay..... back on topic a bit....
Personally, i feel the packing/unpacking mechanism should be changed for to a more aesthetic style....
The current one feels too inelegant,looking like it can take a while to unpack/pack.I'll provide some examples.....
Like Overated said, it looks too much like a robot,than some mysterious divine construct.
The Cryptum,yes....Awesome concept.
Pity this design had the potential to be a reference to the classic movie The Sphere.
Referencing to it, i would make it have an ability to spawn temporary "illusions/ghosts" that can do damage.
Nah,you had a point when you said ROL designs weren't suited.
So it's a UAW Field Inverter.
True,the name itself does not roll off the tongue so well,since the said original unit it was based on.....and the pronouncation.
@Leosake We need an idea what this thing is meant to do.
(Btw, seen the movie Oblivion? The designs there were quite decent.)
My guess? We need to name it something somewhat a bit "simpler" since it's a Minor,and thus more mass producable.