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in the description it says it works by converting energy to matter to produce the units, so does that mean no 'human' infantry, for example are they robot infantry?
please tell me that the support airfields are in 1.6, they look awesome.
you should show a video of the dogfighting code in action
you should put this in a background of one of the cutscenes
in the tib wars retarded mod there was an unholy alliance faction, will this continue in red cocaine?
i havent downloaded 3.0 yet but in 2.9 im sure these only took 1 second to build, not sure if this was intentional or not but just thought id bring it to someones attention
that shogun power is seriously OP. I used it on an enemy base, the initial shockwave wiped out half the base, then when i used the executioners secondary, the rest crumbled away and i won. Is this not a bit too OP?
maybe this guy spells it the english way?
this model looks absolutely amazing!!!
so now we have seen the infantry and vehicles, but no barracks or war factory as of yet. Will we see these structures soon?
Also this looks even greater than before, keep up the excellent work guys!!!
or they could 'beef up' when you put units in like in RA2, providing it does that in this
theres no build limit? wtf?
i wanna see the profile vid for this like the shogun and gunther!!!
point taken, i can dream though...
i was thinking about the base defences you have, and remembered the build system for gdi in tiberian sun. Where you built a component tower then placed the gun piece on top.
Would it be possible to implement a similar thing in essence, where instead of building different defence structures, they could have the component piece, and then use its upgrades to build either vulcans/rpgs/AAs or an advanced defence like that ion cannon defence someone mentioned on here when the tech centre is built. This would be pretty cool, although it seems like it would be difficult to actually do, but what do you think anyway?
I suppose it would only really apply to GDI to be fair, but it makes the factions a little more unique with different build styles.
i just looked it up, its in this directory
C:\Program Files\EA Games\Command & Conquer The First Decade\Command & Conquer Red Alert(tm)\RED ALERT they're called tesla1 and tesla2
you can get the original sounds in the file directory in cnc the first decade i think, and probably in the original red alert as well.
could you weaken it, but add purifying flame upgrade like in kanes wrath? this would counter its unbalanced-ness (thats not a word, i know) but require an upgrade to power it up
or air units, he cant attack air, which balances it as 4 orca fighters took him out no bother when i played (upgraded with miniguns though...)
the squad on the top right kinda reminds me of angry mobs, what infantry is this?
so what happens to the mutant hovel now that they have their own faction? Will it be the barracks model for them, or will it be a tech building still, maybe yellow zone civilian renegades or something?
and a longer travel time? I think it travels too fast underground
and more maps, the current ones are great, but there are only four, which is a little limited.
But great mod, love the Ark, freakinn huuge!!
perhaps a disruptor upgrade, harmonic resonance, increases damage of all sonic weapons, which could possibly overpower sonic emitters in that respect but would make the disruptor more powerful?
so can these be re-garrisoned, ie can units who are in come back out, or is it permanent like the epic units in KW?
with an almighty chaingun on top, shreds infantry and light vehicles!!!
wow, been playing 1.3 and its fantastic, especially the new warhounds drop, finally a use for the predators!
Also love the new stalwart unit, although i think a squad of 2 is a little small, perhaps 3 in a team would be better, and to counter it maybe increase the cost to 1200? Not a criticism, just a suggestion, but great work, keep it up, i look forward to 1.4!!!