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ASM, A Small Mod. This mod is aimed to be very little smally tiny. So if you expect huge changes or a TC (total conversion) mod, you'll be disappointed. Dedicated to imitate the atmosphere and gameplay of the original Red Alert 2 and Red Alert 2 Yuri's Revenge, the mod is supposed to be something like an expansion pack to RA2:YR.
Made by request of Sting2death. :-)
sweet! The fakes return!
Sting2death gave the excellent idea, and your enthusiasm inspires me to make more. x-D
HA awesome XD
And putting them like this brings much confusion as to which is real XD
Thanks , I hope it wasn't too much trouble though.
No, it wasn't. :-) Your idea was very good, thank you for it. :-)
You're welcome. :-)
Now I'm thinking how to make other fakes. ;-)
PS I have an idea after some thoughts. Fakes could be made depending on the tech/tier-level. Spies could detect easily low-tech buildings like barracks or a war factory just by hovering cursor over them (fakes wouldn't be enterable), but spies couldn't detect the right ConYard (there's another trick to do that, even withot a spy, but shhhh x-D).
Yea thats a great Idea , If you'll be making a fake battle lab I think it should also be un detectable by spies (Due to it being a High Tech building)And Will the Fake buildings be buildable only after the real one would be built , or after the construction of a specific Structure (ex: Battle lab) ?
I think you inspired me to make fakes in my mod, yet in a different way
After teching up. :-) 1-tier: Barracks, War Factory, Airpad. 3-tier ConYard and Battle Lab. That's all I know for now. ;-)
To be sincere, it isn't that possible. We have two options:
- spies can't detect fakes, but then fakes will work as factories or will multiplay the production speed (if you have more WF or Barracks or airpads, you have faster production of units of given type)... which is the thing that we don't want! If we really want to keep this bonus for having more factories/barracks/etc
- we keep the multiplier of production speed, but spies can detect fakes
So it's almost a dead end.
Jason_Zombolt, nice to hear that. :-)
Well , Fakes main purpose is to deceive the enemy with a cheap knock off of the real thing.Something to drive the enemy's attention without caring on whether it is Destroyed or not , and bring no necessity to construct them.
Now if we add a multiplier to the fake buildings , it would give a more important reason for its construction and the User would "Care" about its availability .
So in my opinion , I think that fakes shouldn't have any power up capabilities , instead how about there to be a new Tech building that multiplies Production Speed (Or a structure for each faction that does that) I think the initial plan was a good one , Spies being able to detect Fake buildings (tier 1 only).
But as always you the Modder are the Supreme authority of your mod , So if I where to choose one of the two options , I'd Choose the first one , Since the Fakes would pose a purpose to the Commander it would be a priority to destroy,And although it would be an advantage if the spies could detect it But destroying it would be a blow to the enemy's Production.
How about if Spies infiltrate Fake buildings a FAKE* sign to pop up at the side of the building when selected (As like in RA1)As a way of Detection.
Hmm, I must test more the code and the engine, because I can't tell exactly what's possible.
are you guys thinking about adding in fake SW just like in kane;s wrath with the BH faction?
Yeah, it would be good, but you know, the code/engine (very probably) won't let that happen, unless you give it a dummy SW (which won't fire anything) or a real (which doesn't make it 'fake', but real).
Hmmm, maybe it would be possible to make, but without additional timer. :-)
But then again, if the countdown time would be very close to 0, animation of, e.g. opening the Nuke Sile, would betray which building is a fake (one not showing anything would be a fake).
PS An additional SW can't be made, so dummy SW isn't possible.