It is now time commander... to enlist the power of the Red Star Army!
Yep that's right, this IS it.
Take control of the RSA with this release. You will find many of the objects you saw in the video/screenshots, as well as a few other surprises.
I have also included the full library of the expanded wars 2 source code with this release for you want-to be coders out there.
I will be taking a few weeks off before starting up again with the sith, but for now, thanks for waiting, and I hope you enjoy this!
Like always, you can join our hamachi room, or contact me over xfire (Phantom139) if you want to join our battle against brutals, we even go against each other sometimes.
But anyways, enough with me blabbering, Download and Enjoy!
-Phantom
This is definitely one of the more unique mods I've come across, well done! My main suggestion would be to add a deployable Outpostish type unit for the RSA. Also, the GFA superweapon doesn't seem to work.
I'll consider that for the next release, I'll check into the GFA superweapon.
Hmm...unlike the GFA superweapon, the RSA superweapon has a timer, but can't be fired. Other than that, everything works pretty well.
Um, please check that properly, I just played the GFA earlier today, and it worked fine...
Alright, that was really my bad...both superweapons work. That was my misinterpretation of the icons...my apologies.
Still, I'll try to be useful, since I understand that modders greatly benefit from feedback. First of all, there's one thing I'm pretty sure is a bug; the RSA and GFA units don't seem to gain experience and level up. That's not entirely necessary, but it would help to balance out the factions a little bit. Most of the rest of the stuff I noticed, though, is minor. For example, the RSA Railgun Assault Carrier heals at a Factory rather than their version of an Airfield, again, minor, but that's something that can be fixed fairly quickly. I'd also, just personally, recommend giving more support powers to the new factions, but that's certainly not something that need be added right away.
One thing I noticed in terms of units is that the GFA don't have an artillery unit. I'm not sure if that's something that was missed or simply a design choice. Also, in relation to unit design, the GFA and RSA standard infantry aren't terrible, but they fire slowly. It makes it quite difficult for them to bring down Engineers and, more importantly, it makes them less effective against a potential Disintegrator spam. Which the AI does a lot, and I know it's a tactic used by other people.
Other than that, pretty good so far. Again, my apologies about the superweapon interpretation. Although I may not be the only one...if you want, I can make some icons for the mod, I'm decent with Photoshop for such a purpose.
sure, and as previously mentioned, I'll look into all bugs, or possible errors, when I return to this project in a few weeks.
;O thanks for the source code ganna check it out later
no problem, as mentioned the source code is there to learn from, just credit me if you plan on using it a mod that is going to be publicly released.
I have a problem don't know if i have done something wrong it's just that
when i try to do a skirmish the AI don't fight back they just have the starting base and that is it anybody help me?
you can't use the new factions for AI.
WHY WHY WHY DID THIS HAVE TO BE A .ZIP FILE???
hi there guys. ive just tried this mod for the first time and so far its really cool! Phantom you did really great!
i had a go with the GFA super weapon and its really good! keep it up!