Post news RSS New Population Dynamic

Changing Red Alert 3: Just Rules with a new power/population system

Posted by on


Breakthrough!


In previous releases I have created build limits on individual units but I have not been successful with a total population cap until now. The new system will overhaul the power system and merge it with a pop cap system (an idea I came up with after reviewing mods like RA3D and Mideast Crisis 2). Every unit and defense structure in Red Alert 3: Just Rules will require supplies (RA3 power but think SC terrain depots). The unit function and tier will determine the amount needed and a cap on Depots (power plants) will determine the total. When the population exceeds the demand defenses will power down, production of new units and upgrades will be placed on hold and some units may even be effected causing lower speeds and firing rates.

The new power feature will open a bunch of new gameplay opportunities with the possibility of DoW/CoH style fights over supply points and/or supply tech buildings (in place of power plants). I will how ever need the help of some skilled map designers to make that a reality.

Comments
horny97
horny97

Sounds intresting..

Reply Good karma Bad karma+2 votes
Stuntcrab
Stuntcrab

A population cap SERIOUSLY changes the gameplay. I myself was never a fan of pop caps, is there any way you can add it as an option?

Reply Good karma Bad karma+3 votes
Just_West Author
Just_West

Every unit simply requires a small amount of power. So, I will most likely make a version of the mod that does not limit the total amount of power plants and a version that does. I may also create High, Medium and Low cap versions as the coding is very simple. Sound good?

Reply Good karma+2 votes
BoomBoomBatista
BoomBoomBatista

How about no caps option? It's one of the main things that made command & conquer series that awesome, the ability to make endless numbers of units :/ i like the mod mostly because of its upgrade system and that, but its going on a ''road to hell'' if yk what i'm saying. I don't mean that the mod is bad, but the pop cap implementation is... you should DEFINITELY add a option for no caps

Reply Good karma Bad karma+1 vote
Just_West Author
Just_West

For now I am going for an AoE3 style system. So, total unit limits will be high and based on the number of power plants. So, Units don't really have an individual limit (With the exception of a few tier 3 units). Now units just require power and buildings do not require power (Power needs range for 1 to 20 depending on the unit). However defense buildings have a build limit since they do not require power. For balance they still shutdown if power is low or infiltrated. Production buildings also shutdown in low power to pause new units from being trained.

Reply Good karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.