Author Topic: Congratulations, we're about to make planetfall...  (Read 6735 times)

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Offline Geo

Re: Congratulations, we're about to make planetfall...
« Reply #30 on: September 10, 2013, 05:01:59 PM »
Mind to share it, mate? If you have any reason to keep it secret (do you?), just PM me so we could spread it among CMNs.

Duly shared (you're the second who asked, and a PM is sent).
Not really keeping it a secret, more of a surprise for the mod I'm working on. I have no qualms with anyone using this trick for his/her own purposes.

Offline Buster's Uncle

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Re: Congratulations, we're about to make planetfall...
« Reply #31 on: September 10, 2013, 06:53:46 PM »
Is there a link to the GoTM's? I'm having a hard time searching for them.
Same for me.
They should be regrouped on one page with all links and downloads available.
There is a "GotM" link up on this page but it leads nowhere.
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You should both be able to see the GotM subfolder of Command Nexus now.  (The collection is incomplete, but no reason some members shouldn't search around and correct the deficiency - everything's at WPC, and there's an index thread stickied and going way back.)

Offline Dio

Re: Congratulations, we're about to make planetfall...
« Reply #32 on: September 11, 2013, 12:42:31 AM »
deleted.
« Last Edit: September 11, 2013, 06:15:51 PM by Dio »

Offline NewAgeOfPower

Re: Congratulations, we're about to make planetfall...
« Reply #33 on: September 11, 2013, 04:31:36 AM »
Yeah... my skills in Russian are playing Soviet as my main faction in Red Alert 2.

Kirov reporting~

I remember that game. In Yuri's Revenge, I once had an online match that lasted over 70 hours... Amazed it didn't crash.
As mind to body, so soul to spirit.
As death to the mortal, so failure to the immortal.
Such is the price of all ambition.

Offline JarlWolf

Re: Congratulations, we're about to make planetfall...
« Reply #34 on: September 11, 2013, 07:09:16 AM »
I still have it. Yuri's revenge is horribly broken in terms of balancing sadly, especially Yuri's boomers...  I hated those missiles, back when it was online/on GR (GameRanger)  :mad:

Been a few good modifications out for it though, Mental Omega being one of them. Haven't touched it for a while though.


"The chains of slavery are not eternal."

Offline Geo

Re: Congratulations, we're about to make planetfall...
« Reply #35 on: September 11, 2013, 05:42:30 PM »
deleted.

Appearantly not completely. ;)

Offline ariete

Re: Congratulations, we're about to make planetfall...
« Reply #36 on: September 18, 2013, 12:28:48 PM »
Immediatly previous version of my custom factions foresaw the specialization of each faction in a particular sector: there were Storms Confederation which had as tech Advanced Military Algorithms, Doctrine: Air Power, Matter Compression, Mind/Machine Interface, Nanometallurgy, Navy Federation which had as tech Adptive Doctrine, Doctrine: Flexibility, Doctrine: Initiative, Nanometallurgy. When i started game with one of this faction i can produce chopter, air or cruiser at the beginning. I was afraid at first that it was a little biased in favor of the faction that had first doctrine air power, but playing more matches i saw how the techniques were exchanged and circulated quietly among all participants. Playing with Storm Confederation i realizes the importance it can have a chopter at the beginning of the game, which explore the areas that are not visible and providing any support to explorer scout units wander at short distance from the HQ. So to reply to your question with colony pod i'd prefer have a former, immediately necessary to develop the capacity of the city, a chopter, for the reason described previously, if the HQ is on the coast can be useful a foil (also 1-1-4, just to explore), and a rover for land presence.

Offline Geo

Re: Congratulations, we're about to make planetfall...
« Reply #37 on: September 18, 2013, 02:53:04 PM »
Former, chopper, rover, with some type of foil with coastal starts. Thanks, Ariete. :)

Offline Mart

Re: Congratulations, we're about to make planetfall...
« Reply #38 on: December 21, 2014, 11:14:13 AM »
Mind to share it, mate? If you have any reason to keep it secret (do you?), just PM me so we could spread it among CMNs.

Duly shared (you're the second who asked, and a PM is sent).
Not really keeping it a secret, more of a surprise for the mod I'm working on. I have no qualms with anyone using this trick for his/her own purposes.
Geo, how is the mod going on?
This trick with additional units makes more options for factional parameters. It would be interesting for me to see it, but also use it after you.

Offline Geo

Re: Congratulations, we're about to make planetfall...
« Reply #39 on: December 21, 2014, 01:45:52 PM »
Heh. Haven't worked on it for almost a year now.
My 'problem' at the beginning was the difference in colony pod parts between the progenitor and human .cvr files. The 'alien' colony pod, when renamed for human use, lacks tracks underneath its body (floats in the air thus). And the renamed 'human' pod shows the pod cylinder in the alien body. There are solutions of course, but those are ramshackle.
Not to mention a myriad other things like landscape switches, but the inability to change the output or what it gives.

Offline Maniac

Re: Congratulations, we're about to make planetfall...
« Reply #40 on: January 05, 2015, 04:29:48 PM »
What not to pick:
scout patrol: because rover has more movement points
crawler: because the additional output of terrain improvements from a former soon overtakes the additional output of a single crawler

What to take:
1 rover for land exploration
1 transport foil for sea exploration. Why no gun foil? Because transport foil can get alien artefacts from unity pods
1 former

 

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