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RA2: Modding thread

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RA2: Modding thread Empty RA2: Modding thread

Post by Kasrkin Seath Sat Nov 15, 2008 5:04 pm

In case we ever get to this, this is the thread.
-----------------------------------------
Any mod ideas?
Anyone made a mod for it yet?
Modding tools links?
Basic info?


Last edited by Kasrkin Seath on Sat Nov 15, 2008 9:55 pm; edited 1 time in total
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Post by CivBase Sat Nov 15, 2008 7:50 pm

I just learned how to mod RA2
I bought DOW to mod for you, and you abandoned me
Now I'm learning how to mod BZ2
GO AWAY!
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Post by Kasrkin Seath Sat Nov 15, 2008 8:21 pm

Its still brokez
Come to think of it my whole computer is brokez and slowly deteriorating...

BTW, if you want to change stats for DoW I can tell you how to do it.
(also, never found any modelors of stuff, so no new units could be added, not too much of a point then except for some minor changes to gameplay an such)
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Post by CivBase Sat Nov 15, 2008 9:12 pm

Kasrkin Seath wrote:
(also, never found any modelors of stuff, so no new units could be added, not too much of a point then except for some minor changes to gameplay an such)
*crosses arms*
And you said RA2 was bad?
It's one of the most moditable games on the market!
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Post by Kasrkin Seath Sat Nov 15, 2008 9:17 pm

Okay then...
I need to find my RA2 discs

Teach me how to mod RA2
WE MAKEZ HALO GAMEZ(or maybe not) ON RA2!!!!

I haz RA2 Allied disc, no soviet one nor the manual with the code.
I will need to borrow knightsnipers copy of the game
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Post by CivBase Sat Nov 15, 2008 9:35 pm

I don't know how to model, but I know it's very possible
The actual modding is exceptionaly simple
To learn how to do it, go here. That should explain a lot.
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Post by Kasrkin Seath Sat Nov 15, 2008 9:42 pm

im gonna change this to RA2: Modding Thread when i sing off or tommorow

Any ideas?
(no matter what we make, I believe that tanks and vehicles should be considerably more durable than infantry and cost just as much more)
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Post by CivBase Sat Nov 15, 2008 9:46 pm

Yes, I want to make a Halo mod.
I've wanted to do this for a while, but was too lazy to do it on my own.
Btw, you got YR? Or we just gunna do 2? I like YR better, but either works when modding I suppose.
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Post by Kasrkin Seath Sat Nov 15, 2008 9:49 pm

I got yuri's revenge, I gotta find the disc and stuff though(I have the book for that one luckily : ) )

Nice post right underneath, btw
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Post by CivBase Sun Nov 16, 2008 12:14 pm

Kasrkin Seath wrote:Nice post right underneath, btw
Yes, thus began the long series of Rotaretilbo posts.

So YR it is? I'll start looking at how to model units.
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Post by Kasrkin Seath Sun Nov 16, 2008 1:06 pm

We need a plan, like what units and stuff,what their stats are, etc.

I think we should keep base building to a mininum as well.
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Post by CivBase Sun Nov 16, 2008 1:19 pm

Agreed. I'll draw up a tech tree and some small blueprints for now. Nothing will look pretty, but we can refine them later on.
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Post by Lord Pheonix Sun Nov 16, 2008 1:30 pm

You guys have planned like 5 different mod projects, have you even made 1 yet?
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Post by CivBase Sun Nov 16, 2008 4:55 pm

Well, I haven't been in any of them yet ;)
I will FORCE seath to finish this one
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Post by Kasrkin Seath Sun Nov 16, 2008 5:09 pm

Everytime the people who do the things opposite that i do never do anything.

Wesnoth... loose image maker
DoW... No modelor's, my DoW game is brokez
AoE:II... just recent changed into a RA2 modding idea that we can do with our limited knowledge and resources
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Post by CivBase Sun Nov 16, 2008 6:20 pm

*claps hands*

Lets start with the things we know can work with.

INFANTRY
Marines
-Snipers
-Rocket
-Assault
-Mechanics
ODSTs
Spartans

GROUND VEHICLES
Mongooses (garrisonable by 1)
Warthogs
-LAAG (garrisonable by 1)
-Gauss (garrisonable by 1)
-Troop (garrisonable by 4)
Wolverines
Scorpions
Elephants (garrisonable by 10)

AIR VEHICLES
Hornets (garrisonable by 2)
Pelicans (garrisonable by 6)
Vultures (garrisonable by 10)

INFANTRY
Grunts
-Assault
-Anti-Vehicle/Air
Jackles (Snipers)
Elites
-Ranger
-Honnor Guard
-Commando
-Assault
Hunters
Drones
Huragoks (Engineers)

GROUND VEHICLES
Ghosts
Spectras (garrisonable by 1)
Wraiths
-Mortar
-Anti-Air
Shadows (garrisonable by 3)

AIR VEHICLES
Banshees
Spirits (garrisonable by 6)
Phantoms (garrisonable by 10)

I'll start detailing them later (cost, strength, speed, abilities, ect). If you have anything to add, please speak up.
I'm unsure about adding the suicide grunt and grenadiers for each side...
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Post by Kasrkin Seath Sun Nov 16, 2008 7:16 pm

I'll use this [ost for anything ont eh unit list.


I believe that we could make the mongoose work in a way similiar to the IFV.

I think that we should create a whole new APC unit(or maybe the cougar?) for the UNSC and trash the garrisonable warthog concept(from what I understand it might be possible, but would make the warthog over powered<thinks of battle fortress>)

I think we need to add a true artillery unit for the UNSC(not like the gay cobra)

For hornets and vultures we should just not make them garrisonable, to keep it simple. I think the Sparrowhawk should be adsed as well, as an intermediate gunship-esque aircraft.

I dont see Engineers(mechanics) playing any real role here, unless they do something different than engineers.

Spartans should be unique campaign based units, or a Hero type unit where only one can be produced.

Maybe a battle marine should be added and the assault marine made more CQB?
----

Im thinking that the honour guard and Drone units should be scrapped because they make a limited appearance and they have limited use.

Maybe if we made a campaing they could appear, I am not sure however.

Spectre's can garrison two right?
Shadows, like 6?

thats about it
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Post by CivBase Sun Nov 16, 2008 7:39 pm

Kasrkin Seath wrote:I'll use this cost for anything ont eh unit list.


I believe that we could make the mongoose work in a way similiar to the IFV.
Yes, in the warthogs, mongoose, sectra, and hornets garrisoned units will be able to fire out of them.

Kasrkin Seath wrote:I think that we should create a whole new APC unit(or maybe the cougar?) for the UNSC and trash the garrisonable warthog concept(from what I understand it might be possible, but would make the warthog over powered<thinks of battle fortress>)
Well, the troop hog may be that way, but in all other warthogs there will only be 1 passenger seat. The troop hogs armor will also be much less than that of the battlefortress. I kinda like the troop hog. If you really don't though, prehaps we could replace it with the elephant instead?

Kasrkin Seath wrote:I think we need to add a true artillery unit for the UNSC(not like the gay cobra)
Agreed... though we don't want to break cannon.

Kasrkin Seath wrote:For hornets and vultures we should just not make them garrisonable, to keep it simple. I think the Sparrowhawk should be adsed as well, as an intermediate gunship-esque aircraft.
Good idea.

Kasrkin Seath wrote:I dont see Engineers(mechanics) playing any real role here, unless they do something different than engineers.
I don't really care much about them. If you really want to drop them, that's okay. Shall we drop the huragoks as well?

Kasrkin Seath wrote:Spartans should be unique campaign based units, or a Hero type unit where only one can be produced.
But that would put the UNSC at a huge minority as far as infantry... we could definately ramp up the cost, but I kinda like being able to build spartans. And even if we make them campaign only, we still need to design them. We can worry about that kind of stuff later.

Kasrkin Seath wrote:Maybe a battle marine should be added and the assault marine made more CQB?
CQB? I'm afraid I don't know what that means.

Kasrkin Seath wrote:Im thinking that the honour guard and Drone units should be scrapped because they make a limited appearance and they have limited use.
Alright

Kasrkin Seath wrote:Spectre's can garrison two right?
Shadows, like 6?
Spectre can garrison two, can't it?
The shadow from Halo 2 was capeable of carrying up to eight troops or 1 ghost. However, I never don't understand the point of carrying a single ghost and in RA2 infantry typicaly take up 1 spot while vehicles took 2. So I propose that we add an extra ghost slot and just keep the same system.



Here's what I got so far for details:
Code:
;***************UNSC STRUCTURES***************

[UNSCBARRACKS]
Name=UNSC Barracks
Prerequisite=
Strength=500
Armor=steel
Factory=InfantryType
Adjacent=2
TechLevel=2
Sight=5
Cost=500
Power=-10
Crewed=yes
Capturable=true
GDIBarracks=yes
AIBuildThis=yes
Spyable=yes

;***************UNSC INFANTRY***************

[MARINEA]
Name=Assault Marine
Category=Soldier
Primary=AR
Secondary=BR
Occupier=yes
OccupyWeapon=BRO
EliteOccupyWeapon=EBRO
OpenTransportWeapon=BRO
Prerequisite=UNSCBARRACKS
Strength=125
Armor=none
TechLevel=1
Sight=5
Speed=5
Cost=200
Crushable=yes
ElitePrimary=EAR
EliteSecondary=EBR
IFVMode=BR

[MARINER]
Name=Rocket Marine
Category=Soldier
Primary=SPNKR
Secondary=FRAG
Occupier=yes
OccupyWeapon=SPNKRO
EliteOccupyWeapon=ESPNKRO
OpenTransportWeapon=SPNKRO
Prerequisite=UNSCBARRACKS
Strength=125
Armor=none
TechLevel=1
Sight=5
Speed=4
Cost=600
Crushable=yes
ElitePrimary=ESPNKR
EliteSecondary=EFRAG
IFVMode=SPNKR

[MARINES]
Name=Sniper Marine
Category=Soldier
Primary=SNIPE
Secondary=BR
Occupier=yes
OccupyWeapon=SNIPEO
EliteOccupyWeapon=ESNIPEO
OpenTransportWeapon=SNIPEO
Prerequisite=UNSCBARRACKS
Strength=125
Armor=none
TechLevel=1
Sight=10
Speed=5
Cost=600
Crushable=yes
ElitePrimary=ESNIPE
EliteSecondary=EBR
IFVMode=BR

;***************UNSC WEAPONS***************

[AR]
Damage=10
ROF=15
Range=4
Speed=100

[EAR]
Damage=12
ROF=15
Range=5
Speed=100

[BR]
Damage=30
ROF=45
Range=6
Speed=100

[EBR]
Damage=35
ROF=40
Range=7
Speed=100

[BRO]
Damage=36
ROF=45
Range=6
Speed=100

[EBRO]
Damage=36
ROF=45
Range=7
Speed=100

[SPNKR]
Damage=200
ROF=125
Range=8
Speed=10

[ESPNKR]
Damage=200
ROF=110
Range=8
Speed=10

[SPNKRO]
Damage=200
ROF=125
Range=9
Speed=10

[ESPNKRO]
Damage=210
ROF=110
Range=9
Speed=10

[FRAG]
Damage=200
ROF=150
Range=6
Speed=125

[EFRAG]
Damage=200
ROF=140
Range=7
Speed=115

[SNIPE]
Damage=150
ROF=120
Range=9
Speed=100

[ESNIPE]
Damage=170
ROF=110
Range=10
Speed=100

[SNIPEO]
Damage=150
ROF=115
Range=10
Speed=100

[ESNIPEO]
Damage=170
ROF=110
Range=11
Speed=100
Keep in mind that this is very basic. Much more coding will be needed in the future, but for now is unneccessary.



And here's the edited unit list:

INFANTRY
Marines
-Snipers
-Rocket
-Assault
ODSTs
Spartans (?)

GROUND VEHICLES
Mongooses (garrisonable by 1)
Warthogs
-LAAG (garrisonable by 1)
-Gauss (garrisonable by 1)
-Troop (garrisonable by 4) (?)
Wolverines
Scorpions
Elephants (garrisonable by 10)

AIR VEHICLES
Hornets
Sparrowhawks
Pelicans (garrisonable by 6)
Vultures

INFANTRY
Grunts
-Assault
-Anti-Vehicle/Air
Jackles (Snipers)
Elites
-Ranger
-Commando
-Assault
Hunters

GROUND VEHICLES
Ghosts
Spectras (garrisonable by 2)
Wraiths
-Mortar
-Anti-Air
Shadows (garrisonable by 6)

AIR VEHICLES
Banshees
Spirits (garrisonable by 6)
Phantoms (garrisonable by 10)


Last edited by CivBase on Tue Nov 18, 2008 7:36 pm; edited 1 time in total
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Post by Kasrkin Seath Sun Nov 16, 2008 7:54 pm

yeah, that looks good for now, well just change it as we go along.
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Post by capn qwerty Mon Nov 17, 2008 6:46 am

How can a Vulture carry more than a Pelican?
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Post by CivBase Mon Nov 17, 2008 8:58 pm

Well... they're bigger aren't they?
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Post by MrX Tue Nov 18, 2008 1:07 am

Kasrkin Seath wrote:Wesnoth... loose image maker

*hides*

>.>
<.<
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Post by Kasrkin Seath Tue Nov 18, 2008 5:52 pm

CivBase wrote:Well... they're bigger aren't they?
Well, the vulture is just a pure gunship/weapons platform, not a troop carrier

An Albotross is teh larger air vehicle, but is way to big to be put in and keep the sides balanced
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Post by CivBase Tue Nov 18, 2008 7:35 pm

Really? I thought the vulture had a troop bay... oh well, I'll drop that.
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Post by Kasrkin Seath Thu Nov 20, 2008 6:29 pm

I'll be getting a working copy of RA2(should be anyways)
Ill be able to help then.

-----
For vehicles, they should be made much more powerful than infantry, too many game make them too weak.

Same with building



lastly, what about money?

I had this idea that maybe we could edit ore fields to project a small area of ore stuffs that you could build a structure on to harvest it, sort of like how it worked on DoW

Maybe give lump sums on a timed basis based on something?

Combination of the two?
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