RA2: Modding thread
+5
MrX
capn qwerty
Lord Pheonix
CivBase
Kasrkin Seath
9 posters
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Re: RA2: Modding thread
Mortar infantry?
You mean like grenadeers?
I figured we'd just do rocket marines, but sure.
You mean like grenadeers?
I figured we'd just do rocket marines, but sure.
Re: RA2: Modding thread
Sorta like grenadiers, but think more damaging, slower to fire, longer range and must deploy
More of a low tier artillery unit for the UNSC since in low tier matches they would be severely outclassed by the more elite of covie infantry
More of a low tier artillery unit for the UNSC since in low tier matches they would be severely outclassed by the more elite of covie infantry
Kasrkin Seath- The Law
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Re: RA2: Modding thread
Who?
The UNSC no doubt has mortars, you just never see them.
They most definantly have some sort of vehicle mounted artillery as well, you just never see it.
The UNSC no doubt has mortars, you just never see them.
They most definantly have some sort of vehicle mounted artillery as well, you just never see it.
Kasrkin Seath- The Law
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Re: RA2: Modding thread
Wraith is kind of a cross, it has a very limited range for artillery
Rhino is artillery
jackhammer?
Rhino is artillery
jackhammer?
Kasrkin Seath- The Law
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Re: RA2: Modding thread
I'd call it SMA, Shoulder Mounted Artillery.
capn qwerty- Lord's Personal Minion
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Re: RA2: Modding thread
Jackhammer = misslepodKasrkin Seath wrote:Wraith is kind of a cross, it has a very limited range for artillery
Rhino is artillery
jackhammer?
Re: RA2: Modding thread
We needs mortar
Kasrkin Seath- The Law
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Re: RA2: Modding thread
We need to work on UNSC buildings...
I have no clue what they should have.
So far I just have basics: Con Yard (HQ), Power, Barracks, Resource Building, Vehicle Depot, and Air Vehicle Depot
I have no clue what they should have.
So far I just have basics: Con Yard (HQ), Power, Barracks, Resource Building, Vehicle Depot, and Air Vehicle Depot
Re: RA2: Modding thread
That sounds good, we just need some defensive structures
I was also thinking maybe we could make combat engineers to build trentches and bunkers for infantry to inhabit, although it would be difficult
I was also thinking maybe we could make combat engineers to build trentches and bunkers for infantry to inhabit, although it would be difficult
Kasrkin Seath- The Law
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Location : Michigan
Registration date : 2008-07-12
Re: RA2: Modding thread
Deffensive structures:Kasrkin Seath wrote:That sounds good, we just need some defensive structures
I was also thinking maybe we could make combat engineers to build trentches and bunkers for infantry to inhabit, although it would be difficult
Auto-cannon
Machinegun nest
Shade
Sniper Tower
I've never found deffensive structures to pressing, as it's typicaly more effective to use units as deffence.
As for engineers, I could always make it so that assault marines are capeable of capturing tech.
We could also add an armory (upgrades) and a com center
Re: RA2: Modding thread
also remember AA guns
we should make defenses actually good, but expensive so that they are usefull but never overused
making them take lots of power would work
also, power plants should be ungodly expensive and produce huge amounts of power, makes them more valuable.
What about walls?
we should make defenses actually good, but expensive so that they are usefull but never overused
making them take lots of power would work
also, power plants should be ungodly expensive and produce huge amounts of power, makes them more valuable.
What about walls?
Kasrkin Seath- The Law
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Re: RA2: Modding thread
Auto Cannons were used as AA in Halo: The Flood
I'd also add walls... but the allied ones look good for the UNSC and covy walls aren't really necessary as they don't tend to use them.
How's this sound for the base structures? I'll start revising it to fit our capabilities with the RA2 engine.
I'd also add walls... but the allied ones look good for the UNSC and covy walls aren't really necessary as they don't tend to use them.
How's this sound for the base structures? I'll start revising it to fit our capabilities with the RA2 engine.
Re: RA2: Modding thread
*thinks this mod will be better than HW*
Onyxknight- Minion
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Re: RA2: Modding thread
against what though?
are you sure about teh sniper tower?
Maybe we should put in some aa artillery instead?
are you sure about teh sniper tower?
Maybe we should put in some aa artillery instead?
Kasrkin Seath- The Law
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Re: RA2: Modding thread
it sounds good or the most part
Kasrkin Seath- The Law
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Location : Michigan
Registration date : 2008-07-12
Re: RA2: Modding thread
SpiritsKasrkin Seath wrote:against what though?
Yah, this thing. Makes for a good bunker, plus it has machineguns.Kasrkin Seath wrote:are you sure about teh sniper tower?
Auto Cannon/ShadeKasrkin Seath wrote:Maybe we should put in some aa artillery instead?
If you want, we could always make some sort of fuel-rod emplacement for Covys and a Jackhammer (misslepod) turret for UNSC.
Re: RA2: Modding thread
Auto cannons are kinda slow firing for AA, and not very accurate when it comes to hitting them
Kasrkin Seath- The Law
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Re: RA2: Modding thread
maybe.
Kasrkin Seath- The Law
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Re: RA2: Modding thread
i think maybewith the missel pods there should be LAAG turrents too
Onyxknight- Minion
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Re: RA2: Modding thread
yeah
I like onyx's idea
I like onyx's idea
Kasrkin Seath- The Law
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Location : Michigan
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Re: RA2: Modding thread
tiberian sun mod would be kewl
MrX- Lord's Personal Minion
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Re: RA2: Modding thread
i can actually play tiberian sun right now, I have those discs
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
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