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So many of us are fans of both Tiberium and Red Alert story lines. There has even been a mod of Renegade that takes place in the Red Alert story-line (A path too far). But looking at the Red Alert units from old I can see a few, obstacles besides the coding and models needed to make it a reality. I'd figure I start a more recent dialogue as I am certain that a Red Alert mod has already been discussed before. So not in any particular order here is what I can see. No fast vehicles for the soviets. Now this might not seem like a problem and for the RTS it isn't as Soviet faction style is powerful grinding tanks. But in an FPS especially with everyone being a building destroying commando this can be a big issue. Make a soviet military truck. That's it, something that looks like the MCV but instead of slow and unpacking into a CY it acts as a fast and light troop transport. Still slower than the Ranger but more health and can carry more passengers. Allied defensive structures are basic The turret is the biggest thing the Allies have. We already have turrets and they are basic structures usually found in Nod bases. They are not the equivalent of an obelisk, AGT, or even a tesla coil. Add Prism Tower Network. This is not much different from the Tiberium Sun vehicles. I like the idea of Renegade being between the Dawn and Sun time periods. Why not make this game right after Stalin is killed (spoiler, he dies in both endings). The Prisim tower network could be the counterpart to the Tesla Towers the Soviets have for their defense. Soviet K9 units. Nothing more needs to be said. The K9 was an important part of the soviet arsenal as they stop allied spies (and thieves but no one used them) from infiltrating the base. Now this is a difficult one, I don't have any problems playing as a Dog and just ruining around and jumping on every allied infantry I can find. Although I think a bot that gets refilled with a tier 2 class could be a better solution. The bot can detect stealth and spies so when the bot attacks a seemingly friendly unit you know it is a spy. No allied superweapon strike. So in multiplayer the big compromise was to give soviets commandos in exchange for nuclear silos. But nukes just are not a part of the allied arsenal. Make an allied lightning strike beacon. You could say this was the precursor to the weather control machine. Instead of a base destroying storm it is just a single bolt of lightning that acts very much like the GDI Ion cannon. Naval Units, the proverbial elephant in the war room. Tiberium never used naval units, as for Red Alert naval units were sort of the balancing factor. Soviets ruled the land, Allied ruled the seas. Careful planing in map design Just like not every map had room for naval units not every map needs water structures. This can be a low priority and placed in later, just like with tiberium sun vehicles. Non-strike superweapons aka the faction superpowers. The Cronospher and the Iron Curtain. Make them items Put a time limit right after purchase. Now the difference is unlike the RTS where they only worked on vehicles, here they only work on infantry. We could make them a deployable item sort of like a beacon that after a few second countdown affects all vehicles. Something we have to try and see which is the easier method. Well those are some ideas thrown out there. Do you see other issues needed to adapt the Red Alert line to Renegade?
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How hard would it be to achieve this? So that you could access map overview trough browser on either same computer where Renegade X is running (useful if you have multiple monitors), or trough some other device in local network (for example laptop or tablet. Additionally, having commander mod work trough that interface (click / press on units and buildings to issue relevant commands) would be very awesome IMHO. Would it even be possible to implement something like that? Would it be useful for anyone?
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Hey, I have a small question about the GDI Titan: How hard would it be to give the GDI Titan mech WASD movement? For example rather than the legs turning slowly they turn fast towards the direction of the key pressed (similar to how the player moves). Any tips would be appreciated, I'm still messing around with unrealscript haha.