What do you want first? ROTD 2.8 or C&C95 expansion?
RotD 2.8
28%
[ 20 ]
C&C95 expansion pack
71%
[ 50 ]
Total Votes : 70
Author
Message
Reaperrr
Commander
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu Jul 31, 2008 3:22 pm Post subject:
Do you want ROTD 2.8 or an inofficial C&C95 expansion pack?
Subject description: Yeah I'm still modding
Hey people,
yeah I'm still alive
The situation on ROTD is the following: In theory, I would have enough time to work on 2.8 atm, but to be honest, I don't really feel the motivation to do it.
I did have some cool ideas in mind for it, but implementing them would require lots of work & time, and putting so much effort into a mod that seemingly only a few people are still interested in, doesn't exactly motivate me.
Amongst some minor graphical tweaks, I had the following two new main features in mind:
- Mod being split into Classic ROTD on the one hand and "Reaperrr's Rules" on the other hand, the latter a separate mode that takes original ROTD and turns things upside-down when it comes to several things, mainly balancing. Most units would get different/modified/additional weapons, and all kinds of unit and weapon statistics would be modified to change the gameplay experience to something different, yet still (maybe even more) fun.
- a new multiplayer mode, and one that has never been done before, at least not in this form.
What I'd prefer to make right now, is an inofficial Expansion pack for C&C1 (95/TFD-version, of course).
Combining what Nyerguds has found in the exe regarding settings for units, weapons, music etc., with my modding skills and (even if you didn't know that) TD mapping skills, this expansion will be more than just a few new missions, it will also feature
-improved balance
-simulated skirmish battles
-6-player LAN enabled by default
-singleplayer co-op missions with allied AI
-co-op battles with human vs. AI
-new units (not sure about multiplayer, but in singleplayer definitely)
-some bonus tracks enabled
-some other stuff
Of course, it will be based on all the latest fan-made patches for C&C95, so it
-runs stable under WinXP
-LAN play working
-1024x768 resolution available
As I said, I personally favor the C&C95 expansion, but if the majority of you votes for ROTD 2.8, I'll make that first, and then the expansion.
You decide
-Reaperrr Last edited by Reaperrr on Thu Jul 31, 2008 3:38 pm; edited 1 time in total QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Thu Jul 31, 2008 3:37 pm Post subject:
whats the point if the patches are available..?
but, no offence, i never liked ROTD so ill vote for the expansion anyway. _________________ Please, read the signature rules of the forum. QUICK_EDIT
i vote for C&C95ex
and please raise the Nod arty firing range by one cell so it can finally take out those GDI adv guard towers from every direction.
i always found it was quite useless with the low range,firepower, armor and speed. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu Jul 31, 2008 4:42 pm Post subject:
Lin Kuei Ominae wrote:
i vote for C&C95ex
and please raise the Nod arty firing range by one cell so it can finally take out those GDI adv guard towers from every direction.
i always found it was quite useless with the low range,firepower, armor and speed.
That's on my list
Although the firepower is actually amongst the best, when it comes to theoretical average damage-per-second. It's just the inaccuracy amongst the other things you mentioned that make it so weak.
My goal is to make it so that every unit/building is at least somewhat useful, which is clearly not the case with the standard settings.
I mean, for example the normal Guard Tower is outranged by every armed Nod vehicle except the Flame Tank... basically the only thing it's useful for is defending your key buildings against engineers, but otherwise... QUICK_EDIT
I say you should continue RotD,as TD has an more limited engine,here you have ETS,which can help you much more.
Something I was interested to do in case RotD fails,was to create an TS/YR mod intended to be something in-between TD and TS/RA1 and TD,but this remained just an idea.
Tought I was thinking at working at this again,as it was an old,private mod.Maybe I'll put EtW on hold an work on this,dunno,I'll see what I can do.
If the votes get negative,(for me),and people choose to go to TD idea,maybe I'll work(just MAYBE,I don't give any guarantees).
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Thu Jul 31, 2008 6:20 pm Post subject:
Dude, for sure 100% sure, do an unofficial but awsome expansion pack to TD - simulated skirmishes FTW. _________________ Destroy to create. All for the hunt to dominate!
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu Jul 31, 2008 6:53 pm Post subject:
secret wrote:
I say you should continue RotD,as TD has an more limited engine
a "limited engine" is not always a disadvantage. For example, in the time you need to make one single good singleplayer mission for TS/RotD, you can make like 8-10 good TD singleplayer missions (at least in my case). And TD still offers nice stuff like airstrikes, working air transports, etc.
secret wrote:
here you have ETS,which can help you much more.
ETS is still at version 3.4 rev. 19, and last time I checked, that version offers no features that would be really useful for RotD at all, at least not its original goal, which is to make it a TS2TD TC.
If ETS offered stuff like fixed air transport, a real nuke effect, a real airstrike superweapon, then you bet I would use it, but right now, that's simply not the case.
Also, you talk as if developement of RotD was stopped right in the middle, which is clearly not the case. I dare to say despite its short-comings, RotD is one of the few mods that ever reached a "basically finished" state. RotD 2.8 would add some improvements here and two new features there, but if you didn't like versions 2.6 and 2.7, you wouldn't like 2.8 much more either. And anything beyond that would depend on future versions of ETS and/or alternatives to it.
Last but not least, if the current trend of this poll continues that doesn't mean RotD 2.8 is dead and buried, it will just remain on halt for a little longer. QUICK_EDIT
How similair are the red alert and the td engines? From what I've seen purely from gaming, it looks like an exact clone with the addition of skirmish (and other things, but pretty much the same). Would it be better to do a mod for Red Alert turning it to Tiberian Dawn? (Thus enabling skirmish) or even having a td vs ra? Stealth tanks vs tesla tanks? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Aug 01, 2008 3:11 pm Post subject:
DaFool wrote:
How similair are the red alert and the td engines? From what I've seen purely from gaming, it looks like an exact clone with the addition of skirmish (and other things, but pretty much the same). Would it be better to do a mod for Red Alert turning it to Tiberian Dawn? (Thus enabling skirmish) or even having a td vs ra? Stealth tanks vs tesla tanks?
Nope.
The number of things that are NOT possible in the RA engine far outweight the skirmish feature.
@Hyper: Yeah, that would be too cool
The main problem would be the AI though, I doubt it can be that easily done, AI was the one thing that was improved most in RA1. QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Fri Aug 01, 2008 8:26 pm Post subject:
Reaperrr wrote:
The number of things that are NOT possible in the RA engine far outweight the skirmish feature.
Very true. In my opinion, the best thing would be some kind of an engine recreation (since the source code of either games isn't going to be made public domain, apparently) that would combine the pro's of both TD and RA... but so far I haven't seen anything like that (there are several project, but they're mostly WIP). _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
RotD is an awsome mod, its agreed, but it's kinda done and dusted, there could be single player maps made (based from TD maps would be coolest), but without ALL units properly possible, its kinda not needed.
TD, in my oppinion was a game made when the genre wasn't properly understood, westwood was on new territory and made teh best tehy could (which is fkn awsome, lol) but things like, a skirmish mode, proper MASS multiplayer and maybe even just features in the game were left out.
I vote for the expantion, it would be awsome to get this game up and running with a whole bunch of new stuff. Ive had an idea for a nod mission in mind for a while now, but without the skills I cant really make it.
If this Expantions a go, I'll flick my ideas to Reaperrr and if HE likes them, maybe it'll be a reality. A new campain would be cool, something a bit more erban, which was never really seem in TD, would be cool, mainly just have to make new buildings for such a feature.
I like the idea of some new units, I think your best to go with modern millitary stuff, everwise you'll just end up making an RA or TS feel to the game... was one thing I liked about TD, felt kinda real, like its actually possible, even if it isnt. (love that shot of the trade tower being destroyd in the opening sequence... kinda sereal...).
-Liam
TD Expantion! QUICK_EDIT
I voted for an expansion for TD, but many of the listed (at least a few) features can be done with unofficial patches. (like 6 player LAN) _________________ QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Aug 04, 2008 12:42 pm Post subject:
Tore wrote:
I voted for an expansion for TD, but many of the listed (at least a few) features can be done with unofficial patches. (like 6 player LAN)
I'm aware of that, just think of them as a nice little extra. You'll get all in one package instead of having to deal with half a dozen inofficial patches. The focus of this exp will be on new singleplayer missions.
whiteshoes-n-gloves wrote:
Ive had an idea for a nod mission in mind for a while now, but without the skills I cant really make it.
If this Expantions a go, I'll flick my ideas to Reaperrr and if HE likes them, maybe it'll be a reality.
Well judging by the current poll result and considering that I personally favor the expansion as well, I think you can just send send them over now and I'll have a look at it QUICK_EDIT
haha, yes, I am totally awear of Dune 2, I just dont think it was very well done, and I also think that it was CnC where they really began to understnd what they were making (especially because it alowed multiplay). My point is that they clearly left stuff out. Nod was to have parabombs (later seen in RA), proper chem facility (buildible) which would fire a tiberium missile, there was to be unarmed combat (fist fights, lol) and I also believe 2 jets, nod to have the F-18 (stealth fighter), and gdi to a have a new "sci-fi" jet (theres some renders of it, but i dont think it has a name, perhaps if u can hunt down som old WW guys maybe they did give it one, but it never went official because, it never truely excisted).
I'll get back to you on that reaperrr, I still need to sort out more of the nitty gritty, but i may send an explanation and a poorly drawn BMP image to outline it. Hope all gets going! sounds like its going to be awsome!
My other question is, could u work with WXIS to make emass multiplay for the internet by making a patch for WWchat????
-Liam QUICK_EDIT
I have to go with a C&C95 expansion here. Ive always wanted to play a real C&C95 skirmish battle (or a simulated one) even if I might be able to whip up a homemade skirmish map myself without the patch
(Yes I know how to code TD & RA1 missions) QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Thu Aug 07, 2008 2:12 pm Post subject:
Hyper wrote:
Maybe, a skirmish mode could be coded up for TD
I vote Nyer to do this!
Shut up. You know very well the C&C1 AI is as dumb as a brick.
Actually making a MP-against-AI-only may be possible, but making it act like a player isn't.
The only thing that comes close is adding all MP maps to the New Missions menu with an AI programmed in it. Which I think is what Reaperrr was already planning.
On that topic, I can probably expand the New Missions list to 999 missions :p
Reaperrr... how are you going to add units, btw?
Oh, and Im going to release an updated C&C95 exe pretty soon. _________________ QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu Aug 07, 2008 8:55 pm Post subject:
Nyerguds wrote:
The only thing that comes close is adding all MP maps to the New Missions menu with an AI programmed in it. Which I think is what Reaperrr was already planning.
yup
Although I'm not sure if I'll add all of them in the first release, since coding a complete base section and triggers for each map would be quite alot of work... Together with a huge amount of singleplayer missions and all the other stuff, that would take quite some time...
Nyerguds wrote:
Reaperrr... how are you going to add units, btw?
Well, if you could manage to add new unit sections into the expanded exe that would be the way to go, otherwise I would have used the dinosaur entries. That would allow for 4 new units, 2 new weapons, 2 new projectiles and 2 new warheads. As long as the expansion contains no funpark missions, there would be no disadvantage to this approach. QUICK_EDIT
er, just to ask, did you like or hate the NOD mission I sent you???
also, if your going to make new stuff, make some terrorist technicals, the games no fun without ragheads in pickups and vans!
"Dirka Dirka, Muhammad Jihad!" lol
see if you can make those jets... though without teh red alert "aeroplane" units, this may be fkn hard/impossible, lol.
-Liam QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Aug 08, 2008 9:27 am Post subject:
whiteshoes-n-gloves wrote:
er, just to ask, did you like or hate the NOD mission I sent you???
-Liam
Looks a bit complicated, but I think I'll give it a try. You need to resend me the bitmap, though, the attachement contained only the description. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Aug 08, 2008 3:02 pm Post subject:
DoMiNaNt_HuNtEr wrote:
Can the C&C AI be modded to make it less dumb?
basically, there's one big problem with C&Cs AI: It is unable to build bases on its own.
I don't know if it's possible to implement a base-building code for the AI, at least it would require both some time and good coding knowledge.
And even if someone manages to accomplish that, we're probably talking about a RA1-like I-cheat-and-rush-to-compensate-for-my-dumbness AI. QUICK_EDIT
I think he means queue up units, rather than clicking 1 at a time when the unit before gets finished _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sat Aug 09, 2008 5:36 pm Post subject:
Ahh. In that case, forget it. This is C&C95. Adding an entire queues logic in it is not really my idea of "not having to do much". _________________ QUICK_EDIT
We can conclude that just about any feature not already in the game will be a pain in the arse if not impossible to add. Anyone thinking otherwise must be day dreaming.
Then again, use of Syringe and somebody to spend the time to create a C&C95 library could probably get many things done. TD++ anyone? _________________
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