Command and Conquer
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- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
I want...
Nod Apache Helicopters, Nod SSM's, Nod Chem Troopers!!!
heh...
looks good SH!
I'm happy you went with the mobile MCV and not the ghey construction yard :D
If you need C&C sounds (full quality), I can get them all for you, I also memorized which sound goes with what weapon :D
so if you need help with weapons i'm your man ok?
Nod Apache Helicopters, Nod SSM's, Nod Chem Troopers!!!
heh...
looks good SH!
I'm happy you went with the mobile MCV and not the ghey construction yard :D
If you need C&C sounds (full quality), I can get them all for you, I also memorized which sound goes with what weapon :D
so if you need help with weapons i'm your man ok?

- Mars Keeper
- Posts: 240
- Joined: 25 Jan 2005, 21:00
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
That is way too much trouble -- I could just set the Construction Yard to be the commander. Buildings can be Commanders, you know.
But I'm not going to do that either. I like mobile constr units. More flexibility, and no limit to how big/wide your base can be (unless you want me to give this Construction Yard inifinite build range... but then you could build a barracks right in your enemy's base!)
No, they will be mobile, along with the Engineers.
But I'm not going to do that either. I like mobile constr units. More flexibility, and no limit to how big/wide your base can be (unless you want me to give this Construction Yard inifinite build range... but then you could build a barracks right in your enemy's base!)
No, they will be mobile, along with the Engineers.
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
AND as for sounds... as of last Friday I own every single Command & Conquer ever made.. and programs to unwrap the juicy file goodness inside. And convert them to normal files.
But you can help me with any weapons I need help with! Though I can't think of any really troublesome weapons I might have to deal with.. Nod obelisk rays are easy in Spring... and Laser tower lasers... infact the only problem I can think of will be the grenades, but only scripting the animation to look decent. I experimented and it looked fucking queer.
But you can help me with any weapons I need help with! Though I can't think of any really troublesome weapons I might have to deal with.. Nod obelisk rays are easy in Spring... and Laser tower lasers... infact the only problem I can think of will be the grenades, but only scripting the animation to look decent. I experimented and it looked fucking queer.
Check out the Rebel Elite Troopers in Star Wars: Spring; they throw hand grenades.SpikedHelmet wrote:AND as for sounds... as of last Friday I own every single Command & Conquer ever made.. and programs to unwrap the juicy file goodness inside. And convert them to normal files.
But you can help me with any weapons I need help with! Though I can't think of any really troublesome weapons I might have to deal with.. Nod obelisk rays are easy in Spring... and Laser tower lasers... infact the only problem I can think of will be the grenades, but only scripting the animation to look decent. I experimented and it looked fucking queer.
I played RA2 and CCG last weekend, (didn't get to play CCG to prove those building distances tho.) and especially RA2 build distance restrictions made claiming oil pumps and air stations quite strategical.
Also I think westwoods maps had these bottlenecks at every friggin map =D So making the original C&C and keeping the OTA buildtree would cause major imbalance issues =P
..hmm.. hope they don't get in your way badly since this is the first "realistic" spring mod I'd like to test out =D
BTW, the models look nice, but those little tanks.. how can you tell who is controlling what? Somekind of color there....
Also I think westwoods maps had these bottlenecks at every friggin map =D So making the original C&C and keeping the OTA buildtree would cause major imbalance issues =P
..hmm.. hope they don't get in your way badly since this is the first "realistic" spring mod I'd like to test out =D
BTW, the models look nice, but those little tanks.. how can you tell who is controlling what? Somekind of color there....
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
I think you'd be hard pressed to make this mod play like CnC. Certainly not with the TA resouce system.
That's a good thing though. The CnC resouce system was annoying. I think there's plenty of potential for taking aspects of CnC and making a mod thats very different from AA and XTA. Slower, more unit control, less expanding all over the place. Could be interesting in its own right.
That's a good thing though. The CnC resouce system was annoying. I think there's plenty of potential for taking aspects of CnC and making a mod thats very different from AA and XTA. Slower, more unit control, less expanding all over the place. Could be interesting in its own right.
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Ok, here's changelog. I will make updates as I go.
Version .1 Alpha
-----------------------------------
Feb 20
- Added units: GDI & NOD MCV's; GDI & NOD Minigunner; NOD Light Tank;
- Added structures: GDI & NOD Power Plant; GDI & NOD Tiberium Silo; GDI Guard Tower; GDI Barracks; NOD Turret; NOD Hand of Nod;
- Added units: GDI & NOD Bazooka; GDI Commando;
SSotD:

Version .1 Alpha
-----------------------------------
Feb 20
- Added units: GDI & NOD MCV's; GDI & NOD Minigunner; NOD Light Tank;
- Added structures: GDI & NOD Power Plant; GDI & NOD Tiberium Silo; GDI Guard Tower; GDI Barracks; NOD Turret; NOD Hand of Nod;
- Added units: GDI & NOD Bazooka; GDI Commando;
SSotD:

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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25