Command and Conquer - Page 3

Command and Conquer

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Plo Koon
Posts: 23
Joined: 04 Nov 2005, 16:00

Post by Plo Koon »

will you add "secret units" like chemiman and the nod helicopter?
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

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? ;)
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

For some reason min3mat can't post.

But he wanted to say this:

w..t..h
happy he is using a mobile con v?
im not.
u should have a start unit that builds ONLY con yard. con yard should build everything and cost most of ur entire starting resources. after this the start unit should a) explode b)idle
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Mars Keeper
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Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

I had a thought regarding that. The Conyard vehicle could be deplyoed by pressing the on button. Then it spreads out to a building and cant any longer move, but it can build.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

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

Post by SpikedHelmet »

Oh, secret units... by Nod heli do you mean Apache? If so, yes.

Though I don't see the reason for making a Chem trooper other than the cool factor. He'd basically be a flamethrower. Also, how can I make green flame?
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

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.
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

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.
Check out the Rebel Elite Troopers in Star Wars: Spring; they throw hand grenades.
Kafetist
Posts: 20
Joined: 05 Feb 2006, 16:24

Post by Kafetist »

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....
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I love Generals, it's a fun game.

I think they had some good gameplay going in there and the nukes, the NUKES! OMFG!! best ever! Spring need those NUKES!!!
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RobJ
Posts: 6
Joined: 03 Feb 2006, 14:10

Post by RobJ »

I dunno, if you're looking for a decent nuke I'd take a look at SupCom:
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Molloy
Posts: 225
Joined: 05 Jan 2005, 22:05

Post by Molloy »

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.
Targon
Posts: 99
Joined: 16 Dec 2005, 05:15

Post by Targon »

what if you made it so that every building could build? con yard only builds the basic buildings and those buildings could build their more advanced versions or however the buildtree was in CnC.

the only problem with that is that a base could keep growing beyond the death of the con yard.
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Cyberwal
Posts: 149
Joined: 31 Jan 2006, 14:42

Post by Cyberwal »

maybe infinite nanolating range and invisible nanolathing for the con yard..
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

I WILL NOT HAVE BUILDINGS RANDOMLY SPRINGING FROM THE GROUND.

I WILL HAVE THEM MAGICALLY FORM AND COALESCE MOLECULE BY MOLECULE INFRONT OF YOUR EYES.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

SpikedHelmet wrote:I WILL NOT HAVE BUILDINGS RANDOMLY SPRINGING FROM THE GROUND.

I WILL HAVE THEM MAGICALLY FORM AND COALESCE MOLECULE BY MOLECULE INFRONT OF YOUR EYES.
hooray for nanolathing.
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diggz2k
Posts: 208
Joined: 04 Mar 2005, 06:34

Post by diggz2k »

I'm really looking forward to the finish of this mod. CnC was fun, but it was too slow, always waiting for that next miner load of resources. I like the mobile con truck too. Keep up the good work.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

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:

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

Post by SpikedHelmet »

Will edit first post with info.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Guess who.

Image
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