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Posted: 21 Feb 2006, 14:12
by Plo Koon
will you add "secret units" like chemiman and the nod helicopter?

Posted: 21 Feb 2006, 19:24
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? ;)

Posted: 21 Feb 2006, 19:38
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

Posted: 21 Feb 2006, 22:32
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.

Posted: 22 Feb 2006, 01:39
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.

Posted: 22 Feb 2006, 01:47
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?

Posted: 22 Feb 2006, 01:52
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.

Posted: 22 Feb 2006, 04:28
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.

Posted: 22 Feb 2006, 05:29
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....

Posted: 22 Feb 2006, 07:47
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!!!

Posted: 22 Feb 2006, 13:38
by RobJ
I dunno, if you're looking for a decent nuke I'd take a look at SupCom:
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Posted: 22 Feb 2006, 19:05
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.

Posted: 23 Feb 2006, 02:04
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.

Posted: 23 Feb 2006, 03:14
by Cyberwal
maybe infinite nanolating range and invisible nanolathing for the con yard..

Posted: 23 Feb 2006, 18:00
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.

Posted: 23 Feb 2006, 19:00
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.

Posted: 23 Feb 2006, 22:40
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.

Posted: 25 Feb 2006, 11:12
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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Posted: 25 Feb 2006, 11:27
by SpikedHelmet
Will edit first post with info.

Posted: 26 Feb 2006, 00:13
by SpikedHelmet
Guess who.

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