C&C Spring
Posted: 29 Jan 2006, 02:33
I'm doing a C&C Mod! DUHHHHHHHHHH couldn't you tell from the fucking name?!?!
I'm not working very hard on it, but I am gonna do it.. eventually. As sort of a hobby. I don't have much time on my hands lately but I thought, with the little time I do, why don't I spend it doing AATA and something like C&C? So here I am.
OK, the basic premise of the mod will encompass Tiberian Dawn and Tiberian Sun (no Red Alert for you, bitches!), with the two "eras" seperated by "Level 1" and "Level 2". For instance, Tiberian Dawn stuff will be Level 1; Tiberian Sun+Firestorm stuff, Level 2. This will be very simple; the Tib Sun MCVs will be built in the Tib Dawn Weapons Factory/NOD Airfield.
I've obviously had to re-hash the C&C buildtree, as prereqs (needing one unit built to "unlock" another unit) are, to my knowledge, impossible with Spring. Rather than explain it, here it is:
GDI
MCV (DONE)
Power Plant (DONE)
Refinery
Harvester
Tiberium Silo
Guard Tower
Communications Center
Barracks (DONE)
Minigun Infantry
Grenadier
Rocket Soldier
Commando
Engineer
Advanced Power Plant
Advanced Guard Tower
Advanced Communications Center
Helipad
Orca VTOL
Chinook Transport Helicopter
Repair Facility
Weapons Factory
Hum-Vee
APC
Medium Tank
MRLS
Mammoth Tank
Harvester
MCV
MCV Mk II
Tiberium Silo
Power Plant
Radar Tower
Component Tower
Vulcan Cannon
RPG Launcher
SAM Upgrade
Tiberium Refinery
Harvester
Tiberium Silo
Barracks
Light Infantry
Disc Thrower
Jumpjet Infantry
Mutant Commando
Engineer
Helipad
Orca Interceptor
Orca Bomber
Orca Carryall
EM Pulse Cannon
Upgrade Center
Hunter-Seeker Drone
War Factory
Wolverine
Titan
Hover MRLS
Amphibious APC
Disruptor
Mammoth Mk II
Mobile Sensor Array
Mobile EMP Cannon
Juggernaut
Mobile War Factory
MCV
MCV Mk II
NOD
MCV
Power Plant
Refinery
Harvester
Tiberium Silo
Turret
Communications Center
Hand of Nod
Minigun Infantry
Rocket Soldier
Flamethrower
Commando
Engineer
Advanced Power Plant
Obelisk of Light
SAM Site
Helipad
Temple of Nod
Airfield
Recon Bike
Buggy
Light Tank
Flame Tank
Mobile Artillery
SSM
Stealth Tank
Harvester
MCV Mk II
Power Plant
Radar Tower
Laser Tower
Tiberium Refinery
Harvester
Tiberium Silo
Hand of Nod
Light Infantry
Rocket Soldier
Cyborg
Cybord Commando
Mutant Hijacker
Reaper
Engineer
Advanced Power Plant
Obelisk of Light
SAM Site
Helipad
Harpy
Banshee
EM Pulse Cannon
Temple of Nod
Hunter-Seeker Drone
Missile Silo
War Factory
Buggy
Recon Bike
Subterrainean APC
Tick Tank
Artillery
Devil's Tongue
Stealth Tank Mk II
Repair Tank Bot
Mobile Sensor Array
Mobile Stealth Generator
Fist Of Nod
MCV
MCV Mk II
I hope it comes out good in this forum... it's supposed to be tiered, or atleast is in my wordpad. Anyway, as you can see, concessions must be made.. I can not tell the game that the Mammoth should only be built if an Adv. Comm Center is built, and so forth. Otherwise I will try to keep it true.
As for porting unit and weapon statistics over, I will do my absolute best to give everything the exact same values they had in C&C. Same energy production and consumption (and units will require a little energy to be built... but only to stop them from being built if there's no energy), same credit costs, same hitpoints, same weapon damages, etc. Although I do know in C&C:TS atleast that there is a little something more going on with weapon damages, which I haven't yet figured out..
As for other features...
- The ion cannon will be tricky. I'm thinking of making it some sort of ultra-fast invisible missile. Don't think I can do the nifty blue energy beam effect, but I do know I can probably make it appear as though some invisible massive energy suddenly pulverizes a large area.
- Tiberium.. there are several ways of doing this, not the least of which is mobile metal extractors.. however, last I heard, these weren't able to figure out if there was metal underneath them if they moved... can someone update me on this? Are mobile metal extractors plausible and realistic? If that is the case, Tiberium Refineries will basically be factories that build a single unit -- a Harvester. And the Harvester will never go back.
- Another option for the Refineries is to just make the refinery itself the metal extractor, and have people build them on Tib deposits. Maybe with some silly animation of a Harvester piece going out and "digging around" for tiberium. Sounds gay.
- Subterrainean units, ie the NOD Subterrainean APC and Devil's Tongue units... impossible? Anyone have any info on underground units in Spring? If not, simply cloaked?
- Drop pods -- should be possible, as a unit you can build, load up with infantry, and then fly somewhere. It'd have an altitude of like 5000 or something so it'd be waaaaaaaaay up there, and then SHOOT down!
- Thankfully, Spring units with weapons that can only shoot in one direction will automatically move themselves to face said direction, meaning the Mammoth Mk II, Devil's Tongue, Stealth Tanks, etc, won't look silly.
- ALL sounds will be original C&C sounds. When you tell a little minigunner to go somewhere, he WILL say "You got it!" and when he dies, he WILL scream "Ahahhghghhghhahghhh!!!" and when you build something, a sexy female voice WILL say "Building."
- Firestorm units will be included. Limpet mines seem meaningless, except maybe to spot stuff from far away. The Fist of Nod and Mobile War Factories are probably the only worthwhile units from there -- and perhaps the mobile EMP Cannons.
- I will not have silly-looking purple tanks running about. I will assume that the units, as they appeared in missions, with their scripted side colours, is how they look. For instance, Tib Dawn NOD units were a sort of greyish-lavender, and they will be the same in my mod. There will be some small side-colour identifier but like I said, I am not going to look and see a god damned purple pink yellow tank running around. Nod units will be grey, black and red, GDI units will be tan. Thankfully Tib Sun was more sane about side-colour management and didn't have entire units decked out in side-colours.
As far as progress... so far I have about 3 units completed; MCV, Power Plant, and Barracks. I would like to do UV mapping for all of these, so I will have to learn it. I believe I will not need any massively complex scripting; C&C units are fairly, relatively, simple.
Anyway, have to go.
I'm not working very hard on it, but I am gonna do it.. eventually. As sort of a hobby. I don't have much time on my hands lately but I thought, with the little time I do, why don't I spend it doing AATA and something like C&C? So here I am.
OK, the basic premise of the mod will encompass Tiberian Dawn and Tiberian Sun (no Red Alert for you, bitches!), with the two "eras" seperated by "Level 1" and "Level 2". For instance, Tiberian Dawn stuff will be Level 1; Tiberian Sun+Firestorm stuff, Level 2. This will be very simple; the Tib Sun MCVs will be built in the Tib Dawn Weapons Factory/NOD Airfield.
I've obviously had to re-hash the C&C buildtree, as prereqs (needing one unit built to "unlock" another unit) are, to my knowledge, impossible with Spring. Rather than explain it, here it is:
GDI
MCV (DONE)
Power Plant (DONE)
Refinery
Harvester
Tiberium Silo
Guard Tower
Communications Center
Barracks (DONE)
Minigun Infantry
Grenadier
Rocket Soldier
Commando
Engineer
Advanced Power Plant
Advanced Guard Tower
Advanced Communications Center
Helipad
Orca VTOL
Chinook Transport Helicopter
Repair Facility
Weapons Factory
Hum-Vee
APC
Medium Tank
MRLS
Mammoth Tank
Harvester
MCV
MCV Mk II
Tiberium Silo
Power Plant
Radar Tower
Component Tower
Vulcan Cannon
RPG Launcher
SAM Upgrade
Tiberium Refinery
Harvester
Tiberium Silo
Barracks
Light Infantry
Disc Thrower
Jumpjet Infantry
Mutant Commando
Engineer
Helipad
Orca Interceptor
Orca Bomber
Orca Carryall
EM Pulse Cannon
Upgrade Center
Hunter-Seeker Drone
War Factory
Wolverine
Titan
Hover MRLS
Amphibious APC
Disruptor
Mammoth Mk II
Mobile Sensor Array
Mobile EMP Cannon
Juggernaut
Mobile War Factory
MCV
MCV Mk II
NOD
MCV
Power Plant
Refinery
Harvester
Tiberium Silo
Turret
Communications Center
Hand of Nod
Minigun Infantry
Rocket Soldier
Flamethrower
Commando
Engineer
Advanced Power Plant
Obelisk of Light
SAM Site
Helipad
Temple of Nod
Airfield
Recon Bike
Buggy
Light Tank
Flame Tank
Mobile Artillery
SSM
Stealth Tank
Harvester
MCV Mk II
Power Plant
Radar Tower
Laser Tower
Tiberium Refinery
Harvester
Tiberium Silo
Hand of Nod
Light Infantry
Rocket Soldier
Cyborg
Cybord Commando
Mutant Hijacker
Reaper
Engineer
Advanced Power Plant
Obelisk of Light
SAM Site
Helipad
Harpy
Banshee
EM Pulse Cannon
Temple of Nod
Hunter-Seeker Drone
Missile Silo
War Factory
Buggy
Recon Bike
Subterrainean APC
Tick Tank
Artillery
Devil's Tongue
Stealth Tank Mk II
Repair Tank Bot
Mobile Sensor Array
Mobile Stealth Generator
Fist Of Nod
MCV
MCV Mk II
I hope it comes out good in this forum... it's supposed to be tiered, or atleast is in my wordpad. Anyway, as you can see, concessions must be made.. I can not tell the game that the Mammoth should only be built if an Adv. Comm Center is built, and so forth. Otherwise I will try to keep it true.
As for porting unit and weapon statistics over, I will do my absolute best to give everything the exact same values they had in C&C. Same energy production and consumption (and units will require a little energy to be built... but only to stop them from being built if there's no energy), same credit costs, same hitpoints, same weapon damages, etc. Although I do know in C&C:TS atleast that there is a little something more going on with weapon damages, which I haven't yet figured out..
As for other features...
- The ion cannon will be tricky. I'm thinking of making it some sort of ultra-fast invisible missile. Don't think I can do the nifty blue energy beam effect, but I do know I can probably make it appear as though some invisible massive energy suddenly pulverizes a large area.
- Tiberium.. there are several ways of doing this, not the least of which is mobile metal extractors.. however, last I heard, these weren't able to figure out if there was metal underneath them if they moved... can someone update me on this? Are mobile metal extractors plausible and realistic? If that is the case, Tiberium Refineries will basically be factories that build a single unit -- a Harvester. And the Harvester will never go back.
- Another option for the Refineries is to just make the refinery itself the metal extractor, and have people build them on Tib deposits. Maybe with some silly animation of a Harvester piece going out and "digging around" for tiberium. Sounds gay.
- Subterrainean units, ie the NOD Subterrainean APC and Devil's Tongue units... impossible? Anyone have any info on underground units in Spring? If not, simply cloaked?
- Drop pods -- should be possible, as a unit you can build, load up with infantry, and then fly somewhere. It'd have an altitude of like 5000 or something so it'd be waaaaaaaaay up there, and then SHOOT down!
- Thankfully, Spring units with weapons that can only shoot in one direction will automatically move themselves to face said direction, meaning the Mammoth Mk II, Devil's Tongue, Stealth Tanks, etc, won't look silly.
- ALL sounds will be original C&C sounds. When you tell a little minigunner to go somewhere, he WILL say "You got it!" and when he dies, he WILL scream "Ahahhghghhghhahghhh!!!" and when you build something, a sexy female voice WILL say "Building."
- Firestorm units will be included. Limpet mines seem meaningless, except maybe to spot stuff from far away. The Fist of Nod and Mobile War Factories are probably the only worthwhile units from there -- and perhaps the mobile EMP Cannons.
- I will not have silly-looking purple tanks running about. I will assume that the units, as they appeared in missions, with their scripted side colours, is how they look. For instance, Tib Dawn NOD units were a sort of greyish-lavender, and they will be the same in my mod. There will be some small side-colour identifier but like I said, I am not going to look and see a god damned purple pink yellow tank running around. Nod units will be grey, black and red, GDI units will be tan. Thankfully Tib Sun was more sane about side-colour management and didn't have entire units decked out in side-colours.
As far as progress... so far I have about 3 units completed; MCV, Power Plant, and Barracks. I would like to do UV mapping for all of these, so I will have to learn it. I believe I will not need any massively complex scripting; C&C units are fairly, relatively, simple.
Anyway, have to go.