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1. Longbow and Infantry-Loading Animation: The game wants to display the door opening sprites but can't find it that is why there is a white square graphic. I need to add an ini option to specify the DoorStages an unit could have.
2. Infantry Replacing Animation: I need to look into this so can't answer that right now.
3. Recruitable civilian into "Hacker": I'll add ini options for Thief and Agent (Spy).
4. Single vehicle into Chinook: Yes it is possible but would require some work maybe I'll add it in the future.
5. Spy planes dropping spies: Not something I'll add. I think the spy plane should scout an area (just like in real life) and not dropping a spy.
I hope you made your changes in the *_mod.ini files otherwise your work is lost after the next update.
Some updates:
-Infantry Animation and behavior:
I figured out the infantry animation problem! i just had to replace the animation sequence in the art.ini file as well (simple as copy-and-paste). Now any replaced infantry behaves as it should, giving that you also replace the base sprites and rename them in the .zip folder accordingly.
While fiddling around, i decided i'll change the Shock Trooper as the LMG soldier. I never used it before and i found out that both the voice acting (sounds like McBain from The Simpsons xD) and the unit sprites super amusing and befitting. So he'll be the LMG guy from now on, I'll just gray scale the yellow gun and that will be it. He still charges the Adv. Guard tower with forced fire, but i think that's just a minor detail. I won't mind leaving this behavior alone as it won't interfere with the main gameplay anyway.
I successfully replaced the Flamer(E4) with the E3 sprites and made it a dedicated Anti-Aircraft soldier! One pesky problem arose: The ORIGINAL Rocket Soldier (E3), whom i decided to be the dedicated AT soldier, STILL shoots down planes. I tried to assign the secondary weapon as "none", or "Pistol", but no dice: he stubbornly shoots down ANY aircraft with the RedEye, which puts me in a crossroad: Should i absolutely pursuit to separate AA/AT roles or give the Flamer a new role? I'll accept your suggestion.
Since we could have a new opening in the infantry role, i thought of a "Squad Leader". He could lob a smoke screen grenade (like the green smoke in the vanilla), reducing the surrounding enemy units and defenses range of fire, while giving friendly soldiers a Tanya buff. I'm sure creating all this new behavior would be a *major* pain in the ass, so it's just an idea for a VERY distant future. Meanwhile, it might be easier to just make the E3 stop shooting planes with some kind of "isAA=yes/no" kind of command line. I hope that doesn't take much of your time.
-Vehicle Animation and behavior:
-Mobile Gap Gen (MGG): After much fiddling, i realized that this unit is probably a lost cause: The U shaped turret has like 4 animations which they loop weirdly, giving it the impression of a full rotation, so using it's turret for anything else is useless (it shows the white-square-of-death every 1/4 of rotation). Removing the U shaped thing and trying to make it fire like a Katjusha Rocket Truck was *also* useless, bcs the base truck refuses face the direction of any target, unless the target is directly in front of it, so idk if it's worth wasting any more time in it. I'll just leave this cursed unit be and move on to more agreeable units.
-Demolition Truck: Weird behavior: It moves and faces automatically the direction of it's target, just as i hoped for it to do, fulfilling the Katjusha Rocket Truck role. It fires without showing the feared "white-square-o-death" and in every direction. But even after changing the .ini line "Explodes=yes/no", it *insists* in disappearing after firing a single "anything" round. I knew it's original role was kamikaze, but i thought exploding nuke warhead withing 2 squares of range was enough to just obliterate it. Why would Westwood, or whoever developed it, had to make sure a truck cobbled from glue-and-paper needs to vanish after blasting freaking NUKE at ground-zero is beyond me. So yeah. I think this one might be an easy fix, but you're the code guru. I'm just assuming things that are way beyond me. I have good hopes on this one to be an easy fix.
-Stealth Tank: This one surprised me. I was able to create a MRLS out of it, using the MGG base truck and the stealth unit rocket turret. I had to fiddle with the scales on the .meta files and it ended up looking relatively nice. The MGG base truck is a bit weird tbh because the turret pivot doesn't perfectly align to any turret you place over it, so maybe i can transform this into the previous role of ZSU carrying truck, as i think the round base of the ZSU will negate this weird alignment thing, Only i fear the ZSU turret, as shrunk as i can possibly shrink, might overlap the truck cabin while facing southwards. It's a gamble for the future. I will update you in the future, as i figure you also must suffer from trial-and-error testing fatigue as much as i do.
-Tesla Tank: Same as above: I's base behavior is quite easy to deal with and it's very promising to make new vehicles out of it. We might end up with a BMP tank afterall. I possibly might use the Stealth tank for this since it already has doors. I'll keep you posted.
-Revamping structures defenses, changing some base graphs and shrinking the ore truck is doable work for me, so i'm doing things bit by bit while i wait on the main meal.
I hope i'm not annoying you too much and we can achieve great things together in the future. This will be my present to you, for you to present the community with. Let's keep our hopes high! Thanks for everything so far, man. Cheers!
Tesla Trooper: The Secondary weapon AssaultBolt enables the charging mechanic, remove it and it shouldn't do it anymore.
E3: AA=yes is defined in the weapons projectile. Both the projectile of RedEye and Dragon have that flag on.
Turrets: In the TD version of this mod you can replace and align turrets via ini but I haven't ported that feature yet and not sure if I will.
Demo Truck: Many things are hardcoded to the unit IDs (UNIT_DEMOTRUCK = 20) so I need to add an ini option for kamikaze units like the demo truck. Explodes=yes means it will explode with area dmg when it gets destroyed.
I figured out the E3 behavior: When i changed the dragon projectile to AT, i basically gutted the [Fireball] projectile, so i had made sure the AA flag was off. What i needed to do is to add the E3 primary/secondary weapon lines into the rules_veterancy.ini file. Now every replaced weapon works like a charm! The Tesla trooper tip was the key to this mystery! Thanks bro!
Then in game activate your mod inside the mods menu.
Yesterday got wasted fixing the Shok trooper gun sprites: The light grey gun was almost invisible over the grass background. I'm getting more and more used to the software, so progress is picking pace. Reached 0111.tga Shok. Now i game-test everytime i finish a batch to look for glitches. During some brainstorming in bed, i got up and started a katjusha unit build. Looking very promising IMO.
I'll add a very detailed insight below, It's the roadmap i'm using so i get things done.
Any feedback and suggestions you can give will be extremely appreciated =)
Here some screenshots:
Machine Gunner
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2996598028
Katjusha
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2996597146
-----------------------------------------------------------------------------------------------------------------------------
The Roadmap:
-----------------------------------------------------------------------------------------------------------------------------
FINISH FIRST:
----------
2023/06/30
SHOK - NW / W shooting Standing = OK
2023/07/01
SHOK - SW / S Shooting Standing
Next:
E4 - AA Black Helmet
Next 2:
Harvester => Shrink graphs, capacity, strength, price
----------
Second:
UPDATE .DLL ON MOD FOLDER
TEST SHIPS FOR PASSENGERS
---Make Unavailable for Purchase---
Chrono/Iron: -Useless: Unrealistic/Overpowered
Chrono Tank: -Useless: Hardcoded chrono recharge thing
-Usable-
Gap Gen: Tech for Nuke Silo: Uranium Refining Facility. Use Bunker Base + Blank U Alpha
MGG: UAZ: Jeep Base + Blank Alpha turret + Tarp from Transport Truck. Unarmed
---------
GRAPHS:
STEK (Easy)- Remove Lenin Statue
Harvester (Easy)- Shrink 25%? 20?
AA Gun (Easy) - Shrink 25%? 35? + Resize Build Anim
Gap Gen (Easy) - Use Bunker + Add Glass Windows (2 Sprites) + Change GAP Build Anim
V2RL (Hard) - Katjusha - Partially Started - Conclude (32 Sprites - Lots of editing)
STank (Medium) - BMP (edited light tank base + shrunk turret + doors) (Easy edit 64 Sprites)
MGG (Hard) - UAZ = Jeep + Tarp (Transport truck?) (Manual edit 32 Sprites) (Blank U Alpha)
Arty (Hard) - Beefed Up Turret (use MLRS square + Cannon?) (Manual edit 32 Sprites)
TTank (Hardest) - Base truck + ZSU turret (might be a fkn pain to align) (64 Sprites)
---VEHICLES REBALANCE---
Give Campaigns more realistic feel / More realistic Soviet units for campaigns. More Tech tree importance. Balanced gameplay.
Will need Sprites Batch Renames + Copy/Paste Stats
-Vehicles-
Game Mechanic => Role / Game Name / Things to do
V2RL => Katjusha / Katjusha / Find Katjusha Sound, Gut Scud warhead
Heavy tank => Light Tank / MBT Mk1 / Copy/paste data
Light Tank => Medium Tank/ MBT Mk2 / ==
Medium Tank => Heavy Tank/ MBT Mk3 / ==
Mammoth => Same / MBT Mk4 / Secondary Molotovs
Stealth Tank => BMP / BMP / Primary HE rounds / Find Base+Turret
Tesla Tank => Mobile AA / Mobile AA / Base Truck + Shrink ZSU??
Mine Layer => Needed unfortunately: Still widely used 20th/21th warfare - Make Much Slower
****I FKN HATE MINES**** Turtling, anti-geneva convention, ppl mangling, coward tactic! ARGH!
----------------------
Mobile Arty:
-Nº1 - Realistic
+++ Deadlier / Slower / Ranged / Armored (not as much as Tank) REDO .TGA's
(Realistic but useless? high tech, expensive, boring?)
Make it IMPORTANT - LONGER RANGE + POWERFUL GUN <- Replace V2RL Role
---OR---
-Nº2 - Dynamic, Balance
Tank Hunter => PzJäger (More dynamic, more Balancing for gameplay?) Gotta find proper name?
------DECIDED? - Nº1 - Might be more battle worthy / realistic if done correctly?-------
EITHER WAY: Edit the .TGA's = Fix Unexposed Oscilating Turret
----------------------
-Weapons-
Grenade / Buff against Material, Unbuff against Infantry
Molotov / Opposite Above, Shorter Range (danger close hehe)
Cruiser Gun / Shorter range
Guard Tower / Longer Range. More Damage, Slower ROF
-----------------------
-Structures-
-Soviet Command Center => Make it Tech Mk1 -> Mk2 -> Mk3 Maybe???? Remove Sickle n Hammer from building sprite if so. Easy peasy
-AA gun - No tandem shots, but shorter ROF (like S60 57mm)
-Gun turret - Rename Naval (or coastal) Gun - Same as Cruiser but single shots. Slow Firing
If you plan to publish your mod one day please do not include my mods dll file, or any other file from this mod that aren't necessary. In a future update I plan to support reading rules from other mods folders. So you can then set my mod as prerequisite when you uploaded it to the workshop.
If you fear it might give you additional headaches to handle users, i could publish on my account as a standalone add-on to your mod, requiring your mod to be installed first, then using this as a complement. I acknowledge you might have to address the whats and what-nots on a readme file, so i don't cross any lines. I guarantee you i don't want to rob anyone from it's work.
The "update .dll" in the roadmap is for me to expand the .ini capabilities after i'm finished with the bulk sprite edits for then redo the .ini's accordingly.
I'm using a separate mod folder in Documents so not to conflict with updates and make it easier for me to handle the workload, It's easier for me to have a bigger overlook when everything is in one place.
Don't worry, i will never publish or do anything without speaking to you first. I had a wish for us to be a team on this creation, but i'll recognize if you want to stay on your side.
You are the head honcho, the capo, the big cheese, el big jefe xD I'll never do anything without your permission and i will always ask for your blessing before anything. Ever.
I'll stop updating you on the progress if you wish, as i understand it might be annoying for you to constant read new and long messages. I will present the final work to after i'm done, and i still might need to ask for help if find myself in any snags along the way. It might take a while until i'm finished, so If you want to break radio silence, you are always welcome to ask on the progress and i'll be glad to present you the status report.
I hope this add-on can be a success. I bet there's lots of people out there who had wished for a more down-to-earth RA C&C gameplay since it's creation, as i always did since i was a kid. And thanks to the Remastered development AND your Workshop Work, now i'm able to create the things i had craved for since then, and hopefully have a positive response from the community.
Best of luck, for both of us! Cheers.