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> Ideas from the original thread, split, for organization
Lightstorm
post May 16 2007, 10:30 PM
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we don't really have vxls for the scrin and the only TW voxel we have is the MkIII which although it is good I'd prefer to have more MK-2s. another scrin unit could be the tiberium accelerator which causes tiberium to rapidly grow around the place its built at. ( like a buildable high speed tiberium tree.) they should also be able to "plant" veinnholes, which would be a devestaing attack if you can't get walls up fast enough.

also if we use hoverlogic for scrin units we'd have to modify it so they don't shut down in ion storms. speaking of which, the storm column idea was cool just poor executed, the lightning looked lame, we could make a better looking storm column and use the lightning strike animation for the attack. I'd also guess that scrin would have modular base defenses like GDI does. one problem with 'base ships' in order to get a ship you would need to build it. but where do you build something that size? where to you build the mothership if it is big enough to build the warfactory ship? or vise versa, you could go around in circles all day. it could fly in i guess but we'd have to think about that.

EDIT: solution to the Nod/scin problem:
Nod was working for the scrin (or at least Kane) so Nod would be helping Scrin (of course like always there would be dissident factions fighting for power so some nod could help you. and Nod would still be playable on skirmishes right??

This post has been edited by Lightstorm: May 16 2007, 10:33 PM


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Lin Kuei Ominae
post May 17 2007, 12:12 AM
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QUOTE (Lightstorm @ May 16 2007, 10:30 PM) *
we don't really have vxls for the scrin and the only TW voxel we have is the MkIII which although it is good I'd prefer to have more MK-2s. another scrin unit could be the tiberium accelerator which causes tiberium to rapidly grow around the place its built at. ( like a buildable high speed tiberium tree.) they should also be able to "plant" veinnholes, which would be a devestaing attack if you can't get walls up fast enough.

the scrin vxls and shps have to be made completly new.
what do you mean with the MkIII? this C&C3 Mammoth?
the tiberium accelerator should work, with exploiting the animations in art.ini,
but the veinhole creator doesn't work afaik. I've once tested this and wasn't able to create a unit that starts spreading veins. Also, why would the scrin use a mutated tiberium lifeform from earth? They only know normal Tiberium, but not the various Mutations on a Planet they arrive for the first time. So the Mutations on Earth are unkown to them. Thats why Veins should even damage scrinunits too.

QUOTE (Lightstorm @ May 16 2007, 10:30 PM) *
also if we use hoverlogic for scrin units we'd have to modify it so they don't shut down in ion storms. speaking of which, the storm column idea was cool just poor executed, the lightning looked lame, we could make a better looking storm column and use the lightning strike animation for the attack. I'd also guess that scrin would have modular base defenses like GDI does. one problem with 'base ships' in order to get a ship you would need to build it. but where do you build something that size? where to you build the mothership if it is big enough to build the warfactory ship? or vise versa, you could go around in circles all day. it could fly in i guess but we'd have to think about that.

what is a storm column (i can't translate it: column=category or column=pillar/strut or do you mean cloud)?
the lightning strike animation is hardcoded, so we have to make a new one if we want to use it. And it is not possible to replace the existing.
It is not possible to prevent hover units from shutting down in Ion-Strorms. But at least they don't explode like Air-units. They just land. Again, why should they be immune to Ion-storms? The planet is unknown to them and also the hostile weather effects that may occur.

The ships could be build as every other building with one difference, we use dummy buildings with FreeUnit tags.
e.g.
[ScrinYardDummy]
image=none ;in art.ini make it invisible after it has been build up, then an attached anim with damage=10000 could destroy this, not recognizable for the player.
buildup=SYDconst ;this in art.ini for a different buildup anim as it would use for deploying
FreeUnit=Mothership ;in rules.ini giving the unit

[Mothership] ;the unit
[MothershipD] ;the deployed building

QUOTE (Lightstorm @ May 16 2007, 10:30 PM) *
EDIT: solution to the Nod/scin problem:
Nod was working for the scrin (or at least Kane) so Nod would be helping Scrin (of course like always there would be dissident factions fighting for power so some nod could help you. and Nod would still be playable on skirmishes right??

that works too, of course. tongue.gif
I would say Nod isn't playable anymore, because there is no good way to bring in a third mcv/side.

This post has been edited by Lin Kuei Ominae: May 17 2007, 12:33 AM


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Lightstorm
post May 17 2007, 12:37 AM
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QUOTE (Lin Kuei Ominae @ May 16 2007, 08:12 PM) *
what do you mean with the MkIII? this C&C3 Mammoth?
the tiberium accelerator should work, with exploiting the animations in art.ini,
but the veinhole creator doesn't work afaik. I've once tested this and wasn't able to create a unit that starts spreading veins. Also, why would the scrin use a mutated tiberium lifeform from earth? They only know normal Tiberium, but not the various Mutations on all the different Planets they met. Especially the Mutations on Earth are unkown to them. So veins should even damage scrinunits too.
what is a storm column (i can't translate it: column=category or column=pillar/strut or do you mean cloud)?
the lightning strike animation is hardcoded, so we have to make a new one if we want to use it. And it is not possible to replace the existing.
It is not possible to prevent hover units from shutting down in Ion-Strorms. But at least they don't explode like Air-units. They just land. Again, why should they be immune to Ion-storms? The planet is unknown to them and also the hostile weather effects that may occur.


I think the scrin would be immune to ion storms since their crystal is what's causing it. the scrin just seem connected to the ion storms in my mind. a Storm Column is the scrin advanced base defense in TW. its a big tower thing that causes a small ion storm to form over it. also, true the scrin wouldn't be familiar with earth based mutations but they would be able to cause them, just blast an area with tiberium, another unit for them could be this mutagenic gun that turns infantry into tiberium lifeforms.
one more thing: if the scrin can't be immune to ion storms we'll need to make non hover units for them.

QUOTE (Lin Kuei Ominae @ May 16 2007, 08:12 PM) *
The ships could be build as every other building with one difference, we use dummy buildings with FreeUnit tags.
e.g.
[ScrinYardDummy]
image=none ;in art.ini make it invisible after it has been build up, then an attached anim with damage=10000 could destroy this not recognizable.
buildup=SYDconst ;this in art.ini for a different buildup anim as it would use for deploying
FreeUnit=Mothership ;in rules.ini giving the unit

that makes sense i guess, we'd to figure out a way to deploy the ship though (i mean the actual animation) because just to have it unfold like a regular building would be weird.


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Team Black
post May 17 2007, 12:39 AM
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QUOTE (Lin Kuei Ominae @ May 16 2007, 08:12 PM) *
I would say Nod isn't playable anymore, because there is no good way to bring in a third mcv/side.


ohmy.gif Or is there?

QUOTE (Banshee)
I've played with the prices from starting units. The starting MCV gets like $6000 and all other starting units get $0. That way, the MCV will always start with only one. All buildable units must not start in multiplayer. And the BaseUnit= must not be the MCV. Also, to force AI to deploy its MCV, give it a weapon with range 255 that forces it to deploy to fire.

This way each side has a different MCV, you don't need to hack the .dll file to cut the bases option, but you must start with more than one unit. If your starting unit dies and you still have MCVs, you'll die Laughing. The starting units get promoted to elite even if they kill a stupíd light infantry and there are more bugs. Honestly, I prefer if VK or someone else could make an option to add a new MCV than having to use this messy solution to have multiples MCVs working.


Hey, I'd call it practical enough cool.gif

This post has been edited by Team Black: May 17 2007, 12:42 AM


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Lightstorm
post May 17 2007, 03:09 AM
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okay campaign ideas:
GDI
mission 1: you have a big base, then the scrin attack, you manage to hold them off while the Kodiak escapes then the mission ends and the base is overrun

mission 2: your forces have to evacuate settlement T-3 (making up name off the top of my head) you have two objectives, first you need to rescue some imporant scientists whose transport was shot down in the city then you need to punch through a Nod blockade and help both your forces and the civilains in the city escape before the scrin overrun the area.

mission 3: the scientists go to a lab and you have to protect from both scrin and Nod them while they figure out a way to stop the scrin.

mission 4: you have to sneak into a scrin base with a small team, steal a ship (pick one I don't care) and escape with it.

mission 5: using the information gathered from the scrin ship your scientists make a weapon capable of stopping them (I'm thinking red Ion Cannon but if anyone can think of something better thats fine with me.) but in order to use it you have to destroy the alien (something) making their central base vulnerable.

mission 6: attack the central base before the aliens can finish building their (something else) and bring in more troops.

Scrin Campaign:
Mission 1: destroy a GDI base.

Mission 2: token 'run the gauntlet' mission. your forces were delivering Kane to the brotherhood so they stop attacking you when an Ion storm forces his plane down. with your most powerful units unavailable you have o get to Kane and take him out of the area fighting off attacks from both GDI and Nod.

Mission 3: attack and destroy main GDI satellite control center taking their Ion cannons out of the picture.

Mission 4: while you were attacking GDI they attacked a base and are trying to destroy the (something important) you have to fight them off

Mission 5: Nod attempts to betray to (token Nod factional problem) help Kane stop them from escaping to GDI with the important (Something)

Mission: 6: destroy GDI with the help of (something)

(sorry so vague but thats just a basic skeleton to build off)

oh and where are we gonna get the sounds for the scrin units?


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jadems
post May 17 2007, 06:28 AM
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Add something that's like Independence day! A huge city (all office buildings and residential, and the GDI are occupying it and a Scrin mothership comes and blows up some and you get a squad and take over the city to find out more about the 'humans'. Or something like in the Halo books, where the aliens are occupying a museum and they have to hold it against the humans and inside the museum is something important to the Scrin (Possibly the Meteor that landed it Tiber and stored experiences of humans inside)

And we could record sounds and alter them, always works. Like recording a truck, and then amplifying it and blurring it to make is seem like some kinda rumble...


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Lightstorm
post May 17 2007, 01:22 PM
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they could have to recapture the tacitus.


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Lightstorm
post May 18 2007, 12:28 AM
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no but here they are from imageshack:






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Lin Kuei Ominae
post May 18 2007, 12:57 AM
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even if it's quite complicated for me to see which side of the ships/units is shown, the design is really good and special.
Maybe you can make a top and side view of a ship.
for me the following are the best and could be used (worked out further) as
medium sized multipurpose shipAttached File  pic1.jpg ( 7.37K ) Number of downloads: 0
or warship
MothershipAttached File  pic2.jpg ( 22.85K ) Number of downloads: 0

Refinery shipAttached File  pic3.jpg ( 10.82K ) Number of downloads: 0

Barrack shipAttached File  pic4.jpg ( 15.34K ) Number of downloads: 0


for a warfactory a more bulky looking ship would be good. And you should think about the upgrade pods and where they should be. e.g. the warfactory should have a wide straight front that can be opened for ground units, and a long roof for air units.

the walker mech on the third pic looks good too, but the hip is a bit to filigree/fragile.

I also think that the mothership is the only one, that is big enough to support this high amount of detail. To show all details of the walker from the 3. pic, it needs to be as big as the core defender.
At least they don't have much in common with the original crashed scrin ship in TS. But that could be only me. Maybe with a correct texture/color they come closer to the crashed scrin ship.

This post has been edited by Lin Kuei Ominae: May 18 2007, 01:16 AM


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my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

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Lightstorm
post May 18 2007, 02:55 AM
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the detail isn't nessesary but it helps me draw. i just make detailed little curves and triangles until i get something cool. i don't plan out what i make, when i try it looks bad.

picture one:
all the drawings on pic one are sideways, the top is on the left.
the way i see it the picture farthest to the left could be a warfactory the one shooting the laser could be a base defense, the one you highlighted could be a repair ship, the one in the lower right hand corner isn't finished (class ended XD) and the one above it could be a power plant.

picture two:
i actually don't like the way the big ship turned out. it looks overloaded. the one you said would be a refinery i agree would be a good refinery i could also see the one in the lower right hand corner being a good refinery it even looks like it has a place to put the harvester. i could see that little one on the bottom as a warship with all the tendrils in the back shooting out electricity.

Picture three: looking at it i agree the hip is too thin, in fact the entire leg structure looks wrong, but i don't want to redo it, so lets just assume whoever vxls it would have to redesign the legs. (i might redo it we'll see)

picture four:
the top is also the left on these. that one with all the crap hanging off is junk, i don't know what i was thinking when i made it. the one just below i could see being a barracks (although not a ship) and the last one i could see as a battleship.

picture five:
I just see that as a tech center, not sure why.


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jadems
post May 18 2007, 05:55 AM
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Wow, that's really unique and would fit the Scrin perfectly. That 'mothership' would look so much better than the one in CnC3... I mean, a giant circle spinning thing, wow, how spectacular...


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Team Black
post May 18 2007, 11:52 AM
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yea, and if we're using the hover thing, we can use an hva animation to make it rotate and stuff


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jadems
post May 18 2007, 12:09 PM
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I don't think the Mothership on the second post would use a rotation hva, it's more of a Starcruiser type, unless you want the Scrin's aerial units to spin around, making them take off the ground instead of having a propulsion device.
Actually that'd be kinda cool.


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Lightstorm
post May 18 2007, 01:34 PM
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I think he means the mothership in TW, which i wouldn't mind seeing in the mod, its pretty cool.


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jadems
post May 18 2007, 09:47 PM
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But its just so... basic, and I we should stay away from relating aliens with flying saucers...


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Lightstorm
post May 18 2007, 09:52 PM
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i think its alright, lets think jadems: first you say you want an ID4 mission then you say the ship with the super-destructer laser is too simple. besides its not the classic flying saucer, it seems pretty unique to me. we could change some things on it but i think its okay.


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jadems
post May 19 2007, 11:18 PM
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huh.gif Ummm, sorry for complaining and all but what's wrong with my mission?
I think thats kinda cool, though I am only 15 probably cannot correlate your reasons. unsure.gif
And I was just saying the saucer thing just doesn't seem to fit in with TS...


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Lightstorm
post May 20 2007, 01:35 AM
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i like the ID4 mission idea. but for that we need a saucer-type ship, TB suggests the current scrin mothership and you say no. so what ship would you like to use instead?

(i might be totally misreading all this)


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jadems
post May 20 2007, 03:28 AM
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OH! Sorry, I totally misinterpreted the idea.
I don't know I guess the saucer would be okay...
my bad! oops.gif


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Lightstorm
post May 20 2007, 04:34 AM
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i think we confused each other. LOL!

This post has been edited by Team Black: May 21 2007, 10:00 PM


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Lightstorm
post May 20 2007, 03:51 PM
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i should have several more concept designs done today or tomorrow.


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