Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Nov 15, 2006 8:03 pm Post subject:
Mod Questions
Subject description: Want to ask one?
If you want to know something about the mod, and you are sure it could not go under a different sub-forum, post it here.
I will read and answer questions to my fullest. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) Last edited by EVA-251 on Sun Nov 19, 2006 5:16 am; edited 1 time in total QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Nov 15, 2006 8:41 pm Post subject:
Early April is when I commenced work. However, Star Strike took presidence over the mod, and only until recently has the mod been worked on. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Oh I see, thanks, another question is that will there be any secret Units/Buildings/Objects that you have not told us yet? _________________ QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Nov 15, 2006 8:47 pm Post subject:
Secret units, buildings and objects? Please expand the definition
If you mean units, objects and buildings I have done and I am not showing, well, sadly, I dont have any of the sort. I have not shown a pic of my wrecked Jeep in-game, but I dont have much too hide. Mainly it is cameos that I do not have on this computer.
I also have a M113 that I never finished, and it is on another compy. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Wed Nov 15, 2006 8:53 pm Post subject:
why are you working on both cold war and star strike at the same time? and do you think that wil have a negative or positive effect on either mod, if one at all? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Nov 15, 2006 9:15 pm Post subject:
Well, I work on both mods because I believe in finished what you started(there is exceptions though )
I planned on month segments, but when CW month came up, I worked on Star Strike, and I could not stop. I decided that being paranoid over the percent values of the Battleship could give way to the concern of making sure a T-54 wastes a Jeep or Katyusha in a single shot.(no seriously, Battleship went from 350% x 500 to heavy armor to just 70%)
I think CW will be priority until I get somewhat of a public alpha out, but that could take days, weeks, or a month even if I am lazy, then I will implement big changes to SS after gaining some experience from CW.
I do think it will have a positive impact on the mod, actually. I see work from CW, see how I put alot of time into it(Patton is good example of hard work for me), and I look at SS. Later, I have a mentally set goal to improve upon SS units.
Ironically, since CW development restarted, I have not run Star Strike. I do not know the appearance of the new Alien "Barracks" ingame, I am sure it sucks though. I renormalized the Juggernaut and a few other voxels, and put in a few cameos. I still don't know how they look in game.
The only negative impact that it really brings is time delays. It really slows down development of both mods, saying my dev-team is confined to Yurisarmy and myself, and Yurisarmy is not here at the moment. Tovarich adds to CW staff, but he won't have some new work up for awhile _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sat Nov 18, 2006 2:25 pm Post subject:
Any other questions? I am open ears erm.. eyes, in this case _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sat Nov 18, 2006 4:32 pm Post subject:
Im on your team you wanker. And what will you do about Super Weapons, namely the ICBMs? The U.S.S.R. Alone had more then 10 types of ICBMs, the U.S. Probably equivilante in that number, how're ya gonna deal with this mess? _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sat Nov 18, 2006 4:46 pm Post subject:
Super Weapons, well, plans are for ICBMs, Airstrikes and spy plane fly-overs. When you get into the age of satellite recon, you will get a RA1-like spy-sat superweapon probably.
It will probably vary map to map, the map modifying(if possible), the type of plane or missile you launch or use.
However, for nukes, I was pretty set on not having them in-game, but with RP, damage can be made slightly more realistic, so nukes may be included.
The original concept of the Cold War was "What if the Cold War became hot, but nukes would not be used?". However, that is quite fictional to many. I think that both sides would just let a war play out until desperation comes and then the nukes start flying.
Cruise Missiles, you probably will see them. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun Nov 19, 2006 5:15 am Post subject:
Well, I am still having difficulty getting at what you mean.
I will tell you that the planning stages of this mod are still going on(first major month of work for CW), but nothing that is big has not been announced already, at this point.
But that does not mean that big things are soon to come (or later) _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun Nov 19, 2006 7:42 pm Post subject:
Well, for a test alpha
Buildings, super weapons, ships, and vehicles still need coding and graphics design. Once the major units of the 50s are coded, it will be done.
I know for certain the M7B2 Priest would not be a appropriate representation of 1950's NATO Artillery, for example.
A 100% finished 1950s, or any decade, is quite some time ahead. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Mon Nov 20, 2006 11:44 am Post subject:
I wouldnt count on it. Maybe a reschemed version of an enemy vehicle, thats about it.
Ie: Soviet B-29 or something like that. (Though the Tu-4 is the same thing.)
Engies are going, right? No silly crap like building enemy tech, either? _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Mon Nov 20, 2006 8:13 pm Post subject:
Stolen technology units? Well, at this moment, I dont think it will be used. An American field base would not just be sitting around with plans for an M-70 or some other prototype or secret vehicle, right?
You might be able to build a certain special unit of the other side, like a Jeep with TOW Missiles, or something like that, but nothing too far out.(like a being able to a build a T-72)
Quote:
Engies are going, right? No silly crap like building enemy tech, either?
Engineers are a real aspect of warfare, and handle things like demolitions, bridge repair and building repair. Besides, you have to have someone be able to take over money producing structures and so on.
But, I am guaranteeing you that "TEH ENGY RUSH11" or its functionality as a assault unit will be very limited. You wont see a BTR-50 drive up and drop off a squad of engineers at your Command Center, take and sell it.
If I decide to use RON style select SFX, then you will be able to capture an enemy ground unit production facility. Driving an enemy tank is a little more common than flying an enemy plane, dont you agree?
The RON style select SFX removes the issue of side specific voice-overs, making captured vehicles not much of a problem, so it is a possibility
100% guarantee you that you wont be seeing NATO Spetsnaz or KGB, or WP Navy Seals and Green Berets, or something. You definitely wont be seeing an enemy commander using your own ships or aircraft against you. QUICK_EDIT
What I really ment was for example:You (EVA-251) wants to have a little fun with this mod when its released so you make yourself some of your own units, tanks, animations, buildings. Now lets say you make a Crashed UFO and place it somewhere on a map and wait for people to find it.
Think of the possible things you could hide in it.
I hope you can understand what I was asking. _________________ QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Mon Nov 20, 2006 9:32 pm Post subject:
Oh, that is what you meant. Little developer secrets, like that? Text triggers in certain areas of a map.
Heh, yes, you will see probably see a couple of those.
Perhaps a wrecked SS tank, or an EDF Gun Emplacement hidden behind some foliage.
_________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Nov 23, 2006 1:18 am Post subject:
Well, it deals with my motivation to make it. If I feel it is a task and not something fun to do, it could take me a long time and with less quality.
When I am feeling motivated, and in the mood to voxel, it can take me about 2 to 3 hours straight to make an entire voxel, including somewhat of a texture(BTR-50 and my MBT is an example of this)
I would put it at an average of 3 to 5 hours. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Is the B-36 Peacemaker going to be in the mod once its done ? _________________ "Those who want to live, let them fight, and those who do not want to fight in this world of eternal struggle do not deserve to live." QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sat Nov 25, 2006 3:02 am Post subject:
The nuclear weapon armed B-36? I dont know, like I have said before, nukes are something I am hesitant to include.
If it is allowed, it will be an airstrike with a long "charge" time. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
But nukes were a vital part of the cold war. I go with putting it at having maybe a 10 - 15 minute arming time (values for aircraft getting armed , fueled etc...) _________________ "Those who want to live, let them fight, and those who do not want to fight in this world of eternal struggle do not deserve to live." QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun Nov 26, 2006 12:31 am Post subject:
Yes, but the use of a single Nuke in the CW guaranteed Armageddon, pretty much.
I wanted this mod to be "How CW battles would be like without nukes" _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Well lets just put it in anyway because quite frankly I couldnt imagine a mod without nukes _________________ "Those who want to live, let them fight, and those who do not want to fight in this world of eternal struggle do not deserve to live." QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun Nov 26, 2006 2:41 pm Post subject:
Well now that I remember it, I made a written list of the CW Multiplayer modes
And one of the modes said
"Total War(AI Supported)
No limits, SWs"
I guess I can say that on a Amphibious War or Air War map, for example, you wont see nuclear weapons
BTW- Please avoid the bashing/insulting/whatever on the CW forums. I understand Universal suffers this sort of stuff pretty much everywhere? Well, no more discussion on this matter, anyways. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
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