realistic mod? -1 reply

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Sagi

I don't spend enough time here

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18th July 2003

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#11 17 years ago

I just now finished making a realistic mod... will be soon uploaded to Generals World site (www.CNCGeneralsWorld.com). the only thing left for me to do is to add new units, make planes able to shoot from a machinegun, make toxins/radiation kill pilots of vehicles and make the Terrorist able to disguise as any infantry... (I'm not sure if it's possible, I think not). All the other things I already did... check it out...

Command & Conquer Generals Realistic Modification Version 0.79

Modification features:

- General -

* All units are stronger, Also Defense Structures.

* Now need double experience for a unit to go up a level.

* All units can detect stealth units with in the range of 60-20. (Except for tanks, Raptor, Aurora, Mig and Chinook)

* Most units cost more dollars now.

* All units fire farther then before, Also Defense Structures.

* Nuke Cannon, Tomahawk and Scud Launcher shoot much farther. (They are artillery)

* Heroes can now be squished.

* All Defense Structures can no longer detect hidden units, the stinger soldiers still do but for a shorter range.

- USA -

* The Aurora now flies faster after dumping its bomb.

* The Stealth Jet Fighter is now almost unstoppable, flies the highest (which why the Max Camera Height is so high now, that's the only reason.), his missiles are stronger, can detect hidden units with out of his sight range and more stealth then before.

* Battle Drone is disabled.

* Combat drop available for all USA infantry units.

- GLA -

* Toxin Shells are disabled.

- China -

* Migs now have pilots too.

* The Gattling Building Gun can no longer shoot through buildings, must have a line of sight to shoot at the target.

* Uranium Shells and Nuclear Tanks upgrades have been moved to Propaganda Center (Cause the Nuke Silo cost so much).

- Super weapons -

* PUC cost $20,000 and wait time is 8:00 minutes.

* Scud Storm cost $20,000, wait time is 8:00 minutes, stronger and dose area damage.

* The Nuke Silo cost $50,000, wait time is 12:00 minutes, IT'S NOW THE MOST POWERFUL WEAPON IN THE GAME.




mEkImIrMe

Happy to be back

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8th August 2002

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#12 17 years ago

Tibed is releasing a new mod which has the GLA on bikes and electricians from the US




Admiral Jimmy W

Forum Musketeer

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22nd March 2003

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#13 17 years ago

BE ADVISED:

I am working on a "Realistic" mod now. For example...

Tomahawks with ranges of practically the whole map

Crusaders that kill with one shot

Crusader now has machine guns (As does the Paladin)

most US Jets are stealth (The Raptor is not... I would have liked to

made it stealth, but the game crashes when It I make it thus)

Missile Soldiers (For the US and China) are more effective. One missile WILL destroy a battlemaster. (Hence the importance of your tank machine gun)

the whole "Deadly Flashbang" has been remedied. It is now a standard fragmentation grenade (As launched from an M203)

RPG is now the GLA equivalent to the above mentioned flashbang. it is useless against tanks but is effective against infantry en masse.

All unit prices adjusted to their corresponding power: Crusader: 450 battlemaster: 180 Scorpion: 75 (believe me, it sucks) Main reason behind this is to allow for longer games with limited supplies

Armor has also been adjusted. jarmen Kell CAN NOT kill the pilot on any unit which has "Tank" armor. For example, Overlord, Crusader and Battlemaster. (Infantry such as rebels rangers and red guard cant attack tanks either. hence the importance of rocket soldiers.)

nuke power adjusted. If it launches, you lose. (This has been countered in numerous ways)

Chinese Artillery is now actually artillery. They are the chinese answer to the tomahawk's range. (The GLA uses the SCUD)

Burton (ie, Rambo wannabe) is now a standard unit with no limit. He has been reskinned for black ops.

US Airpower is now practically unstoppable... but its expensive. A single Raptor can level a stinger site and live to tell the tale if you arent careful.

New color schemes include blue grey, white, black, etc.

Includes the Battleship mod by Fabius. (With new Unit buttons and portraits by me)

Rangers and all other infantry reskinned. Rangers do not display team colors. This has been replaced with a black flak jacket... ...friendly fire anyone?

Aurora is now totally stealth and always supersonic. It is the US Superweapon - it drops a nuke. (The Stealth fighter now drops the Aurora bomb)

Daisy Cutter is now basically a small nuke. It is the same in every way except for increased damage and blast radius. B52s can take more pounding too.

...I think that sums it up. For those wondering about infantry balance:

GLA Rebel: 25 Chinese Red Guard (2): 50 US Ranger: 125

they are worth their cost.

I will submit the mod when I deem it is properly balanced to Generalsfiles. In the mean time, if you have any questions, send me mail to [email]tickles_the_ivories@hotmail.com[/email]




BananasTheClown

Puffin Militia Berserker

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14th June 2003

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#14 17 years ago

well hell yes!

that is really realistic

i was goding to make one like that but then i hread u talking ablout it lol




Cammy

Mother of Red Dawn Mod

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16th March 2003

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#15 17 years ago

Admiral, I got ONE Question, a Tomahawk travels a whole Map huh?? i tried this a few months ago to make the GLA SCUD Launcher more realistic und i doubled its Attackrange, but now the Rockets hit the ground in an diagonal Way und don't explode.... how can i fix that??? :(




battatta

Retired modder

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5th July 2003

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#16 17 years ago

You have to modify the ammount of fuel of the missile in FactionUnit.ini respective object, see example with the tomahawk:

Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 14000 ; <----- HERE !! IgnitionDelay = 0 IgnitionFX = FX_TomahawkIgnition InitialVelocity = 50 ; in dist/sec DistanceToTravelBeforeTurning = 80 DistanceToTargetBeforeDiving = 100 DistanceToTargetForLock = 10 End

:dance:




BananasTheClown

Puffin Militia Berserker

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14th June 2003

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#17 17 years ago

ayh yes the fuel timer lol

i figured that out awhile agoi

but know one ever asks me tese thing lol

i do gots something u will like

a commande set change!

and u are able to change it back lol

thanxs to the "Light of 5 stars mod"

it will be great




Cammy

Mother of Red Dawn Mod

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16th March 2003

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#18 17 years ago

No, it's not the Fuel the Problem(all my Missiles have unlimited Fuel), it travels exactly to its target the whole Length, but there it goes down in an Diagonal Way, it has to be another Problem, but i don't know which.... :(

DistanceToTravelBeforeTurning = 80 DistanceToTargetBeforeDiving = 100 DistanceToTargetForLock = 10

<<< Maybe this i have to modify, hm?




Sagi

I don't spend enough time here

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18th July 2003

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#19 17 years ago

No, it's not that... I don't know what's the problem if you say that all of your missiles have unlimited (?) fuel. if you want you can send it via E-mail and I can have a look to see what's wrong...




General Nuker

Hugging Dread makes me horny

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8th March 2003

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#20 17 years ago

ive been working on a cruise missile mod for the battleship. the missile goes straight up and then turns goes for a while then runs out of fuel. now i put the fuel lifetime up to like 999999999 and it still runs out. i created a new weapon and had the battleship change weapons like the ranger does gun->flashbang but this is mainguns->cruise missile

I'll send a copy to anyone who thinks they can help




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