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New skirmish modes
#1
Here are the current skirmish modes to be included in WR version 1.5. Assault modes are there, and so are 2 others, one was DCoder's "no lights" idea and the other, where the AI builds 2 of everything (and has general "upgrades"), was the brainchild of Nucl34r14. Thanks guys!

As you can see the modes are divided into two: you have the standard WR modes, and you have their Cross-technology versions. Whiteboy's Rules V1.0 employed the Cross-tech system. The way it works is quite simple (and cheap really): after teching up pretty far, you could build the unique units of other countries of the faction that you are playing as (or with Yuri you got access to different things completely). You also have the ability to build another faction's MCV after teching up right to the top (Armageddon Engine). Then you build that faction's base, right to the top, and behold, another side's MCV. Eventually you can have all factions under your command, and when teched up fully, you get access to the secret units/buildings, which are quite powerful. Think of Cross-tech as "Unholy Alliance" mode, only you can't build all things from the start - you have to earn it.

The non-Cross-tech modes are just that -the Cross-tech aspect has been removed. Some buildings are cheaper in this mode (a more realistic price considering you cannot use other countries' things) and you cannot easily aquire the secret units by just capturing a few tech buildings (like you can in Cross-tech).

In short, Normal (non Cross-tech) modes are the way to go, unless you are feeling spammy/cheap/n00bish/dirty/nostalgic from version 1.0 - or a frighteningly evil combination of all five :oo:

OK, enough ranting, here's the pic. You can't quite see the bottom two modes, but it's trivial - they are "CT: Rebel AI" and "CT: Assault (Rebel AI)".

[Image: Modes.jpg]


Now, these modes, with the exception of the Assault ones, do not change the gameplay like modes such as "Crate War" or "Naval War" would. The modes completed so far (Lights Out and Rebel AI) are really "mods of the mod". In fact, I originally had no desire to add new modes outside of the Assault modes.

I am very happy with the current selection, but I am very open to suggestions as to what new modes this mod could include. It can be a totally new mode or one that has been seen before - anything that would best enhance/suit the mod. Any suggestions? I may only accept 1 or 2 ideas, as I don't want this modes list to be very large Tongue

Thanks to Cannis and DCoder for some help with the mode "seperators" - without their help it would have taken me days to figure them out LOL

Oh, and thanks of course to Cannis, who originally came up with these seperators in his mod. I myself was looking for a way to do this a long, long time ago but I gave up. Then Cannis comes along with the perfect solution and what can I say, imitation is the sincerest form of flattery... Tongue 2h34r:



Messages In This Thread
New skirmish modes - by Whiteboy - 20.08.2005, 15:19:00
New skirmish modes - by YuriRuler90 - 20.08.2005, 22:19:00
New skirmish modes - by CannisRabidus - 20.08.2005, 23:23:00
New skirmish modes - by Whiteboy - 21.08.2005, 12:17:00
New skirmish modes - by CannisRabidus - 21.08.2005, 13:47:00
New skirmish modes - by Whiteboy - 22.08.2005, 11:14:00
New skirmish modes - by Hopalongtom - 19.12.2005, 09:59:00
New skirmish modes - by Wrath - 19.12.2005, 12:32:00
New skirmish modes - by Whiteboy - 19.12.2005, 14:55:00
New skirmish modes - by Ringleader064 - 19.12.2005, 15:28:00



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