27.05.2005, 14:17:00
Bad mojo eh? I'll remember that. But do you mean if the new map is an Assault map I should use the assault pkt? Or should I edit the assault pkt if the new map is going to be just a plain map? My mod is using both assault map packs BTW (as you know ). As a reminder: have you granted H.D.M. access to the private forum yet Cannis?
truefeel, depending on the accesability of the tech structure, you can actually make it whatever you want really. Here are the choices:
Oil Derrick and Tech Power Plant: don't use these. Too plain.
Tech Airport: Gives players access to paradrops plus a new aircraft - a Transport Attack Plane that can even carry vehicles, and is armed with an air-to-ground railgun. Rulesmd.ini name is CAAIRP.
Tech Outpost: Repairs vehicles like a repair depot, comes with a decent SAM/SSM weapon and allows players to build Howitzers (a non-faction specific unit in WR) and Whiteboy's Command Vessel - the most powerful naval unit in the game. It launches four powerful dreadnought missiles, has high armour, can fire missiles at aircraft, and can move pretty fast. This unit is expensive though - 5500 without any discount structures such as the Industrial Plant. This tech building is probably teh best choice - jsut be aware that it will give players a distinct naval advantage. Rulesmd.ini code is CAOUTP.
Tech Machine Shop: again, don't use this this... it's actually a Soviet building currently so it may cause some quirks.
Tech Hospital: this strcuture doesn't just heal all infantry slowly. It lets you move infantry inside it to get instantly promoted fully - but you can do this only 5 times before the ability is lost forever (affacts only that particular hospital). This structure will give you access to the powerful infantry that costs 4500 - Whiteboy (man, I need to change these names!). Whiteboy is armed with a Laserstorm launcher - a gun that fires a single bolt of lightning that, upon hitting the ground beneath the target and after a slight delay, erupts into explosive clouds of pure negative energy (oooh! scientific!) which are powerful enough to destroy anything within a 4-cell range. I mean ANYTHING - as far as I know, nothing can survive it except aircraft, which it misses entirely. When Whiteboy reaches elite status, he gains a flak weapon for AA. Note that he has a slow ROF. The tech hospital has a con to it - it will very slowly DRAIN cash from your reserves. This structure would be another good choice - keep in mind it's large size and try to make it hard to reach - it will give players superior infantry (and superior land firepower at that). Rulesmd.ini name is CATHOSP.
And finally, not really a tech structure but actually the building which you can normally access once you have built pretty much everything. It's expensive - 8500 - requires 500 power and drains cash slowly... it has a good AA missile weapon. The main weapon however is a cluster nuke. Put simply, this is a weapon that fires an undestroyable cluster of three missiles on exactly the same target, each as powerful as the Soviet nuclear missile. It has a large range (37) but very low ROF. You can select a specific infantry, unit or structure, or simply use CTRL to force-fire on any area within range. The structure itself is quite weak (Strength 100, Armor wood) and it will explode like a nuke once destroyed. This stucture is called the Cluster Nuke Silo and it will give players superiority over land - if they can protect it for long enough to fire off a few nukes. Making this structure hard to reach both geographically and warringly is essential if you want a game to last long. Rulesmd.ini name is YAROCK.
Take your pick truefeel. The Outpost or Secret Lab is probably best for a fair map - the Cluster Nuke Silo is a bit hardcore... even if it is restricted to just this map, I don't think making it the tech structure of the official WR map will appeal to people wanting a "normal" map to play on.
truefeel, depending on the accesability of the tech structure, you can actually make it whatever you want really. Here are the choices:
Oil Derrick and Tech Power Plant: don't use these. Too plain.
Tech Airport: Gives players access to paradrops plus a new aircraft - a Transport Attack Plane that can even carry vehicles, and is armed with an air-to-ground railgun. Rulesmd.ini name is CAAIRP.
Tech Outpost: Repairs vehicles like a repair depot, comes with a decent SAM/SSM weapon and allows players to build Howitzers (a non-faction specific unit in WR) and Whiteboy's Command Vessel - the most powerful naval unit in the game. It launches four powerful dreadnought missiles, has high armour, can fire missiles at aircraft, and can move pretty fast. This unit is expensive though - 5500 without any discount structures such as the Industrial Plant. This tech building is probably teh best choice - jsut be aware that it will give players a distinct naval advantage. Rulesmd.ini code is CAOUTP.
Tech Machine Shop: again, don't use this this... it's actually a Soviet building currently so it may cause some quirks.
Tech Hospital: this strcuture doesn't just heal all infantry slowly. It lets you move infantry inside it to get instantly promoted fully - but you can do this only 5 times before the ability is lost forever (affacts only that particular hospital). This structure will give you access to the powerful infantry that costs 4500 - Whiteboy (man, I need to change these names!). Whiteboy is armed with a Laserstorm launcher - a gun that fires a single bolt of lightning that, upon hitting the ground beneath the target and after a slight delay, erupts into explosive clouds of pure negative energy (oooh! scientific!) which are powerful enough to destroy anything within a 4-cell range. I mean ANYTHING - as far as I know, nothing can survive it except aircraft, which it misses entirely. When Whiteboy reaches elite status, he gains a flak weapon for AA. Note that he has a slow ROF. The tech hospital has a con to it - it will very slowly DRAIN cash from your reserves. This structure would be another good choice - keep in mind it's large size and try to make it hard to reach - it will give players superior infantry (and superior land firepower at that). Rulesmd.ini name is CATHOSP.
And finally, not really a tech structure but actually the building which you can normally access once you have built pretty much everything. It's expensive - 8500 - requires 500 power and drains cash slowly... it has a good AA missile weapon. The main weapon however is a cluster nuke. Put simply, this is a weapon that fires an undestroyable cluster of three missiles on exactly the same target, each as powerful as the Soviet nuclear missile. It has a large range (37) but very low ROF. You can select a specific infantry, unit or structure, or simply use CTRL to force-fire on any area within range. The structure itself is quite weak (Strength 100, Armor wood) and it will explode like a nuke once destroyed. This stucture is called the Cluster Nuke Silo and it will give players superiority over land - if they can protect it for long enough to fire off a few nukes. Making this structure hard to reach both geographically and warringly is essential if you want a game to last long. Rulesmd.ini name is YAROCK.
Take your pick truefeel. The Outpost or Secret Lab is probably best for a fair map - the Cluster Nuke Silo is a bit hardcore... even if it is restricted to just this map, I don't think making it the tech structure of the official WR map will appeal to people wanting a "normal" map to play on.