Thursday, April 19, 2012

[WIP FA] Heros of Today -=-

Presenting
Heros Of Today
Newest Release in Progress!!

This mod offers the air arsenal of the USAF into the Supcom world.
Version History:
V2.0 updated to work with Forged Alliance
v2.1 complete rebalance, some new effects, fine tooth .bp changes (selections, hitbox, ui, etc...)
v2.2 complete economic rebalance . . again, no more fire-base factory (see latest post for more info)
v2.3 damage balance, new icons for HAF, other minor changes
v2.4 F4 icon, cost of Apache and Supercobra, HAF pd, other minor
v2.5 changed the pricing and mechanics of air superiority and AIMs
v2.6 ranges of all missiles * 0.5, more balancing, Beta AC-130U Spooky!
v2.7 balance changes, flight characteristics and ability of most units
v2.8 some graphics fixes, improved bombing balance
v2.9 Price and DPS adjustments again. The units are now ~= FA Air Units, AC-130U is included in this version
v3.0 Cheaper but less powerful all around, added Typhoon Eurofighter, etc
v3.1 all damage reduced, more challenging against AI, effects performance improved
v3.2 Bombs Away! Added the bomber class units, all balance/effects for bombs reworked
v3.3 Wing planes don't land, Hanger added. Altitude and other minor tweaks.
v3.4 Patrol Fixed. Hanger fixed, and is upgradeable. Price balance reworked. All sizes reduced. Minor effects tweaks.
v3.5 Air to Air boost for most jets, Hanger tweaked, Added Uh-60 Blackhawk utility helicopter. More pricing fixes.
v3.6 **see post for details**
v3.6 Guns redone, advanced flight characteristics, bombing repaired, F18 improved, pricing / build time decrease
v3.75Beta Everything changed, flares, dogfights, effects, balance, joy :)
v3.76Beta Fixed known issues with 3.75, included all unfinished content for review
v3.77Beta Fixed the issues with 3.76; IE circling, too close speed matching, infantry animations/firing, etc . . .
v3.78Beta Fixed issues with 3.77: Factories, etc; Harrier weapons changed, breakoffs changed for air units, minor air movement changes
v3.79Beta Tonz of changes on all units. Finished Harrier. Infantry transports
v3.791Beta Corrected the texture and tarmac file pathing problem, custom faction icons and custom veterans icons
v3.792Beta Split AI faction mod, added more firing randomness (human element), corrected muzzle velocities, minor textural work
v3.793Beta New Pricing Balance, Air movement improvements, weapons improvements, no overlays
v3.794Beta lots of bug fixes, improved balance for gunships, Redid Altitude levels, flight characteristics adjustments
v3.795Beta again with the bug fixes, optimized machine guns, halved all air units health
v3.796Beta updater to current balance, small bug fixes
v3.797Beta New Machine gun style, Eurofighter Reborn
v3.798Beta Too many changes to list here, rescaled, guns, etc
v4 -- ?WIP?
install
DL the .scd and place into your /gamedata folder
uninstall
remove the .scd from /gamedata|||Making a whole new race would take a lot of time (A LOT), but those models look very nice! Keep it up!|||I don't think its anew race, I think its just taking modern military hardware and injecting it into SupCom.



It would prolly work better as a new race thought.



Mike|||Though I don't like the idea of having modern units when I'm playing SupComm, those screenshots/gifs are very impressive. Good job!|||I like this idea. It would be awesome if the napalm bomber didn't have any sight at all(or very little radius), so that you NEEDED radar/sight on the target in order to attack. I like it so far, and I always welcome new mods and modders alike. :D|||Looks great, but... 256 triangles, isn't that really really low for a t3 supcom unit? Anyways good luck with it :D.|||Wow I am really looking forward to play this one.



Here are some other Ideas for your Airforce:



1. B52 Carpetbomber Tec2 (about 20 Bombs)

2. B2 StealthCarpetbomber Tec3

3. B2 Nukebomber ( I allready have the propper bomb) maybe as an upgrade for the B2

4. AWACS mid range Radar

5. AC-130H Spectre Gunship (A tricky one)

6. A10



How do you like them ?



Another very amitious idea of mine is to have Ammo for planes implated, so that they have to reload.



Maybe we should increase the burning time for Napalm bombs



Anyway I would be glad to help you.



Greetings



Sonsalt|||You know if you add the tail surfaces as moveable bones you can script their movement for when the plane banks and turns.... Kinda like what is done for the UEF gunship's engine nacelles.|||:shock: :shock: :shock:



Dude, those look insane. Amazing. Can't wait to see what you can do with tanks!



I see this as a new race with the following background:



The United Rebel Alliance (URA)

A rebel human army with minimal access to galactic currency has spent hundreds of years beneath the earth's surface somewhere near Greenland, stockpiling older, cheaper technologies from the 21st century from private collectors and scrapyards with the aim to one day rise against the UEF who's segregatitive democracy drove millions underground.



Using primitive nano-technology, they are able to cheaply recreate 21st century military machines, spending most of their resources on upgraded weapons technologies for these cheaper chasis'.



The time has come to take Earth back. From the depths will emerge a new force. A new ideal. The United Rebel Alliance.|||mmm



I just would say: "What a great model have you done!", it seems very similar to the original. I didn't tested it yet, but sure it is very cool.|||Really nicely looking units! Would love to see those ingame! Voted yes yes YES!|||That looks great :shock:

Me wants. :D|||Tornado GR4/A with either WE177B and B61 Tactical Nuclear Armaments ftw! 8)|||Ok! gasp I have some news and response to your comments,

Thanks for voting! Cool to see everybody support, I would make it either way for me, I was wondering if it would be worth the time to distribute, looks like a yes.



DeatheVader - Nice suggestion, I already have a nice lineup coming but if there is time ill see about the Tornado



Rendog - Good idea, im not really worried about working the faction into the storyline at this point. I just want to launch my assault using tools that I am familiar with/ idolize! lol Ill keep your URA in mind for descriptions though, kind of a neat underdog plot



Resin_Smoker . . oh reAALlly?! roger that, im not very good at scripting but ill look at the gunships and see what i can do, that would ad a new level of realism if all the flaps/ rudder worked! cool.



Sonsalt - 1 -I have a vision of an experimental version of the b52 since it is a super big plane, experimental carpet bomb . . drooling

2 - B2 Stealth, i had thought of a steath bomber droping tactical nukes (maybe having to charge the weapon (like the nuke subs) to balance)

3 - yeah that's what im talking about

4 - E3 - AWACS hmm could be a neat experiemtal intel plane, could use a similar script the the angel eyes unit in my batteryAcidmod, kinda big to be built from a factory

5 - AC-130H - hmm interesting units, all the gunships and light scouts are planned to be choppers (I love helicopters) but this might make a nice unit, im thinking that it can't attack buildings as it's role is to support ground troops with the 2 vulcan cannons. might be interesting.



Ammo . . . hehe i thought about that one! I would love that but you might end up micro managing too much, think a bout a squadron of gunships and one of them is out - if you could auto refill at the repair station they way they do now for fuel it could work. I like it but im really not a coder. That would be extremely difficult for me to tackle.

Napalm - yeah the burn time has been increased to 5 seconds on those f4s could be longer but the effect kinda dies off then and doesn't make sense to keep takin damage from invisible flames. lol



Goom - ur right but ive notice that it take a spamload of ASFs to be usefull so considering you might have a lot of these units onscreen at once i think its mo betta- plus the nature of this craft being stealth is very sleak. Not really much more i could add that would make a difference from the normal view height.

The A-10 has like 800 tris and it's T2, but i would imagine you having fewer of these in the arsenal as i am thinking about making them narrowly useful (tankbusting)

*A note* i really favor Airforce both in real life and the game - all progress will be in this area. once i finish the airforce, i may move on to other areas, like tanks, infantry, naval, but no promises, that's a lot of work :)

Also, being that my exposure is mostly to USA aircraft a lot of the models planned are in the US arsenal, there are a couple outsiders I particularly like but for the most part no so much, sorry if you're in another country and you feel unrepresented. you can always make suggestions on foreign models that you like.



AzureDragoon - that's basically how it works, it flys so fast and has a small visionradius so it really can't attack units on it's own without radar, it loses track of them. kinda fun actually.



OrangeKnight - right now they are just UEF units cuz im not square on making a new race, but the reason i wanted to separate them is so they don't clutter up the UEF factories, and to use only these units together as i am designing them to complement eachother (joint task cooperation)



Ok . . done|||By the way Rendog, your storyline wouldn't be exactly kosher as is, since even by the beginning of the Infinite War, it was looong past the 21'st or even 22'nd century. I dont know the timeline exactly, but it is at least several centuries later that it all begins, and then you have to factor in the fact that the current storyline takes place nearly 1,000 years after the beginning of the infinite war. By such time, the only 21'st century technology will be in childrens toys and ancient wonders aeronautical museums.



However there is all sorts of sciency fictitious ways of explaining how a pre-diaspora tech army could time-leap, dimension-shift, friggan-magic-spell its way 2000 years or so into its future, not that magic is sciency fictitious, but you catch my drift?|||Not that this airplane needs any introduction but . . . drumroll, presenting the A-10 Warthog, aka "tank buster"

Image

what you see is a screen shot directly from max, untouched (text aside) along with the albedo (diffuse/color) map to show uv packing.

Tada!

This is the first complete unit that I have built from the ground up and put in the game with new model, new texture, new blueprint. This model marks the beginning of the production of this mod. Next is to texture the already modeled F22 above and then i want to produce the first helicopter unit (to work out all the issues there). Once that is done, it's just turn and burn baby. Please give feedback on this unit. The camo is a desert type based on the A-10 actual camo (white and grey) though i added the stripes on the wings for balance. The unit will probably use 256 textures , we'll see how the fine details hold up. This one looks great in game! Once i get all the weapons working ill post some screenshots, oh by the way, I'm arming the A-10 with the Avenger (ofcourse) gatlin cannon (on the nose) for those pesky units beneath you, 2 AG Maverick missiles for building/defense busting, and 2 AA Sidewinder missiles for defense against interceptors. Should be a blast to watch.

Hope you like.|||AHHHH SWEEEET :shock: :o :lol:



Recently I was thinking about those upgrades, and the more I thought about it the more I liked the Idea of having a custom fighter.



What do you think about this ???



Example A10



Standard Version

30mm Gattling cannon



Two upgrade slots each can have one of the following upgrades.



possiple Upgrades.

1. Sidewinder AA missile

2. Rocketlauncher pod

3. AGM64 Maverick

4. Clusterbombs

5. Napalmbombs

6. Normalbombs



This way you could make your very own A10



By the way we only need to make those upgrades once and can use them

or part of it for different planes.



How do you like it ???



Also we could add some enhacements for those weapons, like more bombs, damage, range etc.|||ooOo that would be unbelievably sweet! :)

You could customize the ordinance to be a more well rounded craft like the one i described or a very powerful but narrow craft. like outfitting it will all the bombs. That would be super sweet. I think it would be best to set the upgrades at the factory in the build queue. Technically you would be building separate units. hmm i am getting away from what you are saying. lets hash this one out in PM, I like where your head is going with it! I'm going to stay focused on the art while I have the time and passion to continue though.

Don't forget about 2 of my favorites, smart bombs, tactical nuclear warhead|||Quote:|||DEATH eVADER|||Why not just steal the programmed nanos? Mad professors have a habit of outsmarting them in you mistreat them. :) Besides, a military hobbyist does not a madness make. Make the professor LEAD them!|||Ok - wow ive got some SERIOUS updating to do to this thread. I've made lots of new things for this mod and it's turning out to be quite fun! I've finished the first helicopter unit. (the propeller was a *****) and am almost done with the first attack heli unit (only need to texture it. The A-10 has been greatly changed and improved. Every detail of this unit is custom and very fun! The missiles and bombs hanging under the unit are the actual ones fired (maverick, sidewinder, cluster bombs) all brand new and fun to watch projectiles. ALSO when each one fires, it actually falls off the wing and takes off! leaving a gap where the missile used to be, then over time the weapon will recharge and spawn a new missile. The effect is quite awesome! Now you can pause the game in the middle of fighting and check out what each warthog has left to fire and watch all the missiles zooming around. very cool. The cluster bombs are tight too! at any rate ill post images of these things in the post (edit it) in a little bit. Back to work.



PS - The big picture is also coming into view - This mod represents a new faction in SC. The story is irrelevant but the game play for this faction is very unique and interesting. As a quick description, the only moving units are airborne. The "commander" unit is a building (an air base) fitted with defences and upgradeable construction sites (to replace engineers). So how would you build a new building?? glad you asked, you build the unit just like a plane at the construction site then you must transport it to the site you want it to be at using the appropriate transport. T1 is Huey, T2 is Chinook, T3 is Sky crane (for now at least). This makes for a very interesting (tactically) faction as every building can be moved even after it's been placed. So if one of your bases is under attack you can transport it elsewhere. The resource building are oil rigs( land and sea) for energy, and metal mines. The only land attack unit you have to use is artillery, just like in a real battle you have to construct the artillery pieces, transport them to the desired position, set them up and defend them. cant wait to see hueys bringing t1 arty escorted by cobras and jets and followed by chinooks draging t2 arty to set up a forward firebase! cool!! . . hehe. lets see also, oh yeah, expansion. You might be thinking this faction would be stuck in one spot and limited expansion. Not so, one of the higher tech at T2 you can build the air/staging platform which also doubles as an air factory offering basic base expansion that way, and then the T3 expansion unit is an airport. A large (not as big as your air base ofcourse) defended place to build not only air units but buildings as well. Your primary unit is still the air base though as it will have the most build sites and fastest build speed (just like the commander). It seems very cool to me, im not sure if It will be even close to completed before I die but ill keep working till then. :) Hope the idea strikes a chord.

Laters|||If your mind is totally set on the faction thing about not having a commander and just a building, could you possibly think about releasing the units seperate as a unit pack, since the thing is.. I looooooooove your ideas and such, just not the one thing about it being a building-based faction..|||as a faction it's still in early idea stages. The units will be finished before I even think about making a new faction from them, and yes they will be released separately (as UEF) thanks for your kind words|||any plans to put in the sr71 blackbird? after all the one thats already in the game is based on 'an ancient design' ...



but maybe it would be abit more realistic to put planes with vtol capability since thats how all the planes in the game fly



or else you can just pass it off as 'nanotechnology' , and say that all the 21st century planes have somehow been augmented with vtol , and the persentation of the mod will be perfectly acceptable :)

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