Search found 12 matches

by Mike_
Tue Feb 06, 2018 12:59 pm
Forum: Mapping and Modding
Topic: new mod idea = Real Time Wargame
Replies: 6
Views: 9550

Hi all !
Some time ago i planned to create slow and strategic mod:
http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=15919&start=0&postdays=0&postorder=asc

But first working test shwoed me, that it is impossible to do it using only LUA scripts and traits, without changing C# code of the ...
by Mike_
Wed May 25, 2016 9:04 am
Forum: Mapping and Modding
Topic: Request: code to add buildings that autoproduce units
Replies: 7
Views: 8438

Graion, sorry, but i can't remember the details of our conversations (((
It was long ago and i had conversations with several developers.

I asked for two things:
1. Create trait in CnC mod, , that unit's weapon damage can depend on unit's current helth.
2. Create possibility to overwrite terrain ...
by Mike_
Tue May 24, 2016 12:54 pm
Forum: Mapping and Modding
Topic: Request: code to add buildings that autoproduce units
Replies: 7
Views: 8438

traits to implement ExternalCapturable in CnC mod (for E1 infantry):

defaults.yaml
---------------

^Building:
........ExternalCapturable:
........ExternalCapturableBar:


infantry.yaml
----------------
E1:
........ ExternalCaptures:
................Type: building


(replace dots to tabs)
by Mike_
Tue May 24, 2016 12:43 pm
Forum: Mapping and Modding
Topic: Request: code to add buildings that autoproduce units
Replies: 7
Views: 8438

Hi !
Two years ago i have coded first part of my idea:
http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=15919&start=0&postdays=0&postorder=asc

It looks like "slow z". This Mod was based on TD official mod.
And it does'nt work now (

Here is Lua from this mod. It produced different units ...
by Mike_
Fri Dec 04, 2015 11:37 am
Forum: Mapping and Modding
Topic: Bombing mod
Replies: 0
Views: 6575

Bombing mod

Bombing mod
I have the idea for new mod. It must remind old Arsenal game in the aircraft part of the game.
https://www.youtube.com/watch?v=06HSbiZQOn4
https://www.youtube.com/watch?v=uILsBumwsiU
Maybe someone here wants to create this mod (map-mod) :)

Two players (or teams) map must be placed on ...
by Mike_
Thu Nov 12, 2015 7:43 am
Forum: General Discussion
Topic: Defense Balance Discussion - Red Alert
Replies: 31
Views: 38776

I forgot to write my old idea:

Towers must be placed at the start of construction and they will increase HP from 1 to Max during building. It must look similar to warcraft/starcraft, but without peasants.
But 100% of towers's cost will be taken at the beginning of construction. So players will not ...
by Mike_
Tue Nov 10, 2015 2:56 pm
Forum: Mapping and Modding
Topic: WWI Mod [0.21A]
Replies: 63
Views: 85360

Excellent ! Try to make rules that avoid "base walking" please ....
by Mike_
Tue Nov 10, 2015 2:12 pm
Forum: General Discussion
Topic: Defense Balance Discussion - Red Alert
Replies: 31
Views: 38776

Some ideas for crazy radical mode:
- Remove Artillery and V2
- Create new effective good armoured short-range anti-infantry units
- Remove All turrets except AA.
- Rule against "fast rush": Give to the players at the start unique unit what can transfer to unique "Defence center" building. "Defence ...
by Mike_
Tue Nov 10, 2015 1:56 pm
Forum: General Discussion
Topic: Defense Balance Discussion - Red Alert
Replies: 31
Views: 38776

Yes, "base walking" and arcade long-range exchange of fire (Artillery, V2) are very annoying.
But nothing will be changed in core rules until someone will make new map-mod with better gameplay.
We need one HERO, who can take lading role in creating this map-mod and we all :) will support him ...
by Mike_
Sat Feb 21, 2015 10:24 pm
Forum: Mapping and Modding
Topic: "Slow and strategic" mod
Replies: 7
Views: 12124

Hellcat was my favorite tank in WOT last yaer. Like german Pz-4 early.
Of course, my mod will be balanced and all units will be necessary.
by Mike_
Sun Jul 29, 2012 1:21 pm
Forum: Mapping and Modding
Topic: "Slow and strategic" mod
Replies: 7
Views: 12124

Re: "Slow and strategic" mod

Cmd. Matt wrote: There is ProximityCapturable which you can enhance for your needs.
Yes, i've seen ProximityCapturable and it can be upgraded.
I think, creators of mini-games (with RA mod maps) also will want to use this capture algorithm.
by Mike_
Mon Jul 23, 2012 7:02 pm
Forum: Mapping and Modding
Topic: "Slow and strategic" mod
Replies: 7
Views: 12124

"Slow and strategic" mod

(Forgive my poor English, I have learned German in the school - very studied decision… )

The main goal of my mod is to create new type of slow strategic rts, that will have many strong elements from :

- autumn dynasty: www.autumndynasty.com/
- massive assault: http://massiveassaultnetwork.com/man2 ...