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Posted: Sat May 17, 2008 9:20 am
by Scrat
Changing a SEAS unit is kinda hard... there are not too many of them left. Or we leave Scott out, if we have no way...

Let´s talk about some changes. This is what we got in the german boards:

Trader:
The Trader, only one of the triplets. Called Trader. I finished some speech acks for him. They´re kinda OK. I´ll upload it soon.

HP: 400 - 800 - 1200 - 1600 - 2000
Meelee damage: 25 - 30 - 40 - 60 - 100
Range damage: 0
Armor: 0 (both close and ranged combat)

Infantery: +
Cavalery: +
Vehicles (incl. ships): +
Buildings + or ++

Now the really important stuff :D

Level 1: unknown*
Level 2: All surrounding workers harvest 5 resources more
Level 3: Can paralyse buildings: Towers and bunkers won´t attack fpr 10 seconds, production buildings won´t produce (units in production will be stopped until effect is over) for 15 seconds
level 4: All three tribes recieve trading birds:
Image
level 5: Market wagons, trade dinos and trade carts get cheaper; SEAS Senitels can harvest wood and stone (animation existing)

*for level 1:
Some effects:
- serves as collection point for resources; too strong.
- can harvest resources; no good animation existing, looks weird.
- can build the zeppelin (only 1); kinda strong that early
- if he destroys a building himself, the player gets buildings resources; can be done with units instead of buildings, too. Or too strong?

Zeppelin:
He places flying_trader_destroyed and builds it up to 5000 HP. Then an animation will be seen where flying_trader_destroyed (as building) will vanish and flying_trader_object (as vehicle) will fly up to the sky up to 20 meters high. If everything will work properly. :|

Hitpoints: 3500
damage=armor=range=0
Speed: 4 (same as scout)

- Can transport 10 units
- Increases capacity by 500
- Can trade skulls for resources (as marketplaces and bazaars and emporia)
- Great viewing range (100; Scout: 75)
- Can only be attacked in ranged combat
- Can fly over water and land


Trade bird:
- Produced in trade buildings
- Better than standart trade units

If trade birds can´t walk without crashing PW, zeppelin will get to T4 instead.

What should be changed, how should the trade bird be like?

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Thu Nov 13, 2008 8:55 am
by THEEVERGOD
Hi I'm newly registered to the fourm, although I have been looking on the fourms for the while, and I love the extra booster that you guys made for the game, when I learned, that paraworld was not going to have an expansion I was really disapointed then I found this project. I was wondering how its coming along as I haven't seen any progress on this in a while.

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Thu Nov 13, 2008 21:38 pm
by Triceratops
Hi TheEverGod, welcome to the forum. At the moment we do not have the manpower to continue work on it. Our old forum was bad (registration not working plus lots of lags) and we had to put this first on our priority list. At the moment we are wokring on the Online Campaign (as you have already found out). Not sure if we will continue the idea of the CEP.

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Thu Nov 13, 2008 22:12 pm
by THEEVERGOD
Its a shame that the CEP may not continue, I was really looking forward to playing as the SEAS, but I love the sounds of this online campaign. I'm going to be giving another copy of Paraworld I bought to my friend later next year (april) as a birthday presents, if its still going on at that time will he be able to join the campaign?

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Fri Nov 14, 2008 0:04 am
by Triceratops
We will be online in April for sure. If there is interest in a campaign then as well, just post and the people will set it up.


About the S.E.A.S. Just use this map:

http://www.para-welt.com/forum/viewtopic.php?f=11&t=784

On it you can play the S.E.A.S. Do not change the race if you are in the seetings menu, just choose AI enemies and start the map.




About the CEP. It does not mean we won't do it. But we need a base (website, forum) for a community first. Only then new people can find us and can help. It is quite a long run and it'S difficult to understand the coding of the game.

More info on the progress you can find here:

CEP, that will be v1.0. It will contain the new hero "Trader Triplets":
http://www.para-welt.com/forum/viewtopic.php?f=13&t=319

CEP V1.1. New hero "Amazon Queen" who gets new units at each level:
http://www.para-welt.com/forum/viewtopic.php?f=13&t=444

http://www.para-welt.com/forum/viewtopic.php?f=13&t=581

http://www.para-welt.com/forum/viewtopic.php?f=13&t=502

http://www.para-welt.com/forum/viewtopic.php?f=13&t=481



One user (Trice) found some siege units in the code:
http://www.para-welt.com/forum/viewtopic.php?f=13&t=572

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Sun Nov 16, 2008 0:15 am
by THEEVERGOD
Thanks for the heads up, and I be sure to try that map soon (yeh SEAS :D), and I'll read up on your progress, I think I had read a few things, but it be really cool if this project was to go ahead, so I got my fingers crossed we may see this released in the near future :), if I was good at coding I would jump in like a shot, I am quite good with maps, not made any for paraworld yet, but if you ever need any help on that side don't hesitate to ask 8) .

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Sun Nov 16, 2008 2:16 am
by Triceratops
We will see. If you like to, just try the editor a bit. We found out stuff more by accident then by actually learning it :mrgreen:

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Sun Nov 16, 2008 13:42 pm
by THEEVERGOD
:lol: :wink:, k, I give the editor a try when I get a free moment, then when I've made a map that I think is good I sumbit it for you all to try ;). I mainly have mapped C&C games, as I play alot of those.

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Sun Nov 16, 2008 17:42 pm
by Triceratops
Nice. For which one did you make maps? TW?

A Path Beyond is a mod for Renegade, right?

Mmh, I've bought all CnCs but think that EA messed up a lot lately. They could be the franchise's graveyard if they do not improve. We'll see how it goes with RA3. You liked it?

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Mon Nov 17, 2008 1:05 am
by THEEVERGOD
First, maps for Tiberian Sun, Red Alert 2 Yuri's revenge, and Generals. Generals ones made for a mod called Project Raptor, although the mod is dead now :( . The mod is still downloadable. The generals one were probably my best, although I like my TS and RA2:YR maps as well.

Second, yes and no, it was a mod for Renegade, but now is freesource just using the renegade engine, its awsome and free, just register an account and away you go, its like red alert in FPS, building tanks heli's firing nukes, destroying buildings, there is also another like this called C&C Reborn, same logic but for tiberian sun, not as good, as its not as developed, although if there are people on the server fun to play. And then the guys who made APB are making another one, but this time set in red alert 2, thats said to be coming out soon, maybe christmas or just after. RA2:AR or RA2 Apocalypse Rising is what it is to be called. If you get any of these (recomend APB, and AR when it comes up) I'm THEEVERGOD in game :).

And thirdly, I also think that EA kinda ruined C&C games, Tiberian Wars, and Kanes Wrath, not so good, good gameplay, I think they messed the story a bit to much though :evil: . But when you get to red alert 3, Oh man, C&C is back and kicking ass :shock: , its amazing, story great :D , gameplay amazing :D . EA did something right for once. OMG I love red alert 3 8) . Also its the first rts game to realse co-op campaign, which is assome, although I have not had anyone to play co-op with yet :( , hoping my freind gets it so we can bash through the campagin together :D :wink: . I've compeleted it, but I had to play with AI comanders in the place of human player, which some times I have to save their ass, although you can summon them to save yours as well. I probably gonna do some online play soon. Just got to pratice up on schrimish first. If you ever get the game let me know we can have a go on co-op campaign or just a battle as team or against online :).

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Mon Nov 17, 2008 2:14 am
by Triceratops
It was great that EA made the Renegade egine open-source. I read about it in the Reborn forum when, I think Apoc, revealed it.

Ok, it sounds that RA3 is better. I will probably play it as well. I have to import it, as I never buy german cncs. RA3 is the first uncut CnC to be released here. But I want english text and videos. Did the same with First Decade, which I haven't finished yet. I play through all campaign parallel. Nice old games.

Coops are amazing. In 2005 I made some starcraft coop maps. Worked well and gives lots of insight into modern map editors.

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Mon Nov 17, 2008 22:30 pm
by THEEVERGOD
Let me know when you have it, we can have a go at co-op campagin :).

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Mon Nov 17, 2008 22:50 pm
by Triceratops
Good idea. I will add you in Xfire soon (but will take a while until I buy RA3).

By the way, the Paraworld boosterpack is working on your PC?

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Tue Nov 18, 2008 13:28 pm
by THEEVERGOD
Yep works great, I found, I think it was the second mission quite hard where I had to out run tons of big dinos to the boat, :)

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Tue Nov 18, 2008 17:58 pm
by Triceratops
The one where you send S.E.A.S. flamethrower infantry to Babbit's ship?

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Tue Nov 18, 2008 20:12 pm
by THEEVERGOD
Yep thats the one, I really wanted to do the sub bits only managed to subdue one city, by destroying there crystal, then I litterly had to make them run all the way to the ship, using other units as distraction from the mass of dinos living near the end.

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Tue Nov 18, 2008 22:36 pm
by Triceratops
This mission is hard. But it keeps to be challenging for a while. Not as the basic missions.

How did you like playing Seas units on the test map? Still very unbalanced.

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Fri Nov 28, 2008 15:28 pm
by Zumokuta Clan
I get pawned in the First SEAS Mission! How can I fight two Clans at the same time!

But where do you get the Bird models? I have some SEAS files on the units and it says the SEAS scout, is a DODO!? LOL. XD

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Fri Nov 28, 2008 22:11 pm
by Scrat
Take the dustriders and use the turtles to escape. ;)

A what? :? Never saw a dodo before. Or do you mean the trader's birds?

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Fri Nov 28, 2008 22:40 pm
by Zumokuta Clan
Isn't it a Diatryma?

How can I take a transport turtle from the dustriders? I go to that one spot in the beginning of the mission where the two clans were fighting. Thus later, they concetrate they're attack power on me! Plus, I have to build 20 Flamethrowers!?

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Sat Nov 29, 2008 9:04 am
by Scrat
Could be, yes... do you mean the things loaded with the trader's stuff?

Thats the first boosterpack mission, not SEAS. See some tips at the boosterpack section, at the bottom of the forum.

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Sat Nov 29, 2008 13:54 pm
by Zumokuta Clan
WOW. It seems like way out of my league. :shock:

Yeah, the thing is, I've never completed Campaign :oops: , (Stupid Pirates). :cry:

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Sat Nov 29, 2008 19:39 pm
by Triceratops
You will, just grab some infos from other players. There had been several moments when I played the campaign I thought "No Way..." but just made a break and thought about the situation and checked some forums/game sites for help. Then I made it. It is like puzzle games, I loved it.

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Sun Nov 30, 2008 12:18 pm
by Zumokuta Clan
Triceratops wrote:You will, just grab some infos from other players. There had been several moments when I played the campaign I thought "No Way..." but just made a break and thought about the situation and checked some forums/game sites for help. Then I made it. It is like puzzle games, I loved it.
I would already, but after I kill the pirates who wanted the trade, while I'm making my base, I huge group of pirates outnumber me and annihilate me! :evil:

Re: - The Community Modding Project - 10 new missions + SEAS -

Posted: Mon Dec 01, 2008 18:10 pm
by Triceratops
You know that you have to bring them trading dinos? Give them what they want until you have enough units.

- Build 5-7 Brachiosaurus transports and load them with archers
- Level the archdruid to epoch 3 and load him into one of the transports
- Kill all heroes you do not need
- Make 2 groups of units. A bigger one the west and a smaller one the east. If you get attacked, move the rest of your army to this spot
- Build walls at all beaches. Double-walls are very helpful. You do not need an harbor before epoch 4
- Build Temples on both ends of your base
- Destroy the pirate base to the west (small island) first. After that you will only be attacked from the north which you can prevent by destroying their ships and units before they reach your shore