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INTRODUCTION It's been a week since the release of the October Hunt patch for A Path Beyond, and by now I imagine most people got the chance to play with one of the new units introduced in the update; the long-anticipated and much rumored Helicarrier. Albeit, it was in a different form than many anticipated, being given to the Soviets and as a surface combat vessel in addition to helicopter support. Since then, I've seen and been involved with some discussions about the Helicarrier, and I've made it no secret that I don't particularly care for the original design of the Helicarrier that was hidden away in the files of the Aftermath expansion. I mentioned that I could write a whole thread on what's wrong with it during one of the game nights, and people seemed interested, so here it is! I'll preface this by saying that this isn't meant to be a reflection on Westwood itself, as I don't believe the sprite was intended to be the "final" look of the unit, but rather a proof-of-concept or "debug" placeholder meant to test the functionality. Remember the "Tesla Tanks" from Counterstrike? The ones that were just reused Mobile Radar Jammer sprites, ahead of the Tesla Tank getting its own unique art in Aftermath? Same principle, except the Helicarrier never made it to release (likely for balance reasons), and thus I think it's reasonable to assume that Westwood simply didn't want to make something more polished for a unit that (they figured) would never see the light of day anyway. Oh, by the way, I should warn you all: this is going to get Pedantic as FUCK. I am a Naval nerd at heart, have been since I was eight, and a lot of this might come off as a big pile of "Who Fucking Cares" to... I'd say 90% of people. So if you'd rather not waste your time listening to a ship nerd screaming into the void, this is your last heads-up to check out. I won't judge you one bit. This is just for those genuinely curious. With that disclaimer out of the way, the Ship Autistic Special Interest Rant begins... REAL HELICARRIERS Before we can break down the original sprite, we first have to establish how helicopter carriers function in real life. Yes, they do exist, and they typically come in two flavors; Helicopter Cruisers (such as APB's own Moskva) and Landing Platform Helicopters, or "LPHs" for short (which is how I'll be referring to them for the rest of this post). The original version seems to most closely match with an LPH in terms of function, so let's take a look at them. The best example is the Atlântico, since there's a high-def picture easily accessible for reference: I know what you're thinking. "But KY, this looks like an aircraft carrier for planes, not helicopters!" That's a completely fair train of thought, as LPHs began life as Light Aircraft Carriers, AKA carriers that were much smaller and designed around smaller squadrons and/or aircraft. It does make sense to do things this way; by turning the majority of the deck into the flight deck, you maximize the area where aircraft can take off, land, or get emergency maintenance. In fact, this dedicated functionality is what separates a Helicopter Carrier from a ship with a landing pad; many ships can have choppers land on them, but can't support extended helicopter operations. Let's take a look at what this support looks like under the hood, so to speak: Looks like a lot, right? That's because it is, but don't worry. I'm not expecting you to know this entire thing by heart. I just want to have a quick visual aid as to how complex carriers are internally. All you need to worry about is the basic necessities: The bridge, flight deck, hanger deck, elevators, engine rooms, storage, and quarters. A good fictional ship design doesn't need to have everything planned out to this degree, but it does need to at least imply that the ship is large enough for all of the above. To demonstrate what I mean, let's take a look at another C&C unit (and arguably the spiritual successor to the Helicarrier), the RA2 Aircraft Carrier: At a glance, this is definitely a rather unorthodox layout, but the ship is big enough and laid out logically enough that the pieces are probably all there. Based on the shape, it can be easily surmised that the engine rooms are on the bottom (as usual), most of the quaters and storage are located sternside with the bridge up top, and most of the bow is dedicated towards the flight deck. In fact, the design seems to imply that there is a dedicated launch pad at the end of the flight deck, which itself connects directly with the hanger bay, so no elevators needed. While I still have my question marks in terms of efficiency (specifically how unnecessarily huge the superstructure is resulting in the flight deck being proportionally small for a ship like this), I can look at it and at least see how this would function. Really, that's the main measuring stick to use when judging fictional vehicle designs; efficiency can (and often does) take a backseat to rule-of-cool, but if the design starts to veer into the territory of nonfunctional, you either need to get VERY clever with your writing or give your design a second pass. Okay... NOW things are about to get MEGA pedantic. THIS IS YOUR LAST WARNING BEFORE THE MARBLES BECOME LOST!!! Still here? I knew I liked you. Now, let's look at the original sprite... AFTERMATH HELICARRIER So with all of that context above, I imagine you'll understand when I say... WHAT IN THE GLACIER FLAYING FUCK IS THIS ABOMINATION TO THE HMS DREADNOUGHT'S HOLY NAME?!?!?! Okay, first things first, the size. The landing pad looks big enough for a single helicopter, essentially making it as big as the Helipad structure. Typically landing pads are the same size as the length of the intended helicopter or the diameter of its rotor blades, but the bare minimum is 15.24 meters (50 feet). This was originally an Allied unit (and given to both sides in the Remastered edition), so we can use the Apache as a reference. The Apache measures 17.73m (58ft 2in) in length, and has a rotor diameter of 14.63m (48ft). If we want to use the Hind in the Remastered cameo as our reference, that measures 17.5m (57ft 5in) in length with a rotor diameter of 17.3m (56ft 9in). Let's be generous and round up the pad size to 18.288m (60ft). Add in that outer edge, and we can ballpark this thing as being about 21.336m (70ft) in all directions. Bow to stern and port to starboard... wherever the hell those are, but we'll get to that. That's a respectable size for a landing pad, but for a warship, it's laughable. For context, the Asheville-class gunboat (what some consider to be the closest equivalent to the Red Alert gunboat) reaches 50.1m (164ft 6in) from bow to stern, the Mandau-class missile boat (the gunboat model in APB) hits 53.7m (176ft 2in), the Moskva-class helicopter cruiser (the APB helicarrier) hits 189m (620 ft), and the Atlântico LPH (our example pic above) hits 203.4m (667ft). As you can see, going off of the cameo reference gives a Helicarrier that is positively dwarfed by the real ships. Let's be fair, though. This thing is supposed to be big enough to support five longbows, so let's extend the flight deck to compensate. Multiplying our original ballpark by five, we get a size estimate of around 106.68m (350ft). Still quite small, but closer to the realm of reality... until you realize the shape. I could go into detail about length-to-beam ratios (beam being the widest point on a ship hull) and what's best for what purpose, but I don't think I need to. There's a fairly obvious reason why you almost never see circular ships, and that's because it is a pretty poor shape for propulsion. Water resistance is much higher than air resistance, and ships have to push an absolute shitload of water out of the way in order to get from point A to point B. The typical shape you see focuses both propulsion and drag into the smallest areas to maximize the former and minimize the former. Going circular does the opposite for no discernable reason. In addition, it makes keeping the ship going straight a serious challenge. Just look up the Novgorod, often considered the worst warship ever built: Yes, this thing existed. Yes, it was technically in service in wartime (specifically the 1877 Russo-Turkish War). No, it didn't see actual combat largely due to how much it sucked at being a warship. But this provides a good segue back to the Helicarrier. You'll notice certain elements present on the Novgorod that are absent on the Helicarrier, namely the bridge, crew area, and smokestacks. So... where the HELL are these things on the Helicarrier?!?! I mean, I guess the blocky thing could be one of those things, but... which one? If it's the bridge, then how the hell do they observe the flight deck? Wherever the viewports are, they cannot give good enough visual coverage, and thus the ship will always have a massive blind spot. Is it the engines? If so... what kind of engine?! Most warships of the time used diesel or steam-powered boilers, both of which require sizable amounts of exhaust that clearly isn't present. I suppose it could be a nuclear reactor, which actually does match the timeline surprisingly well and wouldn't require exhaust. But that still leaves the question of where the hell is the bridge? And what about the crew quarters? The only thing I can think of is that maybe the crew area and bridge are rolled into one on that small block (which makes me ask how they crammed everything in there on top of the aforementioned visibility problems), and that this thing is actually a type of hovercraft. If we go that route, looking back at size, the largest hovercraft EVER is the Zubr-class LCAC at 57m (187ft). This lines up surprisingly okay with the low-end, single landing pad interpretation, but is still WAY too small for the scaled up, full carrier interpretation. Speaking of which, let's talk about the final problem: The hanger deck. Chiefly... where the glacier flaying fuck IS IT?! This is what makes carriers as effective as they are, being able to protect and maintain aircraft in an area shielded from the elements. Granted, some ships (mainly helicopter cruisers) don't necessarily have full hanger decks, but they do have dedicated storage areas for fuel and munitions for the aircraft they maintain. So where the hell are those areas? Maybe below the pad in that nebulous area, but there doesn't appear to be a way down there. Do the crew hop down onto the outer pontoons, open hatches to get the stuff out, and then toss it onto the flight deck? That could maybe make sense if this was a small, single pad hovercraft used for emergency support, but not for the squadron supporting behemoth it's supposed to function as. You'd need ramps up, elevators, hatch doors, ladders, the works just to get below decks from the pad area, none of which I see here. And then you get to how it was presented in the original game, where the helis go INSIDE the helicarrier. That means there needs to be elevators capable of lowering the Helis below decks and ample space to move them around to designated storage without whacking into other stored helis, but... I don't see where ANY of that is supposed to be! So in the end, we have two possible interpretations. On one hand, this is a small hovercraft designed to support single helicopters in an emergency. This doesn't fit the original five-heli presentation and wouldn't be nearly big enough to carry supplies for long term engagements, and wouldn't be much more than a tiny target for Soviets to take potshots at in actual combat. On the other, this is a nuclear powered behemoth of an LPH with a suboptimal shape, poor situational awareness, and a whole host of logistical layout nightmares that I don't even want to think about. This does beg the question, though. If I were to build a Helicarrier that matches the function of the original Aftermath unit 1-for-1 AND makes logical sense with reality, what would I do? Simply put, I'd use the HMS Furious: See that rounded shape to the bow end of the flight deck? I'd take that sucker and paint the Red Alert Helipad on it. Thus sticking to the visuals of the original sprite while using a design that actually works in reality. I'd probably also implement a starboard-side bridge superstructure like later carriers for the sake of efficiency. But this right here would be a nice blend of realism and "rule-of-cool" extravagance. If you made it this far... thank you on indulging me as I went truly insane. This was a lot of fun to write up and do research for. Spearheading the APB Naval Rework helped me rediscover my love for warship design, and this was simply an expression of that love. I look forward to seeing you all on the high seas of A Path Beyond, as well as the battlefields!
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Hey community. Just wanted to give a shout-out here of a BIG THANK YOU to @ ChopBam for the support today (messaged in @Tech-Support in Discord) that I wasn't able to login to the client for a couple of days to be able to play. He worked his magic and got me back into the awesome games of W3D! Thank you ChopBam for the great help!!!
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Changelog For 3.8.0.1 Release Disabled hijacking for all pseudostructures. This will fix a crash. Added a couple more bot lines. Fixed Ore Truck alt camera. Fixed APC weapon string (was using M60 string instead of M2 string). Fixed PPSh & SKS crate-pickup sounds (both were previously using MP5 pickup sound). Fixed PK crate-pickup string (was not displaying the string due to obsolete preset name assignment). Fixed broken Sniper-class crate-pickup (was giving nothing due to obsolete preset name assignment). Fixed missing Chrono Tank weapon string. Mobile Radar Jammer: Snow, Urban, and Desert variants no longer change to the Forest version permanently after deploying. Mobile Radar Jammer: Vehicle limit of 2 now works properly. Cruiser build limit reduced to 2 (was 3). Shallow Grave: Bots, including the AI Ore Trucks, will no longer attempt to travel through the shipping containers. Test Units: The water as it meets the ground is now transparent, to help swimming players see where to exit.
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3.8.0.0 Changelog The Big Changes Overhead Map and Scoreboard Overlay Hold Tab to see the current map name, an overhead view of the map, and player names/information. The map features range indication circles for units that have effect ranges. The scoreboard on either side of this map (left side = friendly team, right side = enemy team) replaces the player list at the top right, and includes information not previously available at the top right, such as players’ pings and the types of units your team is using. 🚨You may need to bind Tab as your map key, under Controls -> Communications -> Map & Player Info. We recommend setting your keys to Defaults which will also accomplish this. Major Infantry Combat Rehaul There has been a major infantry combat overhaul. Notes are below. Naval Updates In Red Alert, Naval Transports could carry 5 units at a time, including vehicles. As such, it has been a long dream of ours to be able to include some form of the feature that allows cargo such as ground-based vehicles to be able to stow onto Naval Transports. Now, we finally can! The Dinghy is now available for purchase on naval maps (both teams), even when the naval factory is destroyed. A small, sleek motorboat costing 200, they allow infantry to fire their personal weapons while driving. The Helicarrier is now available for purchase for Soviets at Tech Level 4. The Soviet answer to Allied naval staying power, this multi-purpose support ship wields a powerful rocket turret to bolster the Soviets’ position in naval encounters. May dock, rearm, and repair the health (not shields) of friendly helicopters. Uses new cargo stowing logic to handle this. Gunboats, Destroyers, and Helicarriers now have a Sonar ability as a Quickcast option (default Q). Any enemy submarines within range will have an objective marker placed on them for 30s, and the player will be notified if they detected a submarine. The detection range is equal to the targeting range of the weapons for each respective ship. Submarines are now less helpless if Allied ships close the distance. Attack Subs now have a deck gun as a secondary fire option; it’s less powerful than torpedoes, but it fires faster and can strike both flanking ships and targets on land. The Missile Sub secondary fire now does damage against all targets; while it’s primarily intended to fight Longbows, it can pack enough of a punch against ships to be a viable combat option. Added ballistic trajectory previews for arced weapons This new feature allows drivers of weapons that have arcs (e.g. Artillery, V2, Grenadier, C4) to preview where the weapon will hit before they fire. There is a key (default: G) to toggle this feature. Default preview behavior is adjustable in options. Added middle click spotting and new radio commands Those players familiar with RA2: Apocalypse Rising and the most recent Tiberian Sun: Reborn update will know well of the feature that allows players to spot enemy and friendly focal targets using the middle click button. This is now coming to APB! Additionally, Allies and Soviets now have separate audio for radio commands. Updated HUD and Loading Screens The in-game display features a new artistic style, with weapon info separated to the right side of the screen. Switched to new loading screen logic, including "click or space to continue" once done loading, and gameplay tips. Features new high resolution, widescreen loading screen overlay with a background model that's mostly black and has a loading bar. Infantry Parachute From Aircraft Infantry now parachute from Aircraft in APB. This feature is now in-engine, which means it is better supported than it previously was on W3D games, and less prone to latency. Gap Logic Changes Gap effects from the Gap Generator and Mobile Gap Generator no longer provide stealth ability to nearby friendlies. Instead, they now make all nearby friendly units untargetable and hide player nameplates. Gap Generators display a circle on the overhead map to enemy players. Vehicle Reinforcement Purchases All destroyed War Factories can now deliver purchased Supply Trucks (increased cost), Medium/Heavy Tanks (increased cost), and Ore Trucks, accessible from the sidebar. This was previously a feature tied to most Radar Domes and dependent on terminals inside the Dome. Capture Zones Instead of capturing terminals with repair tools, all infantry can capture Pumpjacks and Resource Silos by standing inside the zone. Normal capture time is 16s. Engineers capture at 4x speed and Technicians capture at 2x speed. A team flag is raised when a site is being captured. Vehicle Headlights and Dynamic Lighting Vehicles now feature headlights, taillights, and brakelights that dynamically illuminate the terrain around them. The default headlight toggle is Y. Thief Hijacking In addition to finally receiving the Zorro version of the Thief, he can now steal enemies’ vehicles in the field from right under their noses! New / Returning Maps: ShallowGrave and TheWoodsToday These two maps have been long anticipated to return. Similar to other maps we have reconstructed in the past, these have been brought up to and surpass existing standards. Check their notes below for specifics! *** If you’re installing the game with a pre-existing install, you may need to bind these keys or set controls to default. Use Horn (J) Headlight Toggle (Y) Stowing/Unstowing (P) Activate Special Weapon (recommend changing from 6 to Q) Trajectory Preview (G) Map & Player Info (Tab) General Game Changes/Miscellaneous Horns now use the horn feature with a dedicated horn key. New cloaking sound. Third-person special-damage wounded flinch animation, such as fire or electric, is now suppressed to avoid the brief aim disruption caused by those full-body reactions. AA now damages infantry, and only fires with lock-on. (Strela, Redeye) A number of new assets have been added for rocks, trees, and props. The newer trees in the pack all have lightly animated swaying branches. Improved gatling logic. Driver models are now animated. Binocular Markers reveal enemies within 60m on the overhead map to friendlies. They place an objective marker, expire after 10s (down from 30s), and feature a visible cooldown on the HUD. C4 changed to kill points over damage points. Allied, Soviet, and Neutral house colors have been adjusted. House colors have been assigned for the possible 8 teams. Ants have been assigned to team 3. Tanya crate properly changes the player to Tanya. Removed special collision settings from the Molotov Brothers. Enabled leg twist. Improved the visuals of Tesla-based projectiles (Shock Rifle, Tesla Tank, Tesla Coil). Chrono Tank targeting map now mirrors overhead radar settings (no longer does it reveal objects beyond the normal radar range). Cleanup for fixed owner forced-entry. If you enter your vehicle before the script puts you in it, it will no longer force you back into the vehicle if you exit. Removed/replaced Tiberian Dawn music tracks in the map Jukeboxes. Other small aesthetic changes, too numerous to list. HUD RA-styled art direction. Replaced legacy player scores and team info on the top right with more modern design. Added building icons/healthbars to the top right. Remade the health/shield bars. Adjusted positions of the HUD elements. Weapon and clip info is now on the bottom right of the screen. Added team-colored grid lines as part of element background stylization. Added weapon chart with visible cooldown timers. Added bullet bar. Removed H icon. Added objective marker to inform players the location of their vehicle purchase. Added objective markers for refilling locations for Minelayers, Helicopters, and Airplanes. Adjusted fonts on HUD. Added a new RA1 type font. Weapons with infinite ammo now show an infinity symbol, rather than 999. Sneak Icon inverted. Instead of the crossout eye icon appearing when the player sneaks, the eye icon disappears. Moved shift cooldown text to the bottom right. Added APB Beta font to always for anyone who wants to use it in custom HUD files (named APB_Beta.ttf). Radar Compass Circular radar compass now uses the overhead map image. Decreased radar world size. 75m -> 60m Sneak detection distances decreased proportionally to the new radar world size. Infantry with previously 50m sneak detection now have 40m, and 25m now have 20m. Compass direction letters no longer freeze when the radar is disabled. All radar icons have been replaced with new art. Blips for base buildings and defenses display healthbars when damaged. The home base icon has changed from a universal fixed object to one that only appears once all that team’s base buildings are out of range of the compass. It flashes if any of the buildings are under attack. Self blip is now green. Sounds New health alarm and sinking sounds for naval units. New aircraft alarms and Soviet Chinook horn. Infantry now grunt when taking damage. Adjusted vehicle damage alarms. Updated bullet whiz effect. General Infantry Changes Almost all infantry speeds were reduced. Swim time for all infantry has been increased to 20s before they start taking damage (was 10s). Organized all infantry weapons key slots. Headshot multiplier reduced to 4x from 5x. Increased swim speed multiplier for all infantry from 0.65 -> 0.75. Enabled camera FOV changing while sprinting. Enabled third person camera offset for crouching. General weaponry can now destroy C4 charges. Various infinite ammo weapons now show infinite ammo instead of 0. New pump sound effects for both the Remington and TOZ. Added first-person fire animation ROF dilation. C4 now has unlimited ammo, reloads on cooldown, its reload time has been increased to compensate, and can be destroyed by all weapons but not as quickly as Repair Tools. Switch times for all weapons have been halved. All pistols are no longer hitscan. All first person weapon positions have been more centred and brought in closer. Both Engineers Golden Wrench Nerfed repairs vs non-mct structures. Buffed MCT repairs. Can now repair friendly C4. Shovel Changed Ammo from 5 to 1 Clip Size and infinity Ammo. Reload now has cooldown. Increased Reload Time. Set to reload while sprinting. Allied Rifle New M16 model. Thief Zorro Thief model added. The Thief has been given a crowbar with an ability to hijack most enemy vehicles. Cannot hijack MAD Tanks or Ore Trucks. Spy Flamethrower version is now a permanent 5th purchase option. The Shock/Flame Spy swap on certain maps has been removed. Medic Decreased cost from 750 > 550 Medical Cache Can now be destroyed. Up to 3 can be placed at once. Medic Heal This is now a Quick Cast ability, the default key is Q to use. Will now reload passively as a Cooldown. MP5 Rate of Fire increased. Damage reduced slightly to compensate. Mechanic M1 Carbine now replaces his pistol. Sergeant Remington Re-added its Dragon Breath ability that causes burning over time. Decreased Range from 65 to 45. Increased its Spray Angle slightly. Allied Sniper Now has the Beretta Pistol as a sidearm. Lee-Enfield Decreased Projectile Velocity slightly. Increased its Spray Angle unscoped. Tanya Colt 45 Increased its Rate of Fire to better reflect having an imaginary 2nd Colt. Flamethrower LPO-50 Decreased Range by almost half. Decreased Damage. Decreased Ammo Count Decreased Rate of Fire. Increased Spray Angle. Increased Spray Projectile Count. Sharshina TOZ Decreased Range. Increased Rate of Fire. Increased Damage. Grenadier Increased cost from 160 > 300. Granted two additional grenade types: a smoke grenade for ambushing or disappearing, and a concussion grenade to disorient enemy soldiers, slowing their movement and reload speed for easy takedown. Soviet Sniper New SVT weapon replaces Dragunov (SVD now used as a Molotov Brothers weapon). Now has a Makarov Pistol as a Sidearm. Volkov Cost reduced from 1800 to 1200. Napalm Grenade removed. Anti-Vehicle Scope removed. Both Anti-Vehicle shot and Anti-Infantry shot are combined into 1 weapon (left click for Anti-Vehicle and right click for Anti-Infantry). Clip size reduced from 12 to 6. Anti-Vehicle shot Rate of Fire increased from 1 to 2. Anti-Infantry shot Rate of Fire increased from 2 to 3. Reduced Anti-Vehicle damage from 70 to 35. Now takes 90 damage from max fall distance (was 50). General Vehicle Changes Added LOD to most of the vehicles, which is intended to improve performance.. Raised/lowered damage scale for vehicle strong/weakpoints by 0.05 (1.25 > 1.3, 0.75 > 0.7). Cameras adjusted for nearly all ground vehicles (FOV change to 80 and camera distances tightened). Added strong/weakpoints to more vehicles. Updated textures on many of the vehicles. Updated visible seat logic. Free aim while driving is now optionally a toggle instead of hold-to-switch. Minelayers now lay only their specific mine type, even if stolen by enemies. Minelayer alternate fire (disarm own mine type) now has ammo cost of 0, charge time increased from 1s to 2s. Tanks have been given more accurate barrels. Fixed missing stealth effect. Vehicle icons now show under player names. Vehicle purchase reinforcements have been untied from the Radar Dome and added to the sidebar for any instance where a War Factory is destroyed. Increased delay for forced entry on ground vehicles. 0s > 3s Vehicles that start damaged now use a random damage script instead of a preset with fixed starting damage. Cargo Transports now have pips to show how full they are where green is for infantry and red is for vehicles. New model for vehicle landing flares. Allied Artillery Reload time increased from 4.5 > 5 Splash radius decreased from 18 > 14 Allied Minelayer Increased mine storage from 5 > 8 Mobile Gap Generator Now deployable. Similar to how the Mobile Radar Jammer deploys, players can press Q to exit and lock the vehicle, allowing its visually blocking bubble to continue functioning. No longer provides stealth. Instead, friendly objects inside the bubble become untargetable for enemies. Fix: Players can now exit multiple sides of the vehicle. Phase Tank Added new HOT-3 missile projectile. Mobile Radar Jammer Introduced localized jamming. This feature allows the Radar Jammer to block the radar of all enemy units within 125m. Decreased jamming range to the enemy Radar Dome. 350m -> 300m Increased Health/Armor from 250 > 275. Adjusted some suspension values to prevent the vehicle getting stuck easily. Updated animation and deployed model. Now available on maps that don’t feature a Radar Dome (still Tech Level 4). Chrono Tank Fixed Chrono Tank first person camera. Added an unfreeze time of 2 seconds. Increased chronoshift cooldown timer from 30s to 33s. V2 Rocket Launcher Splash radius decreased from 25 > 20 Tesla Tank Updated model. Added 3-tiered charging system for its weapon, and new crosshair elements to assist. Click immediately to fire its weakest tier. Hold a bit and release to fire stronger. Wait the full timer for it to fire the full blast. Charge-up now uses Tesla Coil emitters. Increased Health/Armor from 250 > 275. MAD Tank Fixed difficulty entering the vehicle (also applies to Lunar Angry Tank). No longer deal too much damage to friendly buildings. Texture fixed. Christmas Titan Is now a shared preset. Can be used on any map for fun events. General Air Changes Now players can refill multiple Helicopters on the same pad, and don't have to leave/rejoin the Helipad or Refill Pad zone for it to work. Helipad Zone height now matches Refill Pad zone height (was shorter previously), and Helipad/Refill Pad zones have been expanded sideways by half a meter in each direction. Airplane hitboxes adjusted to be slightly smaller, and slightly reduced the size of the MiG worldbox. Hind Weapon now has a (subtle) wind down, instead of immediately stopping. No longer has the full spinup arc whenever firing. Slightly increased effectiveness vs BTR. Slightly decreased effectiveness vs Ranger (and armor/health deplete at the same time like they do with other light vehicles). General Naval Changes 300 credit cost increase for nearly all Naval units. Gunboat, Destroyer, and Helicarrier all have new sonar ability to detect Subs. Passive sonar markers have been removed from all Submarines. Subs are now radar invisible to enemies. Redeye and Strela no longer lock on to Ships and Subs. Reduced Shock Trooper and Rocket/RPG effectiveness against Ships and Subs by 20%. AntiSub warhead effectiveness against DeepSub increased to 1.5 (was 1.25). Explosive warhead effectiveness against DeepSub increased to 0.75 (was 0.375). Water warhead effectiveness toward vehicles is now 50%. Gives more grace period for LST drop-offs. All naval units' force entry time changed from 3s to 1s. Subs now dive slightly faster and move faster. Drag added to depth charges. Reduced projectile extensions on depth charges significantly. Added horns for all surface ships, including dinghies. Projectile Extensions added to torpedoes. Expanded Naval Factory repair zones by 20m to the left and right. Dinghy (Allied and Soviet) Now available for purchase at naval factories, even when the naval factory is destroyed. A small, sleek motorboat costing 200, they allow infantry to fire their personal weapons while driving. LST Most ground vehicles can now stow and unstow on the LST, using the stow/unstow key (default: P). Fixed camera. Gunboat Updated model. Now fires a spread of 5 depth charges, with 1 always firing center to guarantee a hit. Depth charge initial and explosion damage reduced to 11 (was 55). Attack Sub Now has a deck gun (right click to fire at surface targets). Health/armor down to 250 (was 300). Torpedo velocity increased to 40 (was 38). Torpedo turn rate decreased to 1 (was 10). Destroyer Replaced depth charges with dumb-firing variant of primary fire. Halved projectile extensions. Helicarrier Now available for purchase for Soviets at Tech Level 4. Cost: 1000 The Soviet answer to Allied naval staying power, this multi-purpose support ship wields a powerful rocket turret to bolster the Soviets’ position in naval encounters. May dock, rearm, and repair the health (not shields) of friendly helicopters. Uses new cargo stowing logic to handle this. Can ping with Q in case of stolen submarines. Cruiser Cost increased to 2400 (was 2300). WeaponTiltMin increased to 3 (was 2.5). SALVO fire introduced as secondary (Burst fires all barrels at once) Missile Sub Cost reduced to 1200 (was 1450). Swapped warhead on secondary fire to AntiAircraft (was AntiAircraft2). Enabled firing without lock-on for secondary weapon. AA shot damage increased to 45 (was 30). AA shot velocity increased to 100 (was 75). AA shot turn rate increased to 250 (was 225). Ballistic range increased to 365 (was 345). This allows the Missile Sub to hit targets at maximum targeting range. Primary fire no longer follows the mouse cursor in flight. Secondary fire now uses the Mammoth explosion, buffing it VS infantry. Increased primary rate-of-fire to .25 (was .23). Building ChangesCamo Pillbox Now has a radar blip, only visible to friendlies. Now uses the correct material settings. Ore/Gem Silo The ladders are now climbable. Added splash damage blockers. Repairing infantry are now better-protected from artillery units dealing splash damage on the other side of the Silo. No-C4 zones are now proxied instead of added manually on each flying map. Service Depot Destroyed models have fewer pieces sitting underground. Soviet Airfield Fixed missing damage/explosion aggregate. Construction Yard Fixed a stuck spot at the deployed MCV model. General Map Changes Adjusted times on Rock Trap and Wasteland to 8 minutes. Fix: RPG/Rocket after Barracks destruction are now available on the maps where previously they weren’t. Shifted some jukebox tracks around. Updated/replaced some existing terrain textures; added some new terrain textures. Added gems to the center island on Coastal Influence.. The timer for DM maps is now 10 minutes (was 8 minutes). Assault Seamist Added 3 Soviet LST spawns at the start of the match. Added detailed tunnels beneath the Allied base, connecting to the hill out front, a basement of one of the destroyed houses, and a destroyed Pillbox in the field. The tunnel has a team-locked door for the Allies. A new, taller watchtower was added at the Soviet base. Endgame cruisers (Allied win) have an easier time hitting the Soviet base. Replaced most of the rocks. Added radio towers out-of-bounds. Cleaned up the shoreline. Adjusted stillwater mesh and added some to the trench. Added more hedgehogs. Adjusted vehicle unfriendly terrain near destroyed Pillbox. Adjusted underwater terrain. Cleaned up water blending. The rock cliff outside the Allied base has been made unclimbable except the center. Sandbags added on top of the rock cliff outside Allied base. Added trees on Allied hill. Added a boulder to block mid-map V2 hits on Radar Dome. Cleaned up and added more ambient sounds. Soviet starting vehicles now have player spawn requirements for 1 LST and 1 Supply Truck. Soviets start with Chinook at 12 player count. Added rocks near the Allied base on the large beach. Fixed the Dave's Arrow appearing in the Allied base after reinforcements are called. Christmas 2020 Removed "factory busy" Rocket Soldier from sidebar when the Barracks is destroyed. GDI Titan removed from the poke terminal and added to the sidebar. Previous poke terminals have simply turned into general purchase terminals. GDI Titan now has Santa Hat radar blip. Christmas Fissure Removed extra credit trickle. Guard Duty Exchanged concrete walls with chainlink fence behind Allied base. Added Allied gem field. Added destroyed Yak props. Shrank Soviet ore field. Adjusted fence behind Soviet Barracks. Shifted Refinery Flame Tower closer to Refinery and water line. Widened land bridge next to Soviet Refinery. Added an additional AA Gun. Shifted Camo Pillbox further forward. Lowered flight ceiling from 150m > 135m Raised the lakebed on a couple spots to allow vehicle traversing between side lanes to center lane. Raised lakebed around the bridge to allow infantry to cross without needing to swim. Added some foliage. Raised western rocks to cut line-of-sight. Lowered hill beside Allied Construction Yard. Shifted fence behind the Soviet Barracks. Fixed terrain holes. General vertex cleanup. Adjusted lighting. Adjusted ambient sounds. Hostile Waters Added Helipad for Soviets. They can now purchase Hinds and Chinooks. Allies can now purchase Mobile Gap Generators and Mobile Radar Jammers which arrive through teleportation using Chrono animation Replaced the Allied Refill Pad with a Service Depot. Sergeant/Captain can be purchased again. Costly Rocket/RPG Troopers are now available for purchase. Added 2 Dinghy startup spawns for each team. Supply Truck spawns rotated 180°. Added tiny icebergs. Hostile Waters Paradox Adjusted purchase lists to remove temp Technician/Engineer. Tooltips added. Engineer has been moved down in the sidebar list. Lunar Paradox Fixed general bug reports. North By Northwest Pillbox count swapped: 1 camo, 2 regular. Ridge War Lowered and reorganized Allied base. Added 2 capturable Ore Silos to the center of the map. Removed Ore Silos from bases. Added a Pillbox and AA Gun. Added a basement to the destroyed Soviet Refinery. The back side of the Soviet base is now walled off from vehicles by trees. Adjusted Flame Tower positions. Swapped locked doors at destroyed Allied Service Depot. Added vehicle blockers to rearmost routes to the bases. Lowered flight ceiling by 30m for planes, 20m for helicopters. Increased fog distance by 100m. Shallow Grave New/returning map that’s been remade. Terrain largely resembles the old size, but has been reshaped in some areas for much better visual and gameplay standards. The map allows the highest Tech Level for purchases, but be aware that due to the nature of the naval gameplay, Cruisers are unavailable. Features three islands on the lake in the center. Two of them have harvestable gems perfect for a Naval Transport + Ore Truck combo. The third, center island has a capturable Gem Silo. Due to the denser nature of the center island, Chrono Tanks cannot teleport there, although Naval Transports can still deliver ground vehicles. Features a Yak spawn on the southwest corner of the map. Players from each team may race to grab this vehicle. While there are no anti-air defenses in either base, the only refill stations are the Service Depots which will require more precise and clear landing zones than an Airfield. Stormy Valley Fixed weather. Added a destroyed SD in each position that the living ones exist on SunnyValley. The Woods Today New/returning map that’s been remade. Destroyed Allied assets can be found in the Soviet base, indicating a hasty retreat and rebrand. Features new assets for houses, rocks, and trees. Special [redacted] feature. Under Re-allowed Attack Sub and Gunboat purchases. Expanded upper area near ore fields. Added more ice islands. Added 2 gem islands. Added some line-of-sight blocking to Allied tunnel path. Rearranged Soviet Silo and Flame Tower. Adjusted LST landing zones. Added some trees outside the Soviet base. Cleaned up some blending. Volcano Added ore field script zones to the islands that feature visible ore. Shifted Soviet Refinery 7m closer to the ore field. Adjusted terrain to make it easier for LST landing zones. Adjusted lava zone. Fixed blending issues.
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miloudu571 started following FREE (legal) GAMES
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Interim Apex work with ARM64 snapdragon Windows 11 laptops
dblaney1 replied to ddogg777's topic in Help & Support
Hmm. Do you know if regular renegade works? I wish i had an arm machine to test this with but I unfortunately don't at the moment. -
View File Decepticon MiG Texture Pack Rule the skies with the seekers! This texture pack seeks to bolster the Soviet forces by bringing in the sinister Decepticons to their aid! Download and extract all of the files into your data folder, and take to the skies as Starscream, Thundercracker, Skywarp, and Blitzwing! Forest- Starscream Desert- Thundercracker Urban- Skywarp Snow- Blitzwing Submitter Killing_You Submitted 04/28/2026 Category Custom Textures
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Version 1.1.0
33 downloads
Rule the skies with the seekers! This texture pack seeks to bolster the Soviet forces by bringing in the sinister Decepticons to their aid! Download and extract all of the files into your data folder, and take to the skies as Starscream, Thundercracker, Skywarp, and Blitzwing! Forest- Thundercracker Desert- Blitzwing Urban- Skywarp Snow- Starscream -
Is the Tiberian Dawn: Redux better or worse then the Tiberian Dawn mod for CnC3?
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I played a whole lot of Cold War Crisis for Generals: Zero Hour, and I really liked that mod. Also played some Tiberian Dawn: Redux, which basically tries to recreate TD in Generals.
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Hypic Mod Apk changed their profile photo
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SteelGhost changed their profile photo
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Dear Mr. OWA: It is suggested to export a very simple W3D model with textures from both 3ds Max 2017 and 3ds Max 2023 respectively, and compare the differences after export (it is estimated to be the problem of texture coordinate loss). Thanks a lot!
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View File Renegade Unleashed 5.0 .mix Collection for DEDICATED SERVERS Introducing 5.0 Renegade Unleashed .mix maps for SERVERS. This is the server package for Renegade Unleashed, for anyone wanting to include any of the mod maps in their server's rotation. There's a .mix for each map, the UnleashedAssets.mix, and UnleashedUpdate.mix contains all the mod files the maps share to avoid re-downloading similar files & making it easier to manage. There are example config files and a da_unleashed.ini for config as well. What is Unleashed? Unleashed is a Renegade that seeks to still feel at a bit renegade but more variety and MORE BULLSHIT. It still retains all of the normal units. A lot of the normal units have been adjusted, but with the intent of making them more viable and/or less frustrating. So a lot more buffs to units that do not see a lot of use, rather than nerfing already strong ones. I decided to make a video of me yapping about it for almost 20 minutes. Vanilla Unit Changes https://www.youtube.com/watch?v=HVCgP350BRk Then the New Units... Unleashed makes use of both the equipment page, and the extras pages. There's... a lot to cover so rather than making a wall of text I'm going to just showcase them via a video(... that's 45+ mins). If you don't want to watch that included in the screenshots are PT pages showing most of the units. Here's the video. Unleashed New Units https://www.youtube.com/watch?v=pncf9R5y2lI What Changed from 4.96->5.00? A LOT. Included in the server zip is a full changelog, but it's like 350+ lines of RAW WALL OF TEXT. So I'm not going to include it here. Check the Changelog.txt if you want to. If you need any help feel free to reach out to me. The best place to reach me is on discord @ deathproxy. Enjoy! Submitter BlazeDragoon Submitted 03/08/2026 Category Maps
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View File Unleashed 5.0 Client .PKG File for Clients/Players Introducing version 5.0 of Renegade Unleashed. To my surprise, it's been nearly two years since I last posted an update since 4.96. Since then quite has been changed, and a lot was polished. The mod is in a much better spot then it was then and I'm much happier with it now. This is the client .PKG version of Unleashed 5.0. This is for clients/players who just want to try the mod on their own in a lan or such. Everything is in a .pkg that you can just drop in your renegade data folder and select it in-game.For dedicated servers. Look for the server package. (Tiberian Technologies Rev 9000+ required https://www.tiberiantechnologies.org/Downloads) What is Unleashed? Unleashed is a Renegade that seeks to still feel at a bit renegade but more variety and MORE BULLSHIT. It still retains all of the normal units. A lot of the normal units have been adjusted, but with the intent of making them more viable and/or less frustrating. So a lot more buffs to units that do not see a lot of use, rather than nerfing already strong ones. I decided to make a video of me yapping about it for almost 20 minutes. The mod .pkg comes with 10 maps. Some are modified a little, some are modified a lot. Vanilla Unit Changes https://www.youtube.com/watch?v=HVCgP350BRk Then the New Units... Unleashed makes use of both the equipment page, and the extras pages. There's... a lot to cover so rather than making a wall of text I'm going to just showcase them via a video(... that's 45+ mins).Here's the video. Unleashed New Units https://www.youtube.com/watch?v=pncf9R5y2lI What Changed from 4.966->5.00? A LOT. Included in the client zip is a full changelog, but it's like 350+ lines of RAW WALL OF TEXT. So I'm not going to include it here. Check the Changelog.txt if you want to. Feel free to throw me any feedback, let me know what you think, or if you have any questions. The best place to reach me is on discord @ deathproxy. Enjoy! Submitter BlazeDragoon Submitted 03/08/2026 Category Maps
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View File Level Edit Folder for Renegade Unleashed This is for modding. Not playing the mod/maps. This is the mod folder I use myself to work on the Unleashed mod. Version is 5.0. As far as I'm concerned you're free to do with it what you please. If you're using any assets from the mod you might want to consider it's original source. It is most likely released for public use anyways, but if you're not sure feel free to ask me I MIGHT know the source. Reach me on discord @ deathproxy for any questions. Submitter BlazeDragoon Submitted 03/07/2026 Category Maps
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Thanks man.. Jeez it's been a while since I was last here lol. Been busy over the last few years working on Civ2 modding and preservation projects! I finally released my big Sid Meier's Civilization II 30th Anniversary Tour video showcasing hundreds of the best Civ2 scenarios & mods that I painstakingly searched, rescued & preserved over the years. I then released my huge Civ2 Heroes of Might & Magic total conversion mod and my Civ2 How to play as Barbarians scenario & tour video too. But more importantly the time has come to make the final touches to and release my next big total conversion scenario for Civ2! . C&C Final Dev Diary 03 – Sounds, Videos, GUI, Diplomacy & more for the Civ2 Command & Conquer Scenario: In this final third dev diary we overhaul and finalise all the sound effects, videos, GUI colours & backgrounds, diplomacy, and city buildings with C&C assets. https://www.moddb.com/mods/civilization-2-command-conquer-scenario/news/final-dev-diary-03-sounds-videos-gui-diplomacy-more-for-the-civ2-command-conquer-scenario . C&C - Civilization 2 Command & Conquer Tiberian Africa Scenario Release: Well after much delay I'm finally releasing my Command & Conquer Tiberian Africa Scenario for Sid Meier's Civilization 2. This remaster takes Wonx2150's original Civ2 CnC Africa scenario containing CnC1&2 units and overhauls its graphics & expands the unit lineups using assets from CnC2 Tiberian Sun and some of the best CnC fan projects out there! https://www.moddb.com/mods/civilization-2-command-conquer-scenario/news/civ2-cnc-tiberian-africa-scenario-release
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