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burnie222
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Posted: 27 Apr, 2011
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Joined: 21 Jan, 2011 Posts: 335
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Lt_hawkeye
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Posted: 27 Apr, 2011
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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a complete changelist and unit list is always nice to have
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DormantMatriarch
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Posted: 27 Apr, 2011
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Joined: 10 Jan, 2011 Posts: 112
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Been checking this mod out once in awhile on ModDB. That's alot of tanks. I'll be honest, I'm not really a fan of the designs and textures, might be worth it to give the latter another shot at.
Oh yeah, also, the tanks lack the factional design diversity, so it's kinda weird to see every faction using tracked vehicles.
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burnie222
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Posted: 28 Apr, 2011
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Joined: 21 Jan, 2011 Posts: 335
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Lt_hawkeye wrote: a complete changelist and unit list is always nice to have yes, the list is on moddb, in the downloads section when you click on the Total Mayhem file. Its on the "read more" tab in description.  its a pretty long list, and I thought it would be better not posting it.  DormantMatriarch wrote: Been checking this mod out once in awhile on ModDB. That's alot of tanks. I'll be honest, I'm not really a fan of the designs and textures, might be worth it to give the latter another shot at.
Oh yeah, also, the tanks lack the factional design diversity, so it's kinda weird to see every faction using tracked vehicles. thanks for your honest critisism, and yes, Im struggling with textures. And Im aware that the tanks doesnt really represent their faction in shape, but that wasnt my goal to start with. I just wanted tanks that looked like tanks, you know?  Anyway, I will probably continue what Im doing, until I learn how to texture right.
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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CanRaps
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Posted: 28 Apr, 2011
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Joined: 10 Apr, 2008 Posts: 299 Location: Turkey
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burnie i like the way your units look although they need to be improved. There are very talented and knowledgable gods of modders here so feel free to ask them  Does your units have Sorian AI support ?
_________________ Sorian, Duncane, Domino made me play SupCom !
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brandon007
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Posted: 28 Apr, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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I just tried the mod, and I am actually disappointed.
What happened to faction diversity? How come the Seraphim get no units? All the present units have some intriguing designs, but all tanks, and a couple mechas? Meh... Not all too exciting.
Also, your Icons make it impossible to tell if any of the units are Land only, or Amphibious. Another thing, your Aeon units... Dont really look like Aeon Units. Also, Have you balanced everything? Some of your units have enough firepower to be in a higher tier.
One more thing, your 'super mechs'? Shouldnt be built in factories. They should be built like any normal experimental. Your T3 Rocket turrets are unlocked at T2, which is very game breaking.
But other then those things, very nice work ^^ *Especially loves the T2 Cybermech, though its a bit OP)
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OrangeKnight
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Posted: 28 Apr, 2011
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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burnie222 wrote: Lt_hawkeye wrote: a complete changelist and unit list is always nice to have yes, the list is on moddb, in the downloads section when you click on the Total Mayhem file. Its on the "read more" tab in description.  its a pretty long list, and I thought it would be better not posting it.  You obviously haven't seen BlackOps;Unleashed's first few posts...Anyways, I haven't tried your mod myself(I don't even have FA on this new comp yet actually...) but from what I've read and from what others are saying there are a few concerns I already have. Unit Overload80 new units between 4 factions is still quite a bit, its about the sam as BO;Unleashed and BO Speacial Weapons have give or take, and we're pretty much running out of good ideas. But if you haven't done anything for Seraphim that makes the situation even worse with about 26-27 news units for UEF, cybran and Aeon. now without a unit list I can't see where all the units fit in. The real concern thought is the fact of unit roles overlapping and getting to the point where only the best one gets used anyways. Again, without a unit list/descriptions I can't judge how the units may or may not overlap, but considering how hard it is for us on the BlackOps team you've either done something completely outside of the box to address the issue, OR it wasn't addressed and you have a bunch of units that are basically replaced by other units because they just come out being better. Factional DiversityPurely going on heresay with this, but I want to address it anyways as its an important topic for consideration, both visually and functionally. Giving Cybran shoals of tanks doesn't really fit thier style for example, by the same token multi-perpuse units don't fit in well with Aeon. I know its something we(BlackOps Team) have to wrestle with on every unit we do so I just kinda wanted to get that out there. Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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burnie222
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Posted: 28 Apr, 2011
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Joined: 21 Jan, 2011 Posts: 335
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Thank you all for your feedbacks  yes, Im aware my units lack factional diversity... I started modding in late last year, and Im still learning how to model  This was simply an easy way for me to get used to how supcom works. I have alot of different units simply because I tried different things with every new unit I made. Also, I love "modern" looking tanks  well, about the SuperMechs Brandon... I tried adding them as experimental builds, but that meant the AI would make one, and send it alone in battle. What I wanted was for the AI to use them in their battle groups. I know it sacrifices common sence, with the mechs being so big and all. But the battles are so much more brutal this way.  Anyway, I really appreciate your thoughts guys. And I really want to make my units look more like their own factions etc, but I just cant do it yet, as Im struggling with UVW mapping and creating my own textures. Im using a vanilla texture for most my units, which is a problem. CanRaps wrote: burnie i like the way your units look although they need to be improved. There are very talented and knowledgable gods of modders here so feel free to ask them  Does your units have Sorian AI support ? Yes, all my units are supported by sorian AI  And please dont compare my mod to Blackops, since my mod doesnt even compare with the work, skill and detail put into it.  Again, thanks for ideas and thoughts, really appreciate it.
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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vilebackup
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Posted: 28 Apr, 2011
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Joined: 22 Jan, 2011 Posts: 178
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Just tried out the mod and I would have to agree with the others. The units are mostly quite similar and there is a lack of factional diversity (which in retrospect is quite realistic when considering real world militaries). The tanks feel too similar (like mix and match of different number of turrets, rocket launcher etc) making it hard to differentiate between them. You may want to limit to just a few good tank designs per tech and narrow down the mod to the really unique designs and focus on them. There are a couple units that really stand out, including the mechs, laser tank and megafortress. There seems to be a lot of attention put into the projectiles and effects and the end result is pretty good with much variety. The 'dust lifting of the ground when main gun is fired' effect is a really nice addition. burnie222 wrote: well, about the SuperMechs Brandon... I tried adding them as experimental builds, but that meant the AI would make one, and send it alone in battle. What I wanted was for the AI to use them in their battle groups. I know it sacrifices common sence, with the mechs being so big and all. But the battles are so much more brutal this way.
There could be a workaround for this. In Blackops, the AI is set to build a different version of the Czar from the human players. You could try using a similar method to get the ai to build mechs from factories, while we build them as experimentals.
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Ummphoo
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Posted: 04 May, 2011
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Joined: 30 Apr, 2011 Posts: 5
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I think this is a promising mod. I like the rocket batteries, quite like MLRS artillery and the T3/T4 defences are all good. The tanks, as has been pointed out, are very non-descript and don't fit the canon of SC or FA. It would be better to have a fifth race (Human (fools!)) with all this contemporary hardware at their disposal and the reconditioned mechs looking like piloted versions of the standard sides T3's would be awesome.
Maybe you could combine elements of "Heroes of Today" mod with yours to create a proper fifth race? That mod has some great contemporary fighters, a few tanks and even some human units?
Keep up the good work!
Keep cool,
Ummphoo
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burnie222
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Posted: 19 May, 2011
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Joined: 21 Jan, 2011 Posts: 335
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ok guys, I have decided to follow your tips, and remove most "useless" units, and replace my models with new ones that represent their faction. I have learned alot lately both about modelling and texturing. I will probably have to redo most of my mod, but in the end I belive it will be worth it. I made this Mech a little while ago, but I retextured it with the textures from the Loyalist.  I recently created a MadCat Mech.  And here is the latest model I finished. Its an Aeon BattleMech called the Uziel.  Some of you probably know the last two from another game. I myself havent played these battle tech games, so please dont expect these mechs to behave and work the same as that game. I created those "battletech" models from looking at pictures on google.  Also, keep in mind that Im still learning how to texture right, but Im getting there, slowly but steadily. 
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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brandon007
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Posted: 19 May, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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I love the Madcat model =p I made one myself a long time ago, and I like taht one better XD
Is it animated?
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burnie222
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Posted: 19 May, 2011
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Joined: 21 Jan, 2011 Posts: 335
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vilebackup
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Posted: 19 May, 2011
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Joined: 22 Jan, 2011 Posts: 178
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Woah, those are nice models!! Cant wait to try em.
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burnie222
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Posted: 19 May, 2011
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Joined: 21 Jan, 2011 Posts: 335
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ah, forgot to post a picture of this UEF experimental Mech I made a week ago.  Also, Im working on balancing stuff out, so that it becomes more compatible with other mods etc. (with balancing I mean lower damage and armor values etc, since they were pretty high in my mod...)
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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Ion
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Posted: 19 May, 2011
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Joined: 09 Nov, 2008 Posts: 215 Location: New Earth
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Excelent Uziel! Are you planning on on keeping it a relatively fast mech? The light armor offset the speed and attack strength. Although looking from your model it looks alot better than the games they were in. Neato! 
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burnie222
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Posted: 19 May, 2011
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Joined: 21 Jan, 2011 Posts: 335
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Ion wrote: Excelent Uziel! Are you planning on on keeping it a relatively fast mech? The light armor offset the speed and attack strength. Although looking from your model it looks alot better than the games they were in. Neato!  Hey Ion. Well, the mech is an experimental unit in my mod. Its about half the size of a Galactic colossus, so its not really big. It will be fast, and have some good firepower. But as I pointed out earlier in this thread, I have never actually played the game where this Mech comes from. So please dont expect it to be a copy of the real Uziel 
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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burnie222
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Posted: 27 May, 2011
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Joined: 21 Jan, 2011 Posts: 335
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slinki
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Posted: 27 May, 2011
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Joined: 22 Dec, 2008 Posts: 2177 Location: N.Ireland
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Looks awsome!
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Ion
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Posted: 27 May, 2011
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Joined: 09 Nov, 2008 Posts: 215 Location: New Earth
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You should use the icon support mod to get the ingame pictures without taking screenshots, might look better overall.
Lol the Owens is definately UEF. Awesome!
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Lt_hawkeye
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Posted: 27 May, 2011
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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is that Owen by chance based off an awesome Arm Custom unit from TA? i think it had the same name? if so, awesome.
edit: chances are said TA unit was based of a MW mech.
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BulletMagnet
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Posted: 27 May, 2011
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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The Owens is from BattleTech. As is the Uziel.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Mithy
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Posted: 28 May, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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How can you guys be downloading mods for a video game full of giant robots and not know about Battletech/Mechwarrior? That's like saying "I love chocolate." and then "What's that?" when someone shows you a picture of a brownie.
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burnie222
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Posted: 29 May, 2011
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Joined: 21 Jan, 2011 Posts: 335
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Ok, I need some help. Can anyone tell me what I have to do to make the AI attack with my experimental units? Im having some trouble making the AI use my experimentals to attack. for example.
I have added the units in these platoons "T4LandExperimental1" and "T4LandExperimental2". The AI builds my exp-units, but when they are finished building, they do absolutely nothing with them. They just stand randomly around where they were built.
how can I fix this?
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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Mister_willing_to_learn
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Posted: 29 May, 2011
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Joined: 23 Nov, 2009 Posts: 2029 Location: Cursing about the noobs who keep stealing my kills.
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burnie222 wrote: Ok, I need some help. Can anyone tell me what I have to do to make the AI attack with my experimental units? Im having some trouble making the AI use my experimentals to attack. for example.
I have added the units in these platoons "T4LandExperimental1" and "T4LandExperimental2". The AI builds my exp-units, but when they are finished building, they do absolutely nothing with them. They just stand randomly around where they were built.
how can I fix this? Follow sorians tutorial for his AI support and things should work.
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