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 PostPosted: 04 Jun, 2007 
 
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New version,
http://www.rtscommunity.com/mw/modification.php?itemid=181&game=35

RapidShare:
http://rapidshare.com/files/60054999/HawksModPackR4.1.rar

Code:
********************************V4**************************************
New stuff:
UEF units:
-T3 Buster Heavy Assault Tank
 Health:4500
 Armor:Heavy
 Weapon: Turbolaser
-T4 Goliath Assault bot
 Health:75,000
 Armor: Experimental
 Weapons: Heavy Gauss cannonsx2
      Missile Launchersx2
     Torp Launchersx2
     Annihilator Lasersx2

-T3 Turbolaser Defense Tower
 Health:4000

Cybran units:
-T3 Justice Advanced Assault bot
 Health:6200
 Armor: Heavy
 Weapons: Rapid fire bolters
     Swarm Missile Launchersx2

-T3 Freedom Stealth Assault Gunship
 Health:350
 Armor:Heavy
 Weapons: Laser cannon
       Swarmer Missilesx2
     Rocket Podsx2
       Nanite Missilesx2
 Abilites: Stealth/Cloak
       Regeneration
      Decloaks when firing
-Experimental transport(WIP):
 Health:6500
 Armor: Experimental
 Weapons:None yet
 Abilities: Mass transportation
      Can hold up to 10 T3, 20 T2 and 20 T1 units

Aeon units:
-T3 Acolyte Heavy Torpedo Bomber
 Health: 250
 Weapons: Depth Charges(drops 3)
     torpedos(drops 4)
 Abilities: SAM Flare

-T3 Bishop Heavy Missile Tank
 Health:300
 Armor: Light
 Shield:750
 Weapon: Long range Missiles

-T3 ArchAngle Beam Gunship
 Health:200
 Armor:Heavy
 Shield:350
 Abilities: Prototype shield, constant regen.

3 easter egg units



Read the readme to see a full list of changes.


Work in progress:
new models for all units

SW: Clone Wars Commander mod for Supreme Commander


As a Final note if you want to include the units i have made into another mode please ask, i usually wont mind if you ask.


Last edited by Lt_hawkeye on 05 Oct, 2007, edited 47 times in total.

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 PostPosted: 04 Jun, 2007 
 
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Photobucket?

Mike

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 PostPosted: 04 Jun, 2007 
 
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they sound funny. ill have to give this a try tommorrow. How are they for combat ability, are they faster, with a decent beam still?


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 PostPosted: 04 Jun, 2007 
 

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Try giving them a faster version of the T2 PD for beam instead, it'll fit the size more.


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 PostPosted: 04 Jun, 2007 
 
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are you talking about replacing the Micro Laser? also i fixed the screen shake and effects with the help of exavier_macbeth, i'll have anew version op tomorrow.


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 PostPosted: 04 Jun, 2007 
 
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Hawk I got your email and updated the mirror version on my site (Hyperimpact link above) So it should be the current version. Same link so you shouldn't need to change it. :)


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 PostPosted: 04 Jun, 2007 
 
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Got your pm,thanks.Tried out your mini-ml,works great!You asked me for suggestions,everything great.the thing I would add is to allow it to transported on a transport ship.Otherwise you can't really use it on island maps.Great work bytheway why didn't you release it sooner?


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 PostPosted: 04 Jun, 2007 
 
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thanks for the feedback, a new version is up on both links, on the supcomsurce its the v3 file. it is now transportable(same as a SAB)


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 PostPosted: 04 Jun, 2007 
 
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Downloading it now.Thanks again.


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 PostPosted: 05 Jun, 2007 
 

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Did you change the laser?


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 PostPosted: 05 Jun, 2007 
 
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no i had tried that an i didn't like how it looked, however i am gonna be working on a custom beam soon, make it thinner, that sort of thing. also i am planning on making basically almost all the other experimental mini. But give them different weapons of a sort. right now im working on a mini-czar.


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 PostPosted: 05 Jun, 2007 
 

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I'll be trying this out a bit later, but let me just say thanks ahead of time... I greatly look forward to mini everythings :)

Question, though... are these built from T3 factories, quantum gates, or by engineers?

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 PostPosted: 05 Jun, 2007 
 
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T3 factories, how do people feel about other mini-experimentals?


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 PostPosted: 05 Jun, 2007 
 

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Factories... nice :D

As for detailed opinions regarding specific experimentals:

Assuming the Monkeylord has a laser, some form of pop-gun, and stealth, he's all good... you already said no torps or AA, so sounds peachy.

The CZAR should lose its Fizz Launchers and Air Factory / Air Carrier capabilities, but otherwise should be OK; pretty much an über-fancy T3 gunship for Aeon that requires vertical alignment for ground targets.

The Fatboy should likely have a personal shield, rather than AoE; it would get really sick to have that many high-HP units with area shields. Also, since its main guns are gonna be downgraded, it can lose the riot guns and torpedoes (as well as air staging and factory output); I wouldn't object to a bit of light AA remaining, though.

The GC... well, the grav cannons on his arms seem a bit odd, as he could be sucking in units the same size as him to destroy them. I'd say, definitely remove those, as I can't think of a way to make them work without being silly (or replace them with actual guns of some kind, but that would be uncool IMO). A speed boost is definitely required.

The Scathis could be pretty redonkulous if it's damage and AoE aren't carefully balanced. I'd personally make it move a bit faster than the current model, though.

The Soul Ripper would pretty much be the same as it is now, just weaker HP-wise... its damage is already so pathetic, that only a minor reduction should be used (if any). Again, it'll just be a T3 gunship for Cybran.

The Tempest would be... somewhat unnecessary. It already stacks unfavorably to the Aeon battleship in terms of damage; it's extras (splash and extra range on shot, submersible nature, and mobile factories) are what makes it. I suppose that stripping the factory, less torpedoes, and less range / damage would still make for a pretty unique unit (pretty mich a submersible Destroyer at this point).

The Atlantis would obviously lose its carrier / factory capabilities, but would be trading them for the deadliest water-based abilities on the planet (and a bit of AA)... seems alright by my book.

The Mavor... well, there's already the Duke, so unless you wanted to have a more accurate, more rapid-firing, and less damaging form of T3 artillery, there's no real point for the Mavor-Lite :D

So, to sum up, I'd like to see them all :P

You stated that you are working on the CZAR, and the Monkeylord is complete. My vote for the order completed is the order in which I named them, but I won't complain regardless. Many thanks again!

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 PostPosted: 05 Jun, 2007 
 
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Holy 2MB pictures. Ever heard of compression?

Like the idea with the ML though.


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 PostPosted: 05 Jun, 2007 
 
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kashik wrote:
Holy 2MB pictures. Ever heard of compression?

Like the idea with the ML though.


Would you believe he doesnt? He sent them to me in BMP format at 4-5mb each :P

I just got into a habit recently of usign PNG formats for the quality I get over jpeg when it comes to screenshots :)


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 PostPosted: 05 Jun, 2007 
 
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hehe, well as for the Czar, im working on some custom projectiles at the moment, with the help of Exavier. after thats done i plan on redoing th ML laser to make it not look so funny. as for the Experimetals i have in mind i was planning on doing SoulRipper, Atlantis, Scathis. since someone already made a mini-fatboy, i don't feel like making another one(actually it works rather well against and with my Mini-ML). i dunno about the GC, i have some ideas for it, but we'll see. tempest wasn't planning on making one unless people wanted it. same for the Mavor.


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 PostPosted: 05 Jun, 2007 
 

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Well, thinking about it, the Tempest would be a welcome addition as a unique T3 vessel; when submerged, it could be on par with (or a bit less than) a Destroyer for nuking subs, and when surfaced, its bombardment power would be greater (though not greater than a Battleship). In essence, it would lose the TMD of the Battleship in favor of being able to dive, exchanging invulnerability to surface bombardment in exchange for sub-surface naval power.

Also, not to do discredit to another modder, but your mini-ML was done a bit cleaner than the mini-FB. Specifically, you have icons in place for it, and I personally don't think that the MiniFat should be able to fire from transports (as well as the changes to the unit that I mentioned above, though I can see how an area shield is kinda part of the Fatboy "mystique").

Oh yeah... I didn't mention it before, but I was reminded that the CZAR has ridiculous depth charges... those can go as well :D

Anyways, that's enough out of me... again, many thanks for the awesome work, and I hope to see more of it! Also, good luck with getting everything to work the way that you want it to (projectiles, etc).

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 PostPosted: 05 Jun, 2007 
 
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ok well i now know how to make custom projectiles, thanks to the help of Exavier Macbeth, i can honestly say how much of a pain in the *** it is, and the headaches it can give you. but thanks to his help i think you'll like the Mini-Czar, think of it as an Air Assault/support platform :twisted:


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 PostPosted: 06 Jun, 2007 
 

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just land mini exmperimentals
so only the galactic colossus and the fatboy


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 PostPosted: 06 Jun, 2007 
 
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too late :P, i've alraedy started work on a mini-version of basically all the experimentals.


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 PostPosted: 06 Jun, 2007 
 
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is it still amphibious?

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 PostPosted: 06 Jun, 2007 
 

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isik:

Lt_hawkeye wrote:
as for the combat ability, i removed the AA and torp, as it can't go underwater. also it does still have the Micro beam, but balanced so it is still stoppable.


Nope, but it can be transported like a standard T3 unit :D

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 PostPosted: 06 Jun, 2007 
 
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ok, update i have just completed the Mini-Czar

i will be including the all my experimentals in 1 package, i will also right a readme stating their weapons cost and build time ect...


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 PostPosted: 06 Jun, 2007 
 

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i dont care but its great :D


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