View Full Version : Realistic Mod
nuker7735
04-22-2007, 05:37 PM
Ive been dabbing around rules.INI for the last 2 days lookin for ways to make the game a little more real-to-life. So far mymod deals entrely with weapon coding, just trying to make the weapons more lifelike. Here's what ive done so far:
Added FlakScatter/Inaccurate to all gunfire and tank shell weapons
Added a 0.7 CellSpread range to all innacurate weapons(to make up for the inaccuracy)
reduced the BallisticScatter in the combat/damage secton to 0.8
Made shells and rockets do ALOT more damage to infantry. I know this throws off the Gunfire-Beats-Tanks balance, but in real life tanks mow over infantry with shells AND tracks.
Made gunfire units to more damage to infantry. If you've ever noticed that it takes 10 hits to kill a Conscript with a GI you know why i did this.
Made gunfire units do ALOT less damage to buildings and tanks. I know this makes the GI almost useless, but in real life they really are.Thats what ive done so far. Please give me some input and ideas for more things to add.
Corsarus
04-22-2007, 10:33 PM
most of the unrealistic things in Red Alert (aside from mind control, lasers, etc.) have a purpose that is usually related to another thing that would be even more unrealistic but is needed for the storyline to make sense.
I.E.
You would never have a guy with a pistol attack a concrete bunker, it is just stupid. But you can't have him only do damage to other infantry and be able to kill them all in one shot to the head! So they compensate by making him do medium damage to everything.
But if you want to play "realistically"
WOOT!!! (http://www.geocities.com/cheifdatf/realra2/index.html)
(http://www.cncgames.com/realistic_ra2.shtml)
nuker7735
04-23-2007, 10:04 AM
actually, the way it stands now, GI's kill conscripts in 3 hits, and i made t so GI's arent completely useless to wood armored buildings.
*EDIT* and BTW corsarus, they have a unit that does just that. It's called the Tanya. The only difference is that she has C4 charges
EliteGi
04-23-2007, 11:58 AM
OK, here are a couple of things I think will be helpful;
Increase the range of tank shells. Tanks can shoot over miles, machine guns can only shoot accurately over a very short distance in comparison.
Don't add scatter to weapons. Homing missiles follow targets, while other weapons use very advanced targetting systems. Tanks can hit small targets nowadays whilst travelling 30mph.
Tanks are not effective vs infantry, they are just too small of a target. But the way it works in RA2 is with the amount it hurts infantry, it still represents the amount of shots a tank would take to kill a man. But, I'd suggest making the shell hurt quite a bit more than it does already, but make the prone damage percent equally less. So if the infantry is just running around, there's a lot more chance of him getting hit than if he's crawling on the ground in the high grass.
Increase the range of everything to do with aircraft missile weaponry. Aircraft can actually shoot miles and miles away from their target and hit it precisely. Also, anti air guns can shoot very far too, so it balances out. Make harriers more effective; afterall, aircraft can rip apart tanks and defensive positions VERY easily, but ground defense have a hard time taking out aircraft. Whereas in standard RA2, harriers are more or less useless really - they can only be used in certain situations.
Also, infantry are quite effective at taking out armoured vehicles. RPG launchers and such are very effective tank destroyers. A good general would NEVER send infantry against armoured vehicles unless they had good anti-armour weapons. Grenades are quite useful in close combat too. So, I suggest making their machine gunes more unneffective against heavy armoured vehicles but give infantry a secondary weapon which is more useful against them. For example, give GI's a grenade (instead of deploy capability maybe), give flak troopers a RPG launcher etc etc. This is something you'd have to experiment with if you wanted it with your mod.
Anti-infantry stationary defenses are very effective in real life. A sentry gun could rip apart hundreds of infantry. So, I suggest giving anti-inf defenses more firepower, more range and for the sentry gun, make it innacurate but give it a good cellspread so it could kill a group of infantry quickly.
And lastly, think about the prices of things. A tank is harder to deploy on a battlefield than squads of infantry. Also, an army would have thousands of infantry at it's disposal but only a small limited amount of armoured vehicles. Either make combat infantry cheaper, or make tanks and buildings more expensive, which is what I suggest. With this, make ore more valuable too. I'm talking about making the difference 5 times more apparent than it already is, so either making a GI cost 40 or so or making vehicles and structures several times more expensive. With this, you'll see many more infantry swarming the battlefield, which is more realistic.
All the best boyo. :)
Fenring
04-23-2007, 06:41 PM
Realism mods always fail in the C&C engine. It just doesn't work without making the game really boring or really, really long.
nuker7735
04-23-2007, 10:51 PM
I took your advice, and I will add the following changes when I can:
I'll give tanks back thier primary weapon, and give them a secondary that is inaccurate for infantry
I'll give conscripts a grenade and i"ll make the initiate's fire a little stronger agains tanks. I'll leave the GI alone because they have GGI's to back them up, whereas the yuri brute is almost useless and tesla troopers arent that good due to short range.
I'll give tanks ALOT more range. I haven't figured a specific range but I'll look in the editor and the game and compare distances.
I'll also make Aircraft missiles ALOT farther ranged. Again I haven't figured a specific range.
I already have scatter and cellspread on sentry gun and pillbox. I'll give rapidfire to both and increase thier range a little. In compensation i might reduce thier damage a little if rapidfire is overwhelming.
I'll also reduce the cost of infantry quite a bit and increase tanks some. I'll probably make the GI like 75 and Grizzlies 1200. I'll also DRASTICALLY reduce the cost of some units, like the rocketeer, because you need a very large army for them to be usefull at all. Like for the rocketeer, you need a large army of like 40 or more (thats 24000$!!!) to do any real damage, and with flak, gattling, and patriot missiles, they die very quickly. As well as reducing the cost, i might give the rocketeer better armor... but thats if the cost dosen't compensate for that.I have a very busy schedule this week, I will try to add the changes and hit you up when i have tried them out. Untill then, cya later! I'm still open to more input, so keep posting!
EliteGi
04-24-2007, 01:03 AM
OK, but remember what I posted was only my opinion. Go by what you think is right and try to keep things balanced. It may take a while but you'll get the feeling when everything starts to fall into place. If things are balanced, you should be able to use many different tactics to win the game with infantry, tanks and aircraft. Also, each tactic should be able to be countered with a different tactic.
Good luck. :)
nuker7735
04-24-2007, 10:36 AM
yes, after all, this mod is oficially only 4 days old, so i got ALOT to do before it is really balanced or realistic. But i'm going to keep experimenting around and i'll come up with a good mod soon enough.
AngryTiger
05-18-2007, 05:04 PM
Give the Allied Carrier a Phalanx secondary weapon; 'Secondary=AAGattling2', no elite version.
While the interceptors do have to cease fire, it gives you a way to engage dread missiles or incoming aircraft, assuming you don't have an Aegis.
The best thing about it is, the visual gunfire spouts from exactly where a Phalanx CIWS would be on a real carrier.
apple23
05-19-2007, 02:24 AM
Interesting idea, but im not too sure about it... it might throw the balance of the game off a little, having two types of naval ships that have AA defences. The whole reason WW/EA didn't do that is so you had to actually guard your carriers with aegises and destroyers, instead of just sending them alone with thier own defences. It would impact the allied strat too much and in a bad way.
I took a break from this mod for awhile cuz my mom took away my comp =p
But im gonna input all of my changes so far and see what i can come up with.
(And Don't worry about bumping this one tiger, i was gonna bump this one as soon as i finished putting my changes =D)
severein
06-13-2007, 07:57 AM
I thaught of this idea to 5 days ago or something now working it out.. but maybe it's a good idea to let standard tanks have 1 or 2 rooms for infantry and you change the weapons when in a vehicle.. something like this;
GI
OpenTransportWeapon=(make a machine gun option)
Grizzly tank
Passengers=2
OpenTopped=yes;passengers can shoot out
I've a post to change a sniper into a bush too I think that's gonna rock when you play in forrest maps online ;D
ccaddictplayer
06-19-2007, 03:28 AM
and make the airfield airway of plane like in the generals.
Fenring
06-19-2007, 11:01 AM
IOpenTransportWeapon=(make a machine gun option)
Not possible. OpenTransportWeapon only accepts 2 values: 0 (primary weapon) and 1 (secondary weapon).
and make the airfield airway of plane like in the generals.
Not possible. All aircraft behavior is VTOL.
Dracaveli
06-19-2007, 05:02 PM
Not possible. All aircraft behavior is VTOL.
"RP_1_10_0036" allows you to have non-vtol planes (the actual landing is still kinda vtol though), but VK has disable the official download link, you can find it elsewhere throughout the community...VK might frown upon this, but hey a lot of ppl use PSP in like manner :hmm:
apple23
06-20-2007, 10:47 PM
.... Isint it VOTL like it is in renegade? And what does it stand for anyway?
EliteGi
06-21-2007, 03:09 AM
.... Isint it VOTL like it is in renegade? And what does it stand for anyway?
It's VTOL - Vertical Take-off & Landing.
apple23
06-24-2007, 10:31 PM
Ok i have made all the changes that have been planned so far and have a working mod here. It isin't quite balanced yet, especially because inf kill other inf way too fast, but check out the other elements of the mod and tell me what you think! (BTW i had a little fun with my friends yesterday and we added a naval unit for the allies that I intend to remove in my next update(it replaces the aircraft carrier))
apple23
08-01-2007, 02:54 PM
hey i still want to keep this thread going here
please people, try it out and see what you think!
Statalyzer
08-01-2007, 03:37 PM
I know this throws off the Gunfire-Beats-Tanks balance, but in real life tanks mow over infantry with shells AND tracks.
An AP round from a tank would do no good against infantry unless it actually hit a man. Tanks beat infantry by intimidating them with their own imposing bulk, blitzing to a key objective that disrupts the defense, or by bringing along anti-personnel weapons (assault guns, etc).
Made gunfire units do ALOT less damage to buildings and tanks. I know this makes the GI almost useless, but in real life they really are.
GI's are really useless in real life? :wtf:
apple23
08-01-2007, 03:46 PM
well... i was a little off
i made it so tanks do alot of damage to inf(1 hit actually) IF it gets a direct hit. It is innacurate against infantry.
ok i didnt really mean they were useless... i meant they were only useful for cannon fodder and small arms fire.
Statalyzer
08-01-2007, 03:55 PM
well... i was a little off
i made it so tanks do alot of damage to inf(1 hit actually) IF it gets a direct hit. It is innacurate against infantry.
Yeah, that's pretty realistic. I'd make it so that a few infantry (tesla trooper, GGI, Desolator, and maybe Chrono Leigonnaire) take 2 hits, since they have armored suits or in the case of GGI a concrete barrier.
apple23
08-06-2007, 12:03 AM
has ANYONE tried out the mod out yet?!?!? I would LIKE to keep this thread going.
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