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#21 TheDude

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Posted 03 November 2007 - 10:43 AM

View PostLightstorm, on Nov 3 2007, 11:01 AM, said:

that sounds rather  OP
OP? What does that stand for?

Overpowered?
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#22 Lightstorm

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Posted 03 November 2007 - 11:19 AM

yes.
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#23 TheDude

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Posted 03 November 2007 - 01:27 PM

View PostLightstorm, on Nov 3 2007, 12:19 PM, said:

yes.
Let's just say that the Gene-Titan is "fluff"; basically demonstrating the Shel-Kauron Combine's knowledge of genetic modification.
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#24 Alex06

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Posted 09 December 2007 - 02:18 PM

For a Zerg-like alien faction, I was thinking, how about something unique, different?
Okay, it's already been done once in Earth 2160, but since that game didn't really do well and the concept was kinda ruined, why not do it well this time around?

The zerg-like alien faction would not use any buildings (you heard me!). They can build different defenses. All their units and defense structures use organic weapons, no pew-pew lasers, cooling weapons or overheating plasma.
Defense building types (nests)
Main Defense nest (light anti-ground and light anti-air), can be upgraded to:
- Anti-air (medium) -> Anti-air (heavy)
- Anti-ground (medium) -> Anti-grond (Heavy)
- Artillery nest (medium)

Their units would mix & morph into other units. They can absorb or eat materials and then they can mutate into other, stronger units. You start with 3 main ground morphing units, which are weak at start and cannot attack. They can morph into a zergling-like critter, which can morph into something that works like a Hydralisk. Then you can merge two of those and get a larger critter, or mutate a single one into an air unit.

When morphing, the units will turn into cocoons. When two or more are merging, the cocoons will link themselves together and turn slowly into one large cocoon, which hatches the new unit.

#25 FOX45

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Posted 02 January 2008 - 08:43 PM

god, so many great mods...
i think the aliens mod would work a great ton of fans
, i'd love to zoom out far on my cam and see aliens running top speed with
their deadly tails whiping from left to right

thatd be so awsome
i also like the idea of
the The Andromida
lizards roc!
and the Grey will also be a great faction, that is added with "The Stratigest"'s idea of the 2 modes
for the greys flying ships
so yeah, it'd be great if someone made these

#26 HissingNewt

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Posted 09 February 2008 - 08:03 PM

Not sure if Valve would allow it, but maybe a Half-Life 2 mod? I think it'd be pretty cool to see RPG squads taking on Hunters and it would definitely have the factions be different from each other.

Any of you approximately 25 viewers like the idea?

Edited by HissingNewt, 12 February 2008 - 12:59 AM.

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#27 fenthwick

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Posted 05 March 2008 - 07:46 AM

I think the game lacks aerial units so...made something for novus. I'm a newb at 3d modeling so be nice ;D

Now if i just get the UV Mapping right in Maya >_>

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#28 Kelathin

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Posted 05 March 2008 - 08:58 AM

Not bad, just a small note, you'll need 3d max to rig it for UaW.
Sometimes simple is good
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#29 Valdez

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Posted 05 March 2008 - 09:03 AM

View Postfenthwick, on Mar 5 2008, 08:46 PM, said:

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If it were a large aircraft,, each of those 4 discs could easily house a Dervish jet or something, making at a flying aircraft carrier :p

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#30 Raptor 4000

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Posted 15 May 2008 - 10:27 AM

Having trouble coming up with a faction in my head.
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#31 Redtech

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Posted 15 May 2008 - 01:32 PM

*Says something random about Black people mod*

It all depends on the setting. I've always thought a UAW mod for Subcom would be pretty neat!
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AGM The King of Games said:

So basically, people like Redtech are barking at snowflakes. There's nothing there worth barking at. They're just making noise because <insert psychological reason here>

#32 Raptor 4000

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Posted 16 May 2008 - 01:00 PM

View PostRedtech, on May 15 2008, 07:32 PM, said:

*Says something random about Black people mod*

It all depends on the setting. I've always thought a UAW mod for Subcom would be pretty neat!

Strategist and i discussed this last night.its now in my sig,but its pretty info blank right now.
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#33 humans_are_the_best

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Posted 21 May 2008 - 03:35 AM

something cool would be like having 6 of those heirachy walkers (weakened for balenceing perpises) stomping through a base why'll the humans with some modified technologies have their marines running around in dumbed down mini Victor's and a walker thats like a dumbed down heirachy ones but you euip them with those novis sound amplifiers and tanks turrets. out of nowhere some messari have created a mini race whichhas anti-heirachy and novis technolagies (messari units of corse) run across to meat them why'll the novis have some new units with the help of human scientists have started recreating their founder race but have only mannadged to make simple infantry and viechals so far.... probly not the best idea's but damnit humans are addaptive and easily meld technolodies toegther... also helping novis would be good as an allie. and the messari afraid of another heirachy would definatly have some anti-novis troops

#34 Mandalorian_Jedi1

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Posted 06 June 2008 - 02:38 AM

Star wars add-ons, not faction replacement.

Kotor era:
Sith
Jedi
Republic
Old Mandalorians

GCW:
Empire
Rebellion

Clone wars (isn't one of these already in the works):
Republic
Jedi
CIS

Mandalorians (They are super elite troops):
Mandalorians
Deathwatch

I would love to show the hierachry how it's done with the empire or the mandalorians. If you want a storyline for a specific faction let me know and I can write one up for you.

Edited by Mandalorian_Jedi1, 06 June 2008 - 02:40 AM.

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#35 Raptor 4000

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Posted 10 June 2008 - 01:19 PM

View PostMandalorian_Jedi1, on Jun 6 2008, 08:38 AM, said:

Star wars add-ons, not faction replacement.

Kotor era:
Sith
Jedi
Republic
Old Mandalorians

GCW:
Empire
Rebellion

Clone wars (isn't one of these already in the works):
Republic
Jedi
CIS

Mandalorians (They are super elite troops):
Mandalorians
Deathwatch

I would love to show the hierachry how it's done with the empire or the mandalorians. If you want a storyline for a specific faction let me know and I can write one up for you.

Jedi Vs Heirarchy is something to be seen... :drool:
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#36 Mizu

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Posted 26 June 2008 - 01:17 AM

Well if anybody is going to add anymore factions maybe you can use the following idea?
i.e:
Humans

Train networks that would give vehicles added defense/offensive bonuses and the ability to fire from it. The tracks could be a thick laser guided network for any vehicle to ride on for the bonus.
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#37 Raptor 4000

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Posted 26 June 2008 - 06:33 AM

View PostGhostly_Substance, on Jun 26 2008, 07:17 AM, said:

Well if anybody is going to add anymore factions maybe you can use the following idea?
i.e:
Humans

Train networks that would give vehicles added defense/offensive bonuses and the ability to fire from it. The tracks could be a thick laser guided network for any vehicle to ride on for the bonus.

I've seen the XML code for the game, that would be very hard to pull off.

On top of that, Human mods are done to death.
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#38 Mizu

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Posted 26 June 2008 - 01:38 PM

View PostRaptor 4000, on Jun 26 2008, 07:33 AM, said:

I've seen the XML code for the game, that would be very hard to pull off.

On top of that, Human mods are done to death.

Well its only an idea after all, its why I didn't give it a thread of its own :p.
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#39 SpardaSon21

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Posted 17 September 2010 - 04:09 PM

A huge necro, but this thread is pinned, after all.  I'm working on CanadaMan's human mod right now, and preferably, if anyone could make/hardpoint/animate/texture the models (you'll read why), I would have it be set a couple decades after the game ends so mankind can use some alien technology.  I'm not talking about direct copies of Hierachy and Novus units, however.  I've got a basic tech tree and some units planned in my mind.

    Independent Research (tentative).  This would essentially be techs that are neither exclusively Novus or Hierarchy.  No Masari tech because that stuff is just way too over our heads.
  • 1st Level: Power Armor Deployment.  Increases infantry HP.  Power armor is something we could do today, if we could get enough energy density, hence it being a level 1 tech.
  • 2nd Level: Basic Robotics.  Allows unit designs based on Blade Trooper and Defiler robotic systems.  This would include a battlesuit with a big gun for use as heavy infantry (not Tau Crisis suit, more like Appleseed landmate with a Gatling gun) and small mech units for scouting/infantry support.  Think BattleTech Flea with a light autocannon.
  • 3rd Level: Hover Technologies.  Equips heavy vehicles with hover engines instead of tracks, so tanks, APC's and the like hover, move faster, and become amphibious.  Considering the mobility boost, this needs to be high-up.
  • 4th Level: Advanced Robotics.  Allows the building of full-scale assault mechs (think GDI Titan with an added missile launcher), and a smaller, Hierarchy-inspired assault walker (much smaller, and less "Oh f**k it's huge." and more "Oh f**k look at all those guns!").

    Novus Technologies
  • 1st Level: Pulse weaponry.  Replaces rapid-fire kinetic weapons with Novus pulse weaponry for higher damage.  This applies to well, anything with a rapid-fire weapon, really.  Marines, battlesuits, Humvee, APC, Moore, Apache, light mech.
  • 2nd Level: Vectored Thrust Jets.  Grants battlesuits higher speed and hover capability and increases the speed and maneuverability of the Maverick jet.
  • 3rd Level: Railguns.  Replaces all slow-firing kinetic weapons (tank guns, heavy mech guns) with Novus-based railguns for increased damage and multiple unit penetration capabilities.
  • 4th Level: Medical Nanites.  Allows all infantry units to slowly self-heal.

    Hierarchy Technologies
  • 1st Level: Hierarchy Plating.  Replaces the basic armor of vehicles with alloys similar to Hierarchy ones, increasing health.
  • 2nd Level: Plasma Warheads.  Replaces the conventional chemical warheads in missiles with Hierarchy-based plasma charges for increased damage.
  • 3rd Level: Small-Scale Reactors.  Upgrades all vehicles with small-scale fusion reactors, greatly increasing speed, however when they are destroyed a small radiation field is left behind.
  • 4th Level: Radiation Shielding.  All vehicles are rendered immune to radiation fields.
For units, the starting list would be similar, with Marines, Rocket Squads, Dragonfly, Apache, Maverick, Dragoon, Defender APC, Humvee, and Abrams, with most of the research being upgrades to existing units to make them not suck, plus the units the Independent Research tree unlocks.

#40 Valdez

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Posted 17 September 2010 - 11:18 PM

Before you go on posting ideas, are you even certain they are implementable within the constraints of the game?

2 weeks ago when I reinstalled UAW on my new laptop I checked the so called new mod tools and still couldn't find up to date LUAs (LUAs = ability to even make a human faction work, let alone research) despite what was mentioned in the thread

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