One rant, one rave, one equivocation, and one self-parody. That balances out, innit?
 
I don't think Thorvald's work is at all mean-spirited, and I'd like for him to do more of it if he still feels like it.
 
Maybe he can balance it out with positive reviews of other parts of CivGeneral's work and negative reviews of other people's. We all have some good and some bad comics in our pasts.
 
Well Thorvald, on the Hitler Reviews DYOS suggestion box has left me with a conundrum....

Let's take a stab at this one; Review the Faceless Man Arc. (To be honest my general feeling towards the Faceless Man Arc was apethetic at best, loathing at worst).
 
I think it would be too easy to rip on my convoluted and really stupid plots in the past, present and future.

Maybe just how many times my character has died is a good start :lol:
 
I think it would be too easy to rip on my convoluted and really stupid plots in the past, present and future.

Maybe just how many times my character has died is a good start :lol:
Or Dolfy can review one of your characters: Delia Steel

:p
 
Whoa man, we gotta keep this thing PG. ;)
 
I think Delia could be fitted into a single video... if you only focus on her character. Her other features wouldn't be able to fit the frame, if ya know what I mean ;)
 
As I assemble the next episode, I figured I'd ask y'all for some help in planning for another project.

Aeons ago I'd mentioned tentative plans to make a DYOS mod for OpenRA, and while I won't begin the actual work until the next release build (since I've always had to upgrade these things by hand and it's a PITA), there are a few details I need to work out first:

  1. General vision and scope: While this'll be primarily based on the original Red Alert architecture, the question is whether we want a 'cosmetic' mod, or a thorough conversion à la Cold War Crisis, in which case I'll need some time to work out the metrics. Given the fact it runs on a unified engine, meaning I can mix and match pretty much any feature from the three games (C&C, RA, Dune 2000), this is a pretty broad topic.
  2. Initial factions: The engine supports a theoretically unlimited number of individual factions and existing mods prove we're not confined to only two 'parent' sides, although because of certain hard codes, going beyond the existing 4/3 Allied and Soviet profiles can get a bit tedious to code. While I have rough inspiration for the Union, FWA, Coruscant and Toyoda, I'm not sure who to use as principal villains (excepting the Brotherhood of Nod, which is technically DYOS canon).
In terms of graphics we can use literally any sprite configured to the original RA palette, including those from non-OpenRA mods, and since almost every C&C sprite has been ported to said palette we have a wealth of material to choose from. My rough draft for factions and their strategies, based on assets I know exist:

Spoiler :
Free Western Army
Good ol' British steel. Units are generally weaker, but cheaper and faster to field. Geared toward digging in and holding territory.
Arsenal:
  • Rifleman – Basic soldier with bolt-action rifle. Slower rate of fire, but longer range and higher damage per shot than default Rifle Infantry.
  • British Spy – RA infiltration unit that can disguise as enemy soldiers and investigate structures for various rewards. Cheaper and faster to produce than basic Spy.
  • Field Gun – Lightly-armoured, long-ranged antitank gun. Camouflages when stationary for ambush tactics.
  • Land Rover – Hardy scout, slower but more durable than other factions' jeeps.
  • Gun Truck – OpenRA Flak Truck. Effective versus aircraft and infantry.
  • Churchill – Infantry support tank; slow, heavily-armoured, less effective versus tanks but somewhat more effective versus foot soldiers.
  • Centurion – Late-game MBT roughly on par with other factions' medium tanks.
  • Spitfire – Cheap, outdated fighter that has unusually high durability... :mischief:
  • Cruiser – Long-range seaborne artillery. While other factions get modern missile cruisers, the RA Cruiser is more effective at area bombardment.
  • Camo Pillbox – Stealthed Allied infantry bunker, with improved armour.
  • AA Gun – The RA anti-air emplacement. Does not shut down under low power.
  • Paratroopers – Reinforcement support power; paradrops an infantry squad with Tetrarch support to the target area.

Eastern Union
The middle-ground choice. Specializes in armour and surgical strikes.
Arsenal:
  • BMP-2 – Infantry fighting vehicle combining the functionality of the Light Tank and APC; armed with ATGMs to improve effectiveness versus heavy armour.
  • T-80 – Speedy MBT with slightly better armour than comparable medium tanks.
  • SA-6 – Anti-air missile platform; excels at its job, but can't engage ground targets.
  • BM-30 – Multiple rocket artillery, useful for saturation bombing.
  • MiG-29 – Multipurpose fighter for air-to-air and air-to-ground missions.
  • Su-25 – Dedicated ground attack plane.
  • Hind – RA helicopter upgraded with AG rockets and light shuttle capacity.
  • Missile Submarine – As per RA. Stealthy offshore artillery.
  • SAM Site – RA surface-to-air guided missile defence.
  • VDV Airborne – Reinforcement support power; paradrops an infantry squad with BMD support to the target area.
  • Carpet Bombing – Area-of-effect support power; a trio of Badgers lays waste to the target area.
  • Atom Bomb – Area-of-effect superweapon; delay between launch and impact.

Republic of Coruscant
The hi-tech heavy hitter. Like the United States Armed Forces, individual units are heavily specialized at the cost of general effectiveness. There was a whole Star Wars mod, and while the project has been dead for years, one of the dev team rehosted the assets and it's quite sizable.
Arsenal:
  • Shotgunner – Armoured short-range trooper for dealing with massed infantry.
  • Speeder Bike – Extremely fast recon unit, but easily killed. Can drop a thermal detonator to confound pursuers.
  • AT-ST – Armoured scout walker; armament is good against infantry and vehicles, but its actual durability is low.
  • Abrams – Expensive battle tank with heavy armour and powerful main gun.
  • AT-AT – Super-heavy armoured walker that can trample walls and tanks. Produced at its own structure.
  • TIE Fighter – General purpose ground and air strike craft, fragile for its price.
  • X-wing – Higher-tier strike craft, improves on everything about the TIE except cost.
  • Turbo Laser – Defensive emplacement effective against ground and air targets. Fortified, but a power hog, and vulnerable to blackouts.
  • Alpha Strike – Superweapon akin to the GDI Ion Cannon; instant effect.

Toyoda Security
This faction's specifics, if it's even featured at all, will draw from whatever's left over from designing everyone else, though its general strategy is stealth and deception, similar to Nod.
Arsenal:
  • Dragon Soldier – Improved AT infantry. Fires further, but cannot target aircraft.
  • Stinger Soldier – Dedicated AA infantry with longer-tracking warhead. Can engage ground targets, but less effectively than default Rocket Soldier.
  • Spy – As per RA.
  • Masakari – Elite all-purpose infantry armed with C4 charges. Remains camouflaged except when attacking.
  • Radar Jammer – RA support unit with increased missile jamming range.
  • Gap Generator and Mobile Gap Generator – As per RA. Shrouds the map from enemy view within its vicinity.
  • Fake Structures – As per RA.
  • Popup SAM – Hidden except when attacking, similar to the Camo Pillbox.

Plus some speculative factions:

Brotherhood of Nod
Arsenal is basically identical to original C&C, adjusted for the mod metrics. Naturally, Tiberium would become a game resource... :cooool:

Cosmonarmada Vostok
Based largely off GDI from vanilla C&C.

Second Empire
Would receive all the Imperial units, with Coruscanti arsenal adjusted accordingly.

Zombies
It is possible to adapt the controls for Tiberium poison and visceroid spawning to dynamic zombification. Also, there's a model for the Pelican.
 
But there's like no female infantry! :cry:
 
As I assemble the next episode, I figured I'd ask y'all for some help in planning for another project.

Aeons ago I'd mentioned tentative plans to make a DYOS mod for OpenRA, and while I won't begin the actual work until the next release build (since I've always had to upgrade these things by hand and it's a PITA), there are a few details I need to work out first:

  1. General vision and scope: While this'll be primarily based on the original Red Alert architecture, the question is whether we want a 'cosmetic' mod, or a thorough conversion à la Cold War Crisis, in which case I'll need some time to work out the metrics. Given the fact it runs on a unified engine, meaning I can mix and match pretty much any feature from the three games (C&C, RA, Dune 2000), this is a pretty broad topic.
  2. Initial factions: The engine supports a theoretically unlimited number of individual factions and existing mods prove we're not confined to only two 'parent' sides, although because of certain hard codes, going beyond the existing 4/3 Allied and Soviet profiles can get a bit tedious to code. While I have rough inspiration for the Union, FWA, Coruscant and Toyoda, I'm not sure who to use as principal villains (excepting the Brotherhood of Nod, which is technically DYOS canon).
In terms of graphics we can use literally any sprite configured to the original RA palette, including those from non-OpenRA mods, and since almost every C&C sprite has been ported to said palette we have a wealth of material to choose from. My rough draft for factions and their strategies, based on assets I know exist:

Spoiler :
Free Western Army
Good ol' British steel. Units are generally weaker, but cheaper and faster to field. Geared toward digging in and holding territory.
Arsenal:
  • Rifleman – Basic soldier with bolt-action rifle. Slower rate of fire, but longer range and higher damage per shot than default Rifle Infantry.
  • British Spy – RA infiltration unit that can disguise as enemy soldiers and investigate structures for various rewards. Cheaper and faster to produce than basic Spy.
  • Field Gun – Lightly-armoured, long-ranged antitank gun. Camouflages when stationary for ambush tactics.
  • Land Rover – Hardy scout, slower but more durable than other factions' jeeps.
  • Gun Truck – OpenRA Flak Truck. Effective versus aircraft and infantry.
  • Churchill – Infantry support tank; slow, heavily-armoured, less effective versus tanks but somewhat more effective versus foot soldiers.
  • Centurion – Late-game MBT roughly on par with other factions' medium tanks.
  • Spitfire – Cheap, outdated fighter that has unusually high durability... :mischief:
  • Cruiser – Long-range seaborne artillery. While other factions get modern missile cruisers, the RA Cruiser is more effective at area bombardment.
  • Camo Pillbox – Stealthed Allied infantry bunker, with improved armour.
  • AA Gun – The RA anti-air emplacement. Does not shut down under low power.
  • Paratroopers – Reinforcement support power; paradrops an infantry squad with Tetrarch support to the target area.

Eastern Union
The middle-ground choice. Specializes in armour and surgical strikes.
Arsenal:
  • BMP-2 – Infantry fighting vehicle combining the functionality of the Light Tank and APC; armed with ATGMs to improve effectiveness versus heavy armour.
  • T-80 – Speedy MBT with slightly better armour than comparable medium tanks.
  • SA-6 – Anti-air missile platform; excels at its job, but can't engage ground targets.
  • BM-30 – Multiple rocket artillery, useful for saturation bombing.
  • MiG-29 – Multipurpose fighter for air-to-air and air-to-ground missions.
  • Su-25 – Dedicated ground attack plane.
  • Hind – RA helicopter upgraded with AG rockets and light shuttle capacity.
  • Missile Submarine – As per RA. Stealthy offshore artillery.
  • SAM Site – RA surface-to-air guided missile defence.
  • VDV Airborne – Reinforcement support power; paradrops an infantry squad with BMD support to the target area.
  • Carpet Bombing – Area-of-effect support power; a trio of Badgers lays waste to the target area.
  • Atom Bomb – Area-of-effect superweapon; delay between launch and impact.

Republic of Coruscant
The hi-tech heavy hitter. Like the United States Armed Forces, individual units are heavily specialized at the cost of general effectiveness. There was a whole Star Wars mod, and while the project has been dead for years, one of the dev team rehosted the assets and it's quite sizable.
Arsenal:
  • Shotgunner – Armoured short-range trooper for dealing with massed infantry.
  • Speeder Bike – Extremely fast recon unit, but easily killed. Can drop a thermal detonator to confound pursuers.
  • AT-ST – Armoured scout walker; armament is good against infantry and vehicles, but its actual durability is low.
  • Abrams – Expensive battle tank with heavy armour and powerful main gun.
  • AT-AT – Super-heavy armoured walker that can trample walls and tanks. Produced at its own structure.
  • TIE Fighter – General purpose ground and air strike craft, fragile for its price.
  • X-wing – Higher-tier strike craft, improves on everything about the TIE except cost.
  • Turbo Laser – Defensive emplacement effective against ground and air targets. Fortified, but a power hog, and vulnerable to blackouts.
  • Alpha Strike – Superweapon akin to the GDI Ion Cannon; instant effect.

Toyoda Security
This faction's specifics, if it's even featured at all, will draw from whatever's left over from designing everyone else, though its general strategy is stealth and deception, similar to Nod.
Arsenal:
  • Dragon Soldier – Improved AT infantry. Fires further, but cannot target aircraft.
  • Stinger Soldier – Dedicated AA infantry with longer-tracking warhead. Can engage ground targets, but less effectively than default Rocket Soldier.
  • Spy – As per RA.
  • Masakari – Elite all-purpose infantry armed with C4 charges. Remains camouflaged except when attacking.
  • Radar Jammer – RA support unit with increased missile jamming range.
  • Gap Generator and Mobile Gap Generator – As per RA. Shrouds the map from enemy view within its vicinity.
  • Fake Structures – As per RA.
  • Popup SAM – Hidden except when attacking, similar to the Camo Pillbox.

Plus some speculative factions:

Brotherhood of Nod
Arsenal is basically identical to original C&C, adjusted for the mod metrics. Naturally, Tiberium would become a game resource... :cooool:

Cosmonarmada Vostok
Based largely off GDI from vanilla C&C.

Second Empire
Would receive all the Imperial units, with Coruscanti arsenal adjusted accordingly.

Zombies
It is possible to adapt the controls for Tiberium poison and visceroid spawning to dynamic zombification. Also, there's a model for the Pelican.

All that saddens me about this is that I'm not represented. :( I know I haven't really done statecrafting but I'm just so self-absorbed playing with something that's "me" is my favorite thing everywhere. Isn't it possible to do some cultist faction that can produce a lord_joakim elite unit similar to Tanya?
 
I think I came across something about a StarCraft mod either for C&C or RA, so I might be able to dig up a line of suitably eldritch abominations... :mischief:
 
Sounds good xD I'm imagining an army design that utilizes cultists for defense and then very very very few massive eldritch things for attack with a huuuuuge lord_joakim creature in the centre. Like, Tanya and Commando are both specialists, but this thing is like ten mammoth tanks. Perhaps an army design which is balanced around this singular world-breaking unit where the rest of it is dependant on it. This would give the army a lot of oomph but remove a lot of the army's strategic flexibility.

Like original Soviets and GDI are heavier than Allied/NOD, where Allied/NOD actually have fast units, great placement, stealth and flexibility. This is then an extreme version of Soviets, if it makes sense?
 
Speaking of mods, whatever happened to the Civ 3 mod?
 
On indefinite hold until I get a new desktop. :(

Like original Soviets and GDI are heavier than Allied/NOD, where Allied/NOD actually have fast units, great placement, stealth and flexibility. This is then an extreme version of Soviets, if it makes sense?
Aye, like the Imperial Guard in WH40K: Spam cannon fodder until you can deploy the Baneblade. :D

In other news I completely overlooked the New York rebels, soooo Megs might get a faction sooner than she thinks... ;)
 
But there's like no female infantry! :cry:

TBF its not like you can really see boobs at that level. If you just change the pictures and use female voices it should work

On indefinite hold until I get a new desktop. :(


Aye, like the Imperial Guard in WH40K: Spam cannon fodder until you can deploy the Baneblade. :D

In other news I completely overlooked the New York rebels, soooo Megs might get a faction sooner than she thinks... ;)

I was referring to [REDACTED], not that aborted arc (although [REDACTED] might as well be aborted with how long its taking me to strip number two D: )
 
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