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.

Would this listing apply to the Republic of Nova Terra?

Also, would there be any power armored of fallout available?
 
man you sure like to spoil your sooper-secret arc don't'cha :crazyeye:

I've seen some cyborg-type units in other mods, plus I hand-ported the D2K Sardaukar for Fegel-Alert, so I have usable stand-ins.
 
After a bajillion years and several days' nonstop work, I've codified the Story So Far. A couple of you have missing pages/segments, virtually all of Stylesrj's comics have been resized into illegibility, and I'm rather amazed I could glean as much about his plot as I did here. At some point I may sit down to overhaul the Repair List from way-back-when with issues from the later threads.

In other news, I discovered that the TV Tropes splinter cell has more up-to-date pages than the original site, for those of you that tinker with it.
 
I had no idea there even was a TV Tropes Splinter Cell until now.
 
Well that summary was hilarious. Can't believe how silly my plot seems compared to everyone else's
I really should get back into the game shouldn't I?
 
Preface: No, I have not forgotten the next episode of Hitler Reviews; fortune willing it'll be up by month's end.

OpenRA aired a new release build last weekend, meaning I can now start work on the DYOS mod in earnest. Here's what I have planned, am working on, &c. so far (asterisk denotes speculative feature):

Free Western Army
Spoiler :
Units
  • 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: As per vanilla RA; half the cost of normal Spy.
  • Field Commander: Hero unit; improves combat effectiveness of nearby friendly units.
  • Land Rover: Hardy scout and anti-infantry vehicle, slower but more durable than comparable jeeps.
  • Field Gun: Camouflaging light artillery and antitank gun.
  • Mark IV Tank: Slow, primitive, but comparatively cheap infantry support tank. While its armour class is Heavy it has low hitpoints, making it vulnerable to antitank weapons.
  • Bofors Truck: Dual light cannons mounted on a flatbed truck, basically an improved version of the default Flak Truck. Deals light damage per shot but fires rapidly.
  • Tetrarch Tank: Non-buildable airdroppable light tank; effective versus light vehicles but vulnerable to heavy armour.
  • Churchill Tank: Slow, heavily-armoured infantry support tank, trades antitank effectiveness for infantry suppression.
  • Priest: Self-propelled long-range howitzer.
  • Centurion Tank: Late-game MBT bringing the FWA's armour up to par with other factions.
  • Spitfire: Cheap, outdated fighter, unusually durable for its class.
  • Cruiser: Long-range seaborne artillery effective at area suppression.
Structures
  • Camo Pillbox: Stealthed infantry bunker with improved armour.
  • AA Gun: RA antiair emplacement; no longer shuts down under low power.
  • Bunker*: Large, resilient fortification garrisonable by multiple infantry at once.
Support Powers
  • Paratroopers: Paradrops an infantry squad with Tetrarch support to the target area.
Eastern Union
Spoiler :
Units
  • Spetsnaz*: Elite commando infantry equipped with C4 charges and anti-vehicle mines. Normally stealthed, but can be spotted by basic infantry.
  • UAZ-469: Scout car and fast attack vehicle; can carry an additional soldier.
  • BMP-2: Amphibious infantry fighting vehicle armed with light autocannon and antitank rockets. Carries four soldiers.
  • BMD-3: Non-buildable airdroppable counterpart to the BMP, slightly weaker armour and armament.
  • T-80: Staple MBT, faster with slightly better armour than other factions' medium tanks.
  • Kub: Dedicated anti-air missile platform; cannot engage ground targets.
  • Gvozdika: Amphibious medium-range self-propelled howitzer.
  • Smerch: Heavy MLRS platform, useful for saturation bombing.
  • MiG-29: Multipurpose fighter, effective in air-to-air and air-to-ground missions.
  • Su-25: Dedicated ground attack plane, specially-suited to combat tanks and structures.
  • Hind: RA Hind upgraded with AG rockets. Can carry four soldiers.
  • Missile Submarine: As per RA. Stealthy seaborne artillery.
Structures
  • SAM Site: RA surface-to-air guided missile defence.
Support Powers
  • VDV Airborne: Paradrops an infantry squad with BMD support to the target area.
  • Carpet Bombing: A trio of Badger bombers lays waste to the target area.
  • Atom Bomb: Tactical nuclear missile effective against all targets.
Republic of Coruscant
Spoiler :
Units
  • Shotgunner: Armoured short-range trooper effective against massed infantry.
  • Storm Commando: Heavy infantry equipped with power armour, effective against all targets; immune to crushing by most vehicles.
  • Speeder Bike: Fragile, extremely fast recon unit. Can drop a thermal detonator to confound pursuers.
  • AT-ST: Armoured scout walker effective against infantry and light vehicles but vulnerable to large calibre weapons.
  • Abrams Tank: Expensive MBT, slower but more powerful than other factions' medium tanks.
  • MLRS: Self-propelled rocket artillery, somewhat inaccurate.
  • 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.
  • Interdictor*: Hero unit; slow-moving Star Destroyer that can deploy a missile-jamming field in a large radius.
Structures
  • Turbo Laser: All-purpose defensive turret. Fortified, but a power hog, and vulnerable to blackouts.
  • Landing Pad: Produces and rearms strike fighters.
  • Carrack: Light escort ship, acts as barracks for elite infantry.
  • Heavy Foundry: Production site for AT-AT.
  • Shield Generator*: Extremely power-intensive structure that doubles the armour of nearby buildings. Does not affect base defences.
Support Powers
  • Alpha Strike: Superweapon akin to the GDI Ion Cannon; instant effect.
Toyoda Security
Spoiler :
Units
  • Dragon Soldier: Improved AT infantry. Fires further, but cannot target aircraft.
  • Stinger Soldier: Dedicated AA infantry with longer-tracking warhead. Less effective versus ground targets.
  • Spy: As per RA.
  • Masakari: Elite all-purpose infantry armed with C4 charges. Camouflaged except when attacking.
  • M110: Long-range self-propelled howitzer. Slow rate of fire but large area of effect.
  • Radar Jammer: RA support unit with increased missile jamming range.
  • Mobile Gap Generator: As per RA. Shrouds the map from enemy view within its vicinity.
  • Raptor: Cutting-edge all-purpose fighter. Does not appear on radar.
  • Apache: Well-armed but somewhat fragile attack helicopter.
Structures
  • Gap Generator: As per RA. Shrouds the map from enemy view within its vicinity.
  • Fake Structures: As per RA.
  • Popup SAM: Camouflaged SAM Site with improved armour.
Cult of Hiatus (a.k.a. Joakim's faction)
Spoiler :
Units
  • Cultist: Basic faction infantry; cheap but easily killed.
  • Mad Prophet*: Hero unit; focuses a burst of mental energy that temporarily enslaves enemy units.
  • Technical: Pickup truck with mounted machine gun, weaker than other factions' jeeps.
  • Gun Truck: Vanilla Flak Truck.
  • Reaver: Fast-moving mêlée demon, most effective against soft targets.
  • Spitter: Slow-moving demon with acidic spray, effective against vehicles.
  • Wyvern*: Base-tier flying demon, powerful attack but easily killed.
  • Wraith*: Slow, strong flying demon with energy attack.
  • Gargantua: Hero unit; murderously expensive, lumbering behemoth with both ranged and mêlée attacks. Projects an aura of fear that reduces nearby enemy units' combat strength.
Structures
  • Flak Gun: Static anti-air emplacement; slow rate of fire but higher damage per shot.
  • Psychic Beacon*: Projects an aura that improves nearby allies' combat effectiveness while reducing that of enemy units.
  • Summoning Pit: Produces Demonic ground units.
  • Tower Hive*: Produces Demonic air units.
  • Accursed Temple: Faction tech centre; required for all other Demonic buildings.
choxorn's Zombies
Spoiler :
Units
  • Zombie: Basic infantry; slow but strong mêlée unit that has a chance of turning defeated soldiers into zombies. (All Zombie infantry share the zombifying mêlée attack.)
  • Rifle Zombie: Zombie armed with semi-automatic weapons. Stronger armour but slower rate of fire; somewhat inaccurate.
  • Rocket Zombie: Zombie armed with anti-tank/anti-air weapons. Stronger armour but slower rate of fire; AT rocket doesn't track.
  • choxorn: Hero unit; conveys combat bonuses to nearby zombie units. Unique "Zombie Elite" infection.
  • Warthog*: Heavy scout quad resistant to small arms; weapon changes based on onboard infantry.
  • Scorpion*: Cheaper, somewhat weaker medium tank that can be carried by Pelican dropships.
  • Vulcan: Self-propelled anti-air gun that makes up for short range with a devastating fire rate.
  • Pelican: Heavy VTOL that can carry infantry and light vehicles. Armed with chain guns and AG rockets.
  • Orca*: Agile VTOL armed with AG and AA missiles.
Support Powers
  • Deus ex Machina: A Pelican delivers light armoured reinforcement to the target area.
  • Chronoshift: Temporarily teleports a group of units (including infantry!) anywhere on the map.
 
Question:
Can there be any neutral units or factories for neutral units? Like the Secret Lab in Red Alert 2? Except instead of units from other factions, let's say a Blood Gulch Mercenary complex...
The Mercs could be simple enough. A little more expensive than regular soldiers but better-equipped. Machine guns, assault rifles, maybe a rocket launcher.
Special ability might be a Copy-Paste Machine or Orbital Bombardment...
 
Entirely possible, though if we're basing it on tech buildings I'll have to make custom maps... :mischief:
 
Or even a Starport everyone can build that can be used to hire Blood Gulch Mercenaries. Or other small faction groups depending on the type of Starport built...

Too bad OpenRA doesn't replicate the old Dune 2000 Starport mechanics and makes it just another factory :(
 
Dang, that really would be the perfect fit.

That said, adding a dedicated 'Starport' production queue would open up a wealth of possibilities...
 
Problem is though that everyone will just hire mercs for the job and not bother with their actual forces. "Why build a tank when I can order in a Battlemaster from Kwai?"
 
Somehow, in developing the successor to the Old Coruscant Republic. I feel there should be some inclusion of a generic infantry unit to offset the negatives of an overspecialized army. Currently I have been fleshing out Nova Terra Republic's Marine Corps which is analogical/expy of the United States Marine Corp. Right down to the philosophy that every marine is a rifleman.

Though in the case of Coruscant's/Nova Terra's Marines, they're more heavily armored compared to the standard soldier (even less so than the Power Armor Infantry). Justified in which they are making planetfall to establish a beachhead on a planet, making ship to ship boarding operations, as well as defending against other factions making ship to ship boarding.

  • Storm Commando: Heavy infantry equipped with power armour, effective against all targets; immune to crushing by most vehicles.
The name would have to be changed on this one to "Power Armor Infantry" since the term "Storm Commando" is more geared to special operations units. More specifically, akin to the United States Navy SEALs. Having a heavy infantry with power armor be called "commandos" would be a misnomer.

The Storm Commando's counterparts would be akin to the Spetsnaz and...Toyoda's Masakari with the "camouflaged cept when attacking" flag due enpart of the Stealth Boy cloaking device storm commandos would be issued.

The Power Armored Infantry would be as follows:
  • Power Armored Infantry: Heavy infantry equipped with power armour, effective against all targets; immune to crushing by most vehicles. Immune to radiation (if radiation/fallout/some form of time based "area of denial where a unit is hurt for x amount of hp per second" is implemented).
The Storm Commandos would be as follows:
  • Storm Commando: Naval special forces infantry equipped with cloaking devices. Camouflaged except when attacking.
To be honest, looking through out your developent on this game has gotten me fleshing out the armed forces of the Republic of Nova Terra. Including the addition of a US Coast Guard expy (Something which I find irksome seeing The Republic Navy chasing pirates in Republic Space where that jurisdiction lies with a space faring Coast Guard-expy branch).
 
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"Storm Commando" is more geared to special operations units.
...he said, stomping his way through a night-time raid... :mischief:

I had thought about doing the Rangers as their own unit, but there is a shocking lack of diversity when it comes to legacy C&C infantry sprites, and recolouring things by hand is a royal pain. It is technically possible to piggyback functionally different units off the same graphic, but if you're like me and seize enemy bases to steal their tech, you'd wind up with ten soldiers with different stats that all look identical.

The mod's tech trees are not intended to be exact mirrors of the comics, anyway.

Though if we're not doing Mariko, there is a stormtrooper SHP...

Problem is though that everyone will just hire mercs for the job and not bother with their actual forces. "Why build a tank when I can order in a Battlemaster from Kwai?"
Ridiculous price tag and/or production caps. ;)
 
What is Discord, exactly? I've vaguely heard of it before but don't know much about it.
 
Chat app thing, very practical.
 
It gears itself toward the gaming community and includes both text-based chat and VoIP at minimal latency. You can run it through a regular Web browser without needing additional software, and you technically don't need a registered account unless a particular server requires it as a security check. It bills itself as the best (and totally free) chat app, and from what I've seen thus far it lives up to the claim.
 
For the Hitler Reviews DYOS, how the hell am I going to please you with my freeking comics and ideas?

It seems all the reviews so far are nothing but prasing what Thorvald likes. Hitler Reviews DYOS is as bias as Fox News...
 
For the Hitler Reviews DYOS, how the hell am I going to please you with my freeking comics and ideas?

It seems all the reviews so far are nothing but prasing what Thorvald likes. Hitler Reviews DYOS is as bias as Fox News...

It's almost like Thorvald is the one who is making the reviews or something....
 
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