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openra-tiberian-dawn-apolyton's Issues

Add renegate special unit

The idea of this is to have a renegate commando unit that roams the map free and the player has zero control over it.

The unit it self might step on a create at random, I was thinking to make it so it will change weapon or get an upgraded version of weapon on each create it steps on.

To use the unit in game the game admin will have to enable it in the lobby options.

I was thinking to give it havoc's voice sounds from the actual renegate game from ww.

I might use general stavros shp and edit it a bit.

I was also thinking make the players name to hover over the unit for fun, but I am still thinking of it.
It will be nice if i could add random names to hover over it, taken from the community\developers as an ester egg.

Balance the economy

Well I asked the opinion of a lot of players, suddently no one had the time to test the changes again and tell me what do to next or fix, so I need more feedback. Aside from that fact I have to fix this terrible monstrosity of harvester spaming.

Github Homepage Layout WIP

Read Me Files

Game Version ChangeLog Known Bugs Manual Credits
TDA WIP Link Link Link Link
TDO WIP Link Link Link Link

Tiberium Dawn Apolyton Credits:

VIP:

* Abarrat: 
by playtesting and by providing servers
and advertising the mod!

* abcdefg30: 
Helped a lot and more than I can count 
with LUA coding, github help and PR's in the OpenRa engine. 
I can't express how vital his help is for my mod!

* MustaphaTR: 
Helped me with github and also spoted 
a lot of bugs, donated code for turning off\on 
weather effects.

* Reaperrr: 
with out him this mod would have been dead! He 
updated my mod to the latest OpenRa engine 
Version, and because of that this mod has a future!

* SoScared: 
For streaming and advertising the mod!

* Voidwalker: 
for doing a huge work on spawnmanager trait!

* Westwood studios and especially Joseph D. Kucan 
and Frank Klepacki.

Helped From:

* Frame_limiter: 
for donating code for the rifleman that 
throws granades.
* Nolt:
for helping me with 3DSMax.

Voice Actors:

* Flamewh33l: 
voice for the "Researcher" (not included yet)

PlayTest Participants:

* Polemos
* Abarrat
* Shpooky
* memers.club
* MustaphaTR
* You ;)

Supported by:

* My Girlfriend (for not killing me).
* My big brother.

Find "rules" files of C&C 3 Kanes wrath

I am thinking of taking the unit\building status like health, damage, armor ect. And use them in TDA in order to make the game faster and give the feel of distrucation greed when you destroy buildings.

If any one can provide the said files it will help me alot

Fix user readme\manual

As for now the readme file that is posted in modb (the only manual available) Is incomplete, a lot of stuff have been added and I never added the differences from the original openra TD mod.
So when some one new to TDA comes to read the features of the mod will not have a clue that most of the stuff are all ready added, or he won't know about the un listed stuff that I have change in the past before i made my mod bublic.
I need to update that file, tho that means I have to spot the differences from the original mod vs my mod and then type them down with out spelling problems.
Yea right good luck with that haha.

[List] Code Needed From OpenRa

Allow Lua to interact with WeatherOverlay trait #14397
OpenRA/OpenRA#14397

Implement multiple resource queues #9872
OpenRA/OpenRA#9872
This is needed in order to use "research points" as an extra resourse for doing research with out the use of money\tiberium\credits

Support for turret firing arcs #10855
OpenRA/OpenRA#10855
This is for units like ac-130 gunship that fires from an angle and battleships that have the battle bridge in the center of the unit (it does not make sence to have a turret firing while the battle bridge is on its way, other wise the ship would sunk it self in reality, also aside from that fact, it will look ugly).

Sound overhaul

Add to the ambient sound "Range"
OpenRA/OpenRA#13705
I need this so the ambient sounds won't flood the system and cuse other sounds go silent (as it is right now)

Music separated by Factions #19327
OpenRA/OpenRA#19327
This Will allow for more sophisticated music themes, for example the new Life form faction would need its own theme music, Nod can use a remixed dark themed music based on the original. And so on

Apolyton Wiki ToDo

ToDo

  1. find a way to "project" the traits page from openra wiki to my wiki

  2. Add a map editor help section

  3. Add apolyton features

Add completely new campaign

Tiberian Dawn Apolyton is a big project for me not only as a workload but also as a vision.

I will drop the coop campaign for the original missions, since I can add that to my other mod Tiberian Dawn Original, and continue with a new campaign, the original idea behind Apolyton is that the player starts after the events of RA2, hence the same name of my other mod for RA2YR Apolyton (not in openra) in that mod I was toying with the idea of adding buildings from tiberian dawn into RA2 as inventions from private corporations, buildings like the TD nuclear power plant and so on.

And then link that to tiberian dawn story, though since I have stopped working on that mod for many years now and after deciding to add that story on tiberian dawn original I will focus on the Apolyton campaign separately in this mod.

The Apolyton story is about a secret artifact named apolyton, a Greek word that means absolute.

The story is almost mystic and involves the creation of red tiberium, and the creation of a special entity, a visceroid hive master mind, that evolves by consuming live beings.

The story will also focus and try to search into the origin of the scrin, and the origins of kane.

Final words:
As I said at the start Apolyton is a big project for me, unfortunately I am modding this alone thus creating a campaign of such magnitude is a large undertaking. I am not sure if and when I will be able to finish this.

Add GunBoat unit

I am working on adding navy in the mod the first unit to be added is the gunboat.

I made alot of rendering but the end result was a ship that was not centered, that means the turret was going in the wrong place every time the ship was turning around, also the trails trait was not centered as well and the end result was to have the "sea wave" effect to overlap the ship in certain frames.

after that I used and edited a voxel from ra2, unfortunaly the voxel had some other issue, the turret getting lower that the ship it self, when the ship faced south, and when the ship was faceing north, then the turret was getting higher than the ship it self.

Any way, the idea is that the ship will be larger than ra counter parts. "Life size" that means you won't see a ship as tall as a rifleman, but a ship that has a size based on reality.

The gunboat will have the ability to use a forward turret and a missile battery on its back.

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