This mod contains two craft, four actors, eleven weapons, and two explosives! It contains full, out-of-the-box support for Unmapped Lands 2 (and Void Wanderers by proxy), Unmapped Lands, and Warfare.
You can read more about the GDI arsenal by viewing this document. I strongly recommend doing so, as it'll give you a good idea of what to expect when up against the GDI.
Ed: Updated to R1a. This is a battery (ahahaha) of fixes for the XMPIC, adjusting its price and the beam range, adding a charging sound, and fixing the fact its ion cells ejected forwards rather than backwards.
Ed2: Updated to R1b. This should fix infantry/brain issues with UL2.
Last edited by Arcalane on Wed Apr 01, 2015 5:40 pm, edited 7 times in total.
Sun Mar 08, 2015 9:20 am
Cracker
Joined: Sat Aug 09, 2014 7:37 am Posts: 5
Re: Global Defense Initiative(.rte) R1a
I'm kinda having trouble using them in UL2 with one of their actors being invisible (Recon infantry) and the brain unit not appearing and instantly showing my defeat when attacking an enemy's land.
Sun Mar 08, 2015 11:17 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Global Defense Initiative(.rte) R1a
I'll upload a fixed version in a moment. In the meantime, open up GDI.rte/FactionFiles/UL2/Factions/GDI.lua and replace the contents of that file with this;
Code:
-- Unique Faction ID local factionid = "GDI"; print ("Loading "..factionid)
CF_Factions[#CF_Factions + 1] = factionid
-- Faction name CF_FactionNames[factionid] = "GDI"; -- Faction description CF_FactionDescriptions[factionid] = "Global Defense Initiative"; -- Set true if faction is selectable by player or AI CF_FactionPlayable[factionid] = true;
-- Modules needed for this faction CF_RequiredModules[factionid] = {"Base.rte", "GDI.rte"}
-- Set faction nature - types are ORGANIC and SYNTHETIC CF_FactionNatures[factionid] = CF_FactionTypes.ORGANIC;
-- How many more troops dropship can hold CF_DropShipCapacityBonuses[factionid] = CF_MaxUnitsPerDropship * 2
-- Percentage of troops sent to brainhunt or attack player LZ when AI is defending (default - CF_DefaultBrainHuntRatio) -- If this value is less then default then faction is marked as Defensive if it's more, then as Offensive CF_BrainHuntRatios[factionid] = 50
-- Prefered brain inventory items. Brain gets the best available items of the classes specified in list for free. -- Default - {CF_WeaponTypes.DIGGER, CF_WeaponTypes.RIFLE} CF_PreferedBrainInventory[factionid] = {CF_WeaponTypes.RIFLE}
-- Define buyable actors available for purchase or unlocks CF_ActNames[factionid] = {} CF_ActPresets[factionid] = {} CF_ActModules[factionid] = {} CF_ActPrices[factionid] = {} CF_ActDescriptions[factionid] = {} CF_ActUnlockData[factionid] = {} CF_ActClasses[factionid] = {} -- permissable types are LIGHT, HEAVY, ARMOR, and TURRET CF_ActTypes[factionid] = {} -- AI will select different weapons based on this value CF_ActPowers[factionid] = {} -- AI will select weapons based on this value 1 - weakest, 10 toughest, 0 never use CF_ActOffsets[factionid] = {}
local i = 0 --i = #CF_ActNames[factionid] + 1 --CF_ActNames[factionid][i] = "GDI Recon" --CF_ActPresets[factionid][i] = "GDI Recon" --CF_ActModules[factionid][i] = "GDI.rte" --CF_ActPrices[factionid][i] = 100 --CF_ActDescriptions[factionid][i] = "Outfitted with lighter armour than regular infantry, GDI Recon units are generally either veterans assigned to Yellow Zone patrols and scouting missions, or raw recruits stuck in the Blue Zones, where the only traces of tiberium they’ll ever see are on the news. They’re a little tougher than the Brotherhood’s fanatics, but are best employed as snipers." --CF_ActUnlockData[factionid][i] = 0 -- 0 means available at start --CF_ActTypes[factionid][i] = CF_ActorTypes.LIGHT; --CF_ActPowers[factionid][i] = 1
i = #CF_ActNames[factionid] + 1 CF_ActNames[factionid][i] = "GDI Infantry" CF_ActPresets[factionid][i] = "GDI Infantry" CF_ActModules[factionid][i] = "GDI.rte" CF_ActPrices[factionid][i] = 175 CF_ActDescriptions[factionid][i] = "GDI's line infantrymen, these soldiers are issued semi-powered full-body armour with limited servo-assistance, a low-power flight pack, and a full heads-up display. They're easily a one-to-one match for Nod's Loyalist Infantry, and can make short work of Fanatics. They're best deployed in teams of two to four." CF_ActUnlockData[factionid][i] = 0 -- 0 means available at start CF_ActTypes[factionid][i] = CF_ActorTypes.LIGHT; CF_ActPowers[factionid][i] = 3
i = #CF_ActNames[factionid] + 1 CF_ActNames[factionid][i] = "Zone Trooper" CF_ActPresets[factionid][i] = "Zone Trooper" CF_ActModules[factionid][i] = "GDI.rte" CF_ActPrices[factionid][i] = 500 CF_ActDescriptions[factionid][i] = "GDI's Zone Troopers are tasked with protecting and patrolling both the most hazardous locations and the most valuable GDI assets. Clad in heavy, full-body power armour that allows them to wield the most powerful weapons in the GDI’s arsenal, the Zone Troopers are amongst the most fearsome infantry units fielded. They are second only to the Brotherhood's fearsome Cyborg Commando." CF_ActUnlockData[factionid][i] = 1800 -- 0 means available at start CF_ActTypes[factionid][i] = CF_ActorTypes.HEAVY; CF_ActPowers[factionid][i] = 6
-- Define buyable items available for purchase or unlocks CF_ItmNames[factionid] = {} CF_ItmPresets[factionid] = {} CF_ItmModules[factionid] = {} CF_ItmPrices[factionid] = {} CF_ItmDescriptions[factionid] = {} CF_ItmUnlockData[factionid] = {} CF_ItmClasses[factionid] = {} -- permissable types are PISTOL, RIFLE, SHOTGUN, SNIPER, HEAVY, SHIELD, DIGGER, GRENADE CF_ItmTypes[factionid] = {} CF_ItmPowers[factionid] = {} -- AI will select weapons based on this value 1 - weakest, 10 toughest, 0 never use
local i = 0 i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Light Digger" CF_ItmPresets[factionid][i] = "Light Digger" CF_ItmModules[factionid][i] = "Base.rte" CF_ItmPrices[factionid][i] = 10 CF_ItmDescriptions[factionid][i] = "Lightest in the digger family. Cheapest of them all and works as a nice melee weapon on soft targets." CF_ItmUnlockData[factionid][i] = 0 -- 0 means available at start CF_ItmTypes[factionid][i] = CF_WeaponTypes.DIGGER; CF_ItmPowers[factionid][i] = 1
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Medium Digger" CF_ItmPresets[factionid][i] = "Medium Digger" CF_ItmModules[factionid][i] = "Base.rte" CF_ItmPrices[factionid][i] = 40 CF_ItmDescriptions[factionid][i] = "Stronger digger. This one can pierce rocks with some effort and dig impressive tunnels and its melee weapon capabilities are much greater." CF_ItmUnlockData[factionid][i] = 500 CF_ItmTypes[factionid][i] = CF_WeaponTypes.DIGGER; CF_ItmPowers[factionid][i] = 4
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Heavy Digger" CF_ItmPresets[factionid][i] = "Heavy Digger" CF_ItmModules[factionid][i] = "Base.rte" CF_ItmPrices[factionid][i] = 100 CF_ItmDescriptions[factionid][i] = "Heaviest and the most powerful of them all. Eats concrete with great hunger and allows you to make complex mining caves incredibly fast. Shreds anyone unfortunate who stand in its way." CF_ItmUnlockData[factionid][i] = 1000 CF_ItmTypes[factionid][i] = CF_WeaponTypes.DIGGER; CF_ItmPowers[factionid][i] = 8
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Grapple Gun" CF_ItmPresets[factionid][i] = "Grapple Gun" CF_ItmModules[factionid][i] = "Base.rte" CF_ItmPrices[factionid][i] = 40 CF_ItmDescriptions[factionid][i] = "Use this to climb walls and descend dangerous drops! Climb up by holding the crouch key, and then holding up/down or scrolling up/down." CF_ItmUnlockData[factionid][i] = 0 -- 0 means available at start CF_ItmTypes[factionid][i] = CF_WeaponTypes.DIGGER; CF_ItmPowers[factionid][i] = 0
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Riot Shield" CF_ItmPresets[factionid][i] = "Riot Shield" CF_ItmModules[factionid][i] = "Base.rte" CF_ItmPrices[factionid][i] = 20 CF_ItmDescriptions[factionid][i] = "This metal shield provides excellent additional frontal protection to the user and it can stop numerous hits before breaking up." CF_ItmUnlockData[factionid][i] = 500 CF_ItmClasses[factionid][i] = "HeldDevice" CF_ItmTypes[factionid][i] = CF_WeaponTypes.SHIELD; CF_ItmPowers[factionid][i] = 1
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Light Scanner" CF_ItmPresets[factionid][i] = "Light Scanner" CF_ItmModules[factionid][i] = "Base.rte" CF_ItmPrices[factionid][i] = 10 CF_ItmDescriptions[factionid][i] = "Lightest in the scanner family. Cheapest of them all and can only scan a small area." CF_ItmUnlockData[factionid][i] = 150 CF_ItmTypes[factionid][i] = CF_WeaponTypes.TOOL; CF_ItmPowers[factionid][i] = 0
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Medium Scanner" CF_ItmPresets[factionid][i] = "Medium Scanner" CF_ItmModules[factionid][i] = "Base.rte" CF_ItmPrices[factionid][i] = 40 CF_ItmDescriptions[factionid][i] = "Medium scanner. This scanner is stronger and can reveal a larger area." CF_ItmUnlockData[factionid][i] = 250 CF_ItmTypes[factionid][i] = CF_WeaponTypes.TOOL; CF_ItmPowers[factionid][i] = 0
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Heavy Scanner" CF_ItmPresets[factionid][i] = "Heavy Scanner" CF_ItmModules[factionid][i] = "Base.rte" CF_ItmPrices[factionid][i] = 70 CF_ItmDescriptions[factionid][i] = "Strongest scanner out of the three. Can reveal a large area." CF_ItmUnlockData[factionid][i] = 450 CF_ItmTypes[factionid][i] = CF_WeaponTypes.TOOL; CF_ItmPowers[factionid][i] = 0
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Global Defense Semi-Automatic" CF_ItmPresets[factionid][i] = "Global Defense Semi-Automatic" CF_ItmModules[factionid][i] = "GDI.rte" CF_ItmPrices[factionid][i] = 25 CF_ItmDescriptions[factionid][i] = "Replacing the older Vervack CE Falcon, the GDSA is a deadlier, higher-capacity sidearm, thanks to its custom armour-piercing rounds." CF_ItmUnlockData[factionid][i] = 0 -- 0 means available at start CF_ItmTypes[factionid][i] = CF_WeaponTypes.PISTOL; CF_ItmPowers[factionid][i] = 1
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Peacekeeper '45" CF_ItmPresets[factionid][i] = "Peacekeeper '45" CF_ItmModules[factionid][i] = "GDI.rte" CF_ItmPrices[factionid][i] = 45 CF_ItmDescriptions[factionid][i] = "Introduced in 2045, the Peacekeeper '45 is an old-style revolver with lots of stopping power. It's not a subtle weapon, but then it doesn't need to be. The Peacekeeper's special surprise, though, is that it has a seven-round cylinder." CF_ItmUnlockData[factionid][i] = 600 -- 0 means available at start CF_ItmTypes[factionid][i] = CF_WeaponTypes.PISTOL; CF_ItmPowers[factionid][i] = 1
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Global Defense Close Combat Weapon" CF_ItmPresets[factionid][i] = "Global Defense Close Combat Weapon" CF_ItmModules[factionid][i] = "GDI.rte" CF_ItmPrices[factionid][i] = 65 CF_ItmDescriptions[factionid][i] = "The GDI's answer to close-combat situations is the newly developed Global Defense Close Combat Weapon. Based loosely off the Kel-Tec KSG, the CCW features a pair of removable magazine tubes forward of the trigger, each holding six special hybrid lance-flechette rounds. With a fully-automatic trigger and a decent rate of fire, it is a very effective weapon." CF_ItmUnlockData[factionid][i] = 500 -- 0 means available at start CF_ItmTypes[factionid][i] = CF_WeaponTypes.SHOTGUN; CF_ItmPowers[factionid][i] = 3
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Global Defense Compact Infantry Rifle" CF_ItmPresets[factionid][i] = "Global Defense Compact Infantry Rifle" CF_ItmModules[factionid][i] = "GDI.rte" CF_ItmPrices[factionid][i] = 75 CF_ItmDescriptions[factionid][i] = "A modified version of the GDSIR, the GDCIR trades down to a lower caliber and more compact design. Whilst it has a much higher capacity, higher muzzle velocity, and increased rate of fire, the smaller-caliber projectiles are less effective against heavily armoured targets." CF_ItmUnlockData[factionid][i] = 0 -- 0 means available at start CF_ItmTypes[factionid][i] = CF_WeaponTypes.RIFLE; CF_ItmPowers[factionid][i] = 2
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Global Defense Standard Infantry Rifle" CF_ItmPresets[factionid][i] = "Global Defense Standard Infantry Rifle" CF_ItmModules[factionid][i] = "GDI.rte" CF_ItmPrices[factionid][i] = 75 CF_ItmDescriptions[factionid][i] = "The Global Defense Initiative's latest and greatest assault rifle, the bullpup GDSIR is lightweight, reliable, controllable, and efficient. It's the standard assault rifle for GDI Infantrymen across the Initiative's forces." CF_ItmUnlockData[factionid][i] = 500 -- 0 means available at start CF_ItmTypes[factionid][i] = CF_WeaponTypes.RIFLE; CF_ItmPowers[factionid][i] = 4
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Global Defense Zone Enforcement Machinegun" CF_ItmPresets[factionid][i] = "Global Defense Zone Enforcement Machinegun" CF_ItmModules[factionid][i] = "GDI.rte" CF_ItmPrices[factionid][i] = 150 CF_ItmDescriptions[factionid][i] = "When it comes to tiberium-mutated wildlife and murderous Brotherhood Cyborgs, few people want to take chances with their choice of weapon. With this in mind, the GDI deployed the new GDZMG - based loosely on the venerable KPV - to their Zone Trooper units. Firing a mix of 14.5mm API/APT rounds, the recoil is far too strong for standard infantry to handle, but the sheer damage output is almost unsurpassed." CF_ItmUnlockData[factionid][i] = 1750 -- 0 means available at start CF_ItmTypes[factionid][i] = CF_WeaponTypes.RIFLE; CF_ItmPowers[factionid][i] = 8
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "GLS70 Sniper Rifle" CF_ItmPresets[factionid][i] = "GLS70 Sniper Rifle" CF_ItmModules[factionid][i] = "GDI.rte" CF_ItmPrices[factionid][i] = 80 CF_ItmDescriptions[factionid][i] = "The Vervack R59 is a light but effective semi-automatic sniper rifle with a decent rate of fire, high accuracy, and a 10-round magazine. Whilst it lacks stopping power against heavily-armoured targets, it's still an extremely effective weapon in the right hands." CF_ItmUnlockData[factionid][i] = 1500 -- 0 means available at start CF_ItmTypes[factionid][i] = CF_WeaponTypes.SNIPER; CF_ItmPowers[factionid][i] = 7
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Global Defense Man-Portable Railgun" CF_ItmPresets[factionid][i] = "Global Defense Man-Portable Railgun" CF_ItmModules[factionid][i] = "GDI.rte" CF_ItmPrices[factionid][i] = 300 CF_ItmDescriptions[factionid][i] = "Usually only issued to GDI’s Zone Troopers due to its considerable weight, the GDMPR launches a ‘bolt’ or ‘stream’ of ferromagnetic fluid that can penetrate even the strongest armour and defenses. There are few places to hide from its firepower, but whilst it’s powerful, it has very little splash-damage potential. As a result, it’s most effective against single targets such as heavy infantry and vehicles." CF_ItmUnlockData[factionid][i] = 2500 -- 0 means available at start CF_ItmTypes[factionid][i] = CF_WeaponTypes.SNIPER; CF_ItmPowers[factionid][i] = 10
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Vervack AG79 Grenade Launcher" CF_ItmPresets[factionid][i] = "Vervack AG79 Grenade Launcher" CF_ItmModules[factionid][i] = "GDI.rte" CF_ItmPrices[factionid][i] = 80 CF_ItmDescriptions[factionid][i] = "With a six-round drum, the AG79 Grenade Launcher is a little out of date - but probably one of the most flexible weapons in the GDI Arsenal, as it can utilize a couple of different grenade types. It’s probably best known for its standard bouncy proximity grenades that deflect off terrain but detonate when close to enemies, or after a set amount of time." CF_ItmUnlockData[factionid][i] = 1200 -- 0 means available at start CF_ItmTypes[factionid][i] = CF_WeaponTypes.HEAVY; CF_ItmPowers[factionid][i] = 6
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Global Defense Light Anti-Armour Weapon" CF_ItmPresets[factionid][i] = "Global Defense Light Anti-Armour Weapon" CF_ItmModules[factionid][i] = "GDI.rte" CF_ItmPrices[factionid][i] = 200 CF_ItmDescriptions[factionid][i] = "When it became apparent that heavier weapons would be required to counter GDI's armoured vehicles, Nod's engineers came together to design the Redeemer Shoulder-Mounted Assault Weapon. Capable of locking onto infantry, vehicles, and low-flying aircraft, the Redeemer is one of the most efficient and deadly man-portable launcher systems ever designed." CF_ItmUnlockData[factionid][i] = 2000 -- 0 means available at start CF_ItmTypes[factionid][i] = CF_WeaponTypes.HEAVY; CF_ItmPowers[factionid][i] = 8
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "Experimental Weapon, 'Merlin' Personal Ion Cannon" CF_ItmPresets[factionid][i] = "Experimental Weapon, 'Merlin' Personal Ion Cannon" CF_ItmModules[factionid][i] = "GDI.rte" CF_ItmPrices[factionid][i] = 300 CF_ItmDescriptions[factionid][i] = "A prototype dating back to the very end of the First Tiberium War, the Merlin Personal Ion Cannon was ultimately shelved due to its slow charging system, subpar performance, and unreliable hardware. The schematics were recently rediscovered, allowing the new and improved Merlin to return to the battlefield. Whilst still expensive, the slow charging system has been significantly enhanced with the use of pre-charged ‘battery’ modules. Though the weapon remains extremely deadly, its relative lack of penetration compared to railgun weapons makes it much less effective against heavily fortified structures." CF_ItmUnlockData[factionid][i] = 4000 -- 0 means available at start CF_ItmTypes[factionid][i] = CF_WeaponTypes.HEAVY; CF_ItmPowers[factionid][i] = 0
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "GDI Disc Grenade" CF_ItmPresets[factionid][i] = "GDI Disc Grenade" CF_ItmModules[factionid][i] = "GDI.rte" CF_ItmPrices[factionid][i] = 10 CF_ItmDescriptions[factionid][i] = "Whilst more challenging to use than a regular grenade, the GDI’s discus-style grenades can be thrown much further and faster, and lose none of the regular grenade’s lethality. " CF_ItmUnlockData[factionid][i] = 0 -- 0 means available at start CF_ItmClasses[factionid][i] = "TDExplosive" CF_ItmTypes[factionid][i] = CF_WeaponTypes.GRENADE; CF_ItmPowers[factionid][i] = 4
i = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][i] = "GDI Timed C4" CF_ItmPresets[factionid][i] = "GDI Timed C4" CF_ItmModules[factionid][i] = "GDI.rte" CF_ItmPrices[factionid][i] = 25 CF_ItmDescriptions[factionid][i] = "A powerful explosive charge that can stick to objects and surfaces. Once armed, it will detonate after 10 seconds. Deploy, and stand well back!" CF_ItmUnlockData[factionid][i] = 500 -- 0 means available at start CF_ItmClasses[factionid][i] = "TDExplosive" CF_ItmTypes[factionid][i] = CF_WeaponTypes.GRENADE; CF_ItmPowers[factionid][i] = 0
This should fix the invisible infantry and hopefully the brain issue. If it doesn't fix the latter I have no idea what's going on.
Sun Mar 08, 2015 11:38 am
Cracker
Joined: Sat Aug 09, 2014 7:37 am Posts: 5
Re: Global Defense Initiative(.rte) R1b
Thx, but the 'DEAD' Screen still appears when I enter battle though.
The Invi actor has been solved and the officer appears in battle now.
Also, I see this error when i open up the console whenever I enter battle as GDI in UL2
ERROR: UnmappedLands2.rte/Scripts/Tactics.lua:1425: attempt to perform arithmetic on the field 'LastIncomeShowtime' (a nil value)
Sun Mar 08, 2015 11:56 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Global Defense Initiative(.rte) R1b
Hm. It looks like the GDI Officer is spawning but isn't being considered a Brain by the game? That's strange. I'll keep poking around and see what I can dig up.
Ed: This problem seems to be shared by the Brotherhood, I need to talk to weegee I guess. In the mean time they should still be compatible with Void Wanderers.
Sun Mar 08, 2015 12:09 pm
darkman945
Joined: Sat Dec 20, 2014 4:33 pm Posts: 48
Re: Global Defense Initiative(.rte) R1b
This mod just is yelling for my DL, the actors look great atm, although i would love some outlines ( ya know what i mean )
This and the brotherhood mod are great, so i just wanted to number some pros and cons.
Pros : Great artwok, greatly usable but not too op, actors look like Corpus crewmen which is a automatic like from me...
Cons : Kinda too squishy for my liking (opinion) unlike their robotic look, and my last gripe is that the tanky character that has that giant Steel helm - the colour of the helm doesnt kinda fit well with his shirt / jacket / suit
Anyways, its a great mod overall!
7.8/8
Sun Mar 08, 2015 1:10 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Global Defense Initiative(.rte) R1b
If Zone Troopers were much tougher, they'd be overpowered. It's important to remember that despite their appearance, there is still a predominantly flesh-and-flood human inside that suit unlike Nod's cyborgs. That said, they were using the wrong entrywound type, so I've fixed that. The helmet will almost certainly look awful if recoloured though, so I'm not touching that.
Next fix will roll out when I can get in touch with weegee and iron out the UL2 issue. For the time being, avoid playing as or against the GDI in UL2.
As for future plans, we're looking at offering base defense options for both factions.
Sun Mar 08, 2015 2:22 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Global Defense Initiative(.rte) R1c
Release 1c: * [ACTORS] Fixed Zone Troopers having the wrong entrywounds. * [ACTORS] Buffed Officers up to use the Elite entrywound type, so they're slightly more durable. Slightly. * [WEAPONS] Increased power on the GDMPR, adjusted the projectile FX. * [MISC] Fixed UL2/VW faction file.
Sun Mar 08, 2015 5:54 pm
PixelPLay
Joined: Sat Nov 15, 2014 6:16 am Posts: 12
Re: Global Defense Initiative (R1c)
Major mods= Awesome Arcalane mods= Awesome Major+Arcalane= OMG
Sun Mar 08, 2015 11:43 pm
Cracker
Joined: Sat Aug 09, 2014 7:37 am Posts: 5
Re: Global Defense Initiative (R1c)
edit: Derp, Problem not solved, GDI and Nod Dropships don't seem to be appearing for me when I call for Reinforcements in UL2.
Mon Mar 09, 2015 11:01 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Global Defense Initiative (R1c)
Cracker wrote:
edit: Derp, Problem not solved, GDI and Nod Dropships don't seem to be appearing for me when I call for Reinforcements in UL2.
Brotherhood info looks fine, although I forgot to change the module reference for the GDI one. The price for both should be 300. Type and name seem to be fine though, so I'm not sure what's going on there. I'll see if I can work this out with weegee. Faction files have never given me grief before.
Ed: Okay, looks like it's a case-specificness issue. The game expects ACDropShip but I was providing ACDropship.
Pushing updates to the GDI and Brotherhood shortly. This also fixes mispriced GDI weapons in UL2, mispriced dropships, and misc. amendments to bits of GDI/Brotherhood weaponry.
Ed2:
Release 1d: * [WEAPONS] Tuned the XMPIC's assorted beam particles. * [WEAPONS] Weight adjustments for pistols. * [MISC] Fixed UL2/VW faction file for real this time hopefully maybe. Also fixed a number of items having the wrong prices. * [ACTORS] Fixed durability on the Officer's beret to more appropriate levels.
Mon Mar 09, 2015 1:52 pm
111herbert111
Joined: Fri Jan 07, 2011 12:31 am Posts: 550 Location: error: location not found
Re: Global Defense Initiative (R1d)
I very much like this, some fun weapons and Major's sprites are as fine as ever.
Tue Mar 10, 2015 3:56 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Global Defense Initiative (R1d)
Concept/WIP for an upcoming GDI heavy MG turret design;
The base unit is partially embedded into the floor, like so;
Thu Mar 12, 2015 9:07 pm
DAME777
Joined: Wed May 18, 2011 2:44 am Posts: 491 Location: Dank dreams.
Re: Global Defense Initiative (R1d)
I'm loving the GDI and Nod mods to death. It'd be awesome if you were to make some bunker bits for each and some civies for decoration and scenes. I'd love to see a Nod or GDI governed city scene with their own civilians to protect. Having bunker bits and civies would cause some interesting modifications to the maps. I know you don't like making vehicles (WH40k mod tells me that), but a civie car and a light vehicle for each faction would be great. I would be fine with a car, bunker bits for the respectable factions, and civilian actors. I'm loving the potential, and keep up the greatness.
Sun Mar 15, 2015 10:32 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Global Defense Initiative (R1d)
With Cave's help I managed to track down and fix a minor bug with the ion cannon that was making it behave oddly on wrapping maps, so that'll be fixed in the next release. We also fixed the proxy grenades being set off by dropped guns.
Major has also picked up some new spriting techniques and is slowly overhauling things. Preview of the new GDI Infantry;
We probably won't be putting all the new sprites into play until everything is updated, so that things don't clash too badly.
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