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CNC Guild - Version 2 || Interview - Lord Kal, 2004
Interview to Lord Kal, by ArgCmdr, 2004


Lord Kal Interview - Broken Alliance 24/05/04


Dancam: Hey, and thanks again for doing this interview. First question, why did you begin work on your OWN modification for the Yuri's Revenge Expansion?

Kal: It began when I was going to start a campaign. I looked at modding, joined Sleipnirs, and thats when it all started.

Dancam: According to your website, you eventually intend to create over 150 new units. How far have you been progressing so far, and could you perhaps give a few details on your favourites?

Kal: It's progressing fine, i'm well on target with that. My favourites are: for Sea, the HMS Invincible, for land the Ravager (a huge German tank) and for Air, the Level Bomber.


Relic Tank - The new light tank used by the RLF.

Dancam: With that many new units in your mod, you will need to heavily re-develop the AI for computer players. How do you intend to do this, and will we see any improvements over the original game?

Kal: AI will now be anti-player. For example, say I capture a couple of oil derricks and reinforce them with machine gun posts, anti-tank guns and AA weapons. They'll first attack with infantry, get wiped out by the machine guns and he'll rethink his strategy. He might try and bomb the anti-tank guns and attack with tanks, but get destroyed. Then he might try and knock them out with artillery then attack with tanks. If he can see that you're persistent, he'll just accept he won't get them and blow them up with a missile or something.

Dancam: In the mod, you intend to utilise a new income system, revolving around the capture of civilian towns. Could you please explain in a little more detail, exactly how this will work?

Kal: On maps, there will be towns, villages, and cities. They will have a town centre in them. When this is captured, your off-map commanders will deem it necessary to supply you with the funds you require to request units to be built. This results in sieges and city defenses. All infantry can now garrison buildings, but can be cleared out by certain infantry. To capture a town centre, you must send an engineer inside.


Invincible - HMS Invincible in SHP form.

Dancam: Are you still intending on creating a campaign for your mod, and if so, how is that progressing?

Kal: That's going very well. Have a look at the competition we're offering.

Dancam: What new game modes are you including with the mod, and could you explain how each works?

Kal: The main mod i'm doing at the moment is supply lines. It involves a road to each players base leading from a supply pile. It's quite long and on it's own vulnerable to enemy attack. But supply trucks are scripted to come along. 10 of them. Each player recieves a supply dock which the miners will drop your funds off at. The problem is that supply trucks are irreplacable, and you can guarantee the enemy are trying to thwart your plans. Defend your 10 trucks whilst trying to take out theirs. Less trucks means less money. No trucks means no money and effectively removes you from the game. The problem is that we need specially scripted maps for it.


Cannon_test - The new British field gun. Obviously it's much smaller and is manned by infantry.

Dancam: You mention on your website that there will be strengths and weaknesses for each nation. How have you gone about organising this to maintain balance?

Kal: In games such as generals, some sides tactics have a definitive advantage over others. For example, the infantry general would have problems fighting the toxin general. In Broken Alliance, this won't happen, The idea is to pick the country which improves your tactics the most, so if you liked defense you would go France. You have previously mentioned that you will be having new 'Mini-Superweapons' to accompany those originally in the game.

Dancam: How do these work, and how do you intend on implementing them for 6 sides?

Kal: Each side will have its own superweapon relating to their strategy. I don't want to give away what they are... but i'll just say, that if you were using offensive tactics like the Germans, the weapon might be a bit haphazard and damage everything in sight. If you were defensive it might have a bit more precision and not harm your units.


MissileTank3 - The new British tank.

Dancam: The original release date for the alpha test for staff members was April this year. Unfortunately, we now know that you had some problems meeting this. How goes the progress towards Alpha and when can we expect to see a subsequent Beta release?

Kal: The Alpha test will be in around 2 months, the Beta test relises on so many factors i'm afraid I couldn't possibly say.

Dancam: Is there anything else that I've missed that you would like to mention?

Kal: Yes. Firstly, i'm changing the whole way Red Alert 2 works.

Infantry.
Infantry's weapons which involve bullets are completely useless against tanks. Instead, grenades will be thrown. Very slow to reload, there are only two of them, they're inaccurate and they don't do much damage. Anti-tank infantry will be able to finish off a tank in 2 or 3 shots, but will take much longer to reload. All infantry will be able to garrison buildings. Rifles will be more effective at distance, automatic weapons will cut through infantry like a hot knife through butter.

Tanks.
Tanks are now beasts to be feared. They can't be built as quickly or as cheaply as they used to be able to be built. All vehicles are slower and have a wider turning circle. In narrow streets, tanks will find it difficult to turn. To make up for all this, most tanks will come with a co-axial machine gun, but on the vehicle, not the turret, So the tank will have to face the infantry to shoot. The tanks main gun is very powerful, destroying civilian buildings easily. It can destroy a tank in one or two shots but it's very inaccurate. It also makes infantry keep their heads down. This means that tank battles will be more dramatic, with the ground erupting and dirt being thrown everywhere.

Aircraft.
The heavy-duty aircraft are designed to be sent into an enemy base with AA guns and come out intact. The fighter aircraft are no longer completely useless in the presence of one AA unit, and will be able to take more of a pounding than before. But they will also be more expensive.

Ships.
Ships are now hugely expensive and very slow to turn. But now they are also hard to sink and very, veyr powerful. The point of this is so that player will have to take to the seas and skies to sink an enemy navy.

Secondly: I'm looking for people to post in with entries to be a general in Broken Alliance you'll have to fight. Give me the following:
A name
A unique unit
A strategy you use
And your ideal stronghold.

PM your entries to Lord Kal on eithger cncguild or sleipnirs stuff, or email them. The best one wins, and we can talk to discuss further details. The winner will be put into a mission on Broken Alliance for the player to fight.


Dancam: Ok, thanks again and good luck with Broken Alliance.

Kal: Thank you.


Frenchrifle - The French Rifleman.

To access the Monday Mod Report associated with this article, click here.
   



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