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RedRes 2.0 Feedback & Balance


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#1 OmegaBolt

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Posted 10 December 2013 - 01:55 PM

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[ Bugs & Crashes ]

 
Post here any suggestions for features, talk about the mods future and any balance issues that may be present. Everything will be taken into consideration!

 

  • Volkov far too powerful against structures.

Edited by OmegaBolt, 15 December 2013 - 11:26 AM.

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#2 Lord Nikademis

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Posted 15 December 2013 - 03:49 AM

So far I really can't find a reason to bitch about the mod. The AI is a pain in the ass, its not easy to beat them... they pissed me off a few times and I just quit. It might not have the flash of MO3, but I like it.

 

For the record, this mod works fine on The First Decade   and the Ultimate Collection versions........


Edited by Lord Nikademis, 15 December 2013 - 07:08 AM.

DO NOT USE THE NPATCH WITH THIS MOD. It will not work.
As a warning, if you post a bug report that says you're using NPatch version x
or y, your post will be deleted.

#3 OmegaBolt

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Posted 15 December 2013 - 11:26 AM

So far I really can't find a reason to bitch about the mod. The AI is a pain in the ass, its not easy to beat them... they pissed me off a few times and I just quit. It might not have the flash of MO3, but I like it.

 

For the record, this mod works fine on The First Decade   and the Ultimate Collection versions........

Thanks. There is one huge balance issue at the moment which is Volkov against structures. I guess after I gave him cluster he wasn't tested much against them. :p


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#4 Lord Nikademis

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Posted 18 December 2013 - 03:34 AM

I just played and Volkov is way too strong. All I knew was something was f'ing up my base and couldn't find it. I tried bombing him...using the towers nothing stopped him.  No matter what level you play on its pretty intense. More of a defense battle but loving it. The only issue I have been finding is that the AI does not use the Chron Sphere or the Iron Curtain. I have seen Chrono troopers


DO NOT USE THE NPATCH WITH THIS MOD. It will not work.
As a warning, if you post a bug report that says you're using NPatch version x
or y, your post will be deleted.

#5 Jargalhurts

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Posted 02 January 2014 - 12:36 PM

Umm. i got a question for you Bolt. I haven't had the opportunity to try out your mod but I certainly will in the future. But there is one thing that bothers me, how the hell does Russia manage without any T3 heavy tanks? O.O Everyone except Russia seem to have a T3 heavy battle unit. :/


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#6 mevitar

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Posted 02 January 2014 - 12:59 PM

Two words: Volkov & Chitzkoi. :p
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#7 Jargalhurts

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Posted 19 January 2014 - 10:27 AM

I've just tried it and played a few matches and I'll say this. This mod is quite fantastic to be honest. It's got a fast, keep-on-your-toes gameplay and manages to be nostalgic and fresh at the same time. I have only two complaints about the mod so far:

 

The coloring of units are pretty odd-looking. I just can't really put it to words, but they look really unusual. Also, this mod needs more countries.  :D But so far, the Beta is pretty excellent. But I can't seem to activate the soundtrack, though. :/


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#8 OmegaBolt

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Posted 19 January 2014 - 12:22 PM

Thanks for playing, glad you liked it so far.

The coloring of units are pretty odd-looking. I just can't really put it to words, but they look really unusual.

I think I know what you mean. Units change colour slightly on different theatres (most notable for the Soviets) which isn't perfect and I'd like to increase voxel shading contrast a bit.

Also, this mod needs more countries.  :D But so far, the Beta is pretty excellent. But I can't seem to activate the soundtrack, though. :/

The downloadable soundtrack or vanilla? You should only need to extract the mod soundtrack into the same directory as the mod. The YR soundtrack copied straight from the CD should also work fine but the Red Alert 2 theme.mix needs renaming to be read by YR. Something like ecachera2theme.mix should work.

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#9 Graion Dilach

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Posted 19 January 2014 - 01:03 PM

Use the unused two gradients for that, the vpl is set up for accepting them.
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#10 OmegaBolt

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Posted 19 January 2014 - 01:21 PM

Eh? They already do. That's the only reason I needed a new VPL. :p

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#11 Graion Dilach

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Posted 19 January 2014 - 01:36 PM

Ohwait. Call me stupid then. I even knew that... well, they were built with a HSL gradient in mind, from 95% lightness to 5% with 6% steppings.
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#12 Jargalhurts

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Posted 19 January 2014 - 02:14 PM

I suppose the mod's OST has a lot of the original game's soundtracks. Because that's all I hear from the OST.
 
I wonder if you could also mix up the special units within the factions. Like:
 

Spoiler

 

I guess this could increase the diversity between factions even more, without having to add new stuff.


Edited by Jargalhurts, 19 January 2014 - 02:50 PM.

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#13 Graion Dilach

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Posted 19 January 2014 - 09:11 PM

That's already happening, duh. Since when are you smoking, Jargal?

Edited by Graion Dilach, 19 January 2014 - 09:12 PM.

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#14 Jargalhurts

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Posted 20 January 2014 - 02:25 AM

That's already happening, duh. Since when are you smoking, Jargal?

Actually, I've been drinking.  :D


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#15 OmegaBolt

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Posted 20 January 2014 - 10:24 AM

I suppose the mod's OST has a lot of the original game's soundtracks. Because that's all I hear from the OST.

No it doesn't. The downloadable soundtrack adds 7 Frank Klepacki solo tracks but the mod also allows the RA2 & YR soundtrack to play as well.


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#16 Tyhednus

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Posted 13 February 2014 - 04:08 PM

I have playing around with this mod and I really like it. It feels like RA2, but mixed with new features. I encountered something with the Allies. Sometimes I cant build the Nexus Center. And further: What is the future of this mod? Are you going to add acampaign?

BTW love the stolen tech. :-)

Edited by Tyhednus, 13 February 2014 - 04:09 PM.


#17 OmegaBolt

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Posted 13 February 2014 - 08:01 PM

Sometimes I cant build the Nexus Center.

Does this happen on certain maps?

And further: What is the future of this mod? Are you going to add acampaign?

I'm not sure. I want to expand multiplayer with more game modes and improve gameplay further. There are plans for campaigns but that takes a lot of work from someone, I don't think I'll do it alone.

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#18 Tyhednus

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Posted 14 February 2014 - 05:00 PM

It seems to happen only when I play Team Alliance or Free for all. 

I've got a question about the Red Menace: Why did you put in Terrorists? They do not much damage. Why not Tesla troopers or Mortar Troopers?  



#19 Hecthor Doomhammer

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Posted 14 February 2014 - 06:20 PM

I still feel the Siege Choppers are too eaily spammed and will overwhelm any non-soviet players on T2


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#20 OmegaBolt

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Posted 15 February 2014 - 06:17 PM

It seems to happen only when I play Team Alliance or Free for all.

Thanks, I've fixed it. Was a majorly stupid error. :p For now just don't play either of those modes UNLESS you enable superweapons. Unholy Alliance will also suffer from this (only available in online multiplayer).

I've got a question about the Red Menace: Why did you put in Terrorists? They do not much damage. Why not Tesla troopers or Mortar Troopers?

I think they are powerful against buildings. Originally it was only Conscripts but with Terrorists you can knock out a War Factory for example. I thought it would also simply be more interesting to get a unique infantry from Red Menace. One thing you have to take into account is the cost. The SW costs 1500, meaning I want less than 1500 worth of infantry dropped from it so if Tesla Troopers were included you wouldn't get many infantry at all. Mortar Troopers could work but you'd still get less infantry and they'd probably do less direct damage if dropped into a base.

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