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#1064787 Contra Feedback

Posted by UsernameUsername on 24 August 2017 - 04:26 PM in Contra

Scorpions damage bug:

I assume that Scorpion Tank was using a "hold fire" weapon that was a straight copy of the main weapon used for "fire at will" but with a "PreAttackDelay = -1" line added to make it not attack ?

Eventually it'd be possible that a not existing "LockWeaponCreate" module could cause the Scorpion to use it's PRIMARY and SECONDARY at the same time due to not being locked to a single weapon as it should be. That'd be the same issue as when USA Ranger infantry are created from a destroyed USA structure: They're using their Assault Rifle and Flashbang, whatever is ready instead of being limited to either one as it's the case with Barracks-produced rangers.

"PreAttackType" could also be missing as entry and cause that, eventually. It's possible entries are "PER_CLIP, PER_SHOT, PER_ATTACK"; should be set to "PER_CLIP" for the Scorpion Tank, eventually making the unit ignore the "PreAttackDelay = -1" entry under circumstances and use a 2nd, similar attack.

 

I'll test stuff using Contra002Beta2 ini files.




#1064739 Contra Feedback

Posted by UsernameUsername on 23 August 2017 - 10:33 PM in Contra

This shows how it looks and works in the game (ignore the Gun Buggy, that's not part of any what I posted):

 

Note:

-CommandButtons moving +1 slot to the right per experience level is not part of the posted code, it merely shows that each unit uses it's own CommandSet on experience level 0/1/2/3

-changing or re-applying a RIDER by pressing either the "hold fire" or "fire at will" button always resets the unit's experience back to 0/3; thus I had to spawn levelup crates inside the units, re-applying their experience level whenever that was the case

 -> the issue remaining with that is that partial experience gained by the unit towards it's next level is being lost upon toggling the firemode; unfixable while using this method

-another issue is that each RIDER demands another CommandSet for spawning the matching number of levelup crates; that makes toggling firemodes for large groups of units with different experience levels clunky but works without issues on units sharing the same experience level

-the "StealthUpdate" module I used in the video was still flawed. Fixed module:

 

  Behavior = StealthUpdate ModuleTag_StealthQuadCannon
    StealthDelay = 2000 ; msec
    UseRiderStealth = No
    InnateStealth = No
    StealthForbiddenConditions = FIRING_PRIMARY FIRING_SECONDARY
    OrderIdleEnemiesToAttackMeUponReveal = Yes
  End

 

Another thing I found out during testing:
WeaponSet "Conditions" are indeed treated as OR conditions, meaning any single can be true to make use of that WeaponSet. However: the WeaponSet offering more exact matches in it's Conditions is more likely to be chosen than a WeaponSet with less exact matches either due to less conditions being listed or due to more conditions being listed but less being met.

Conditions = HERO PLAYER_UPGRADE CRATEUPGRADE_ONE
and
Conditions = HERO CRATEUPGRADE_ONE

with a GLA unit of 3/3 experience level (hero) and a single crate turret upgrade the WeaponSet using "Conditions = HERO CRATEUPGRADE_ONE" is prefered as more exact match.
If I just have the same unit, lacking a crate turret upgrade and also lacking the proper experience rank but then just and only research it's upgrade it'll use the "Conditions = HERO PLAYER_UPGRADE CRATEUPGRADE_ONE" WeaponSet because no other WeaponSets exist that have "PLAYER_UPGRADE" among their Conditions even though the unit doesn't match the other requirements.

This means I can define WeaponSet Conditions with missing Conditions if I intend so to save me from adding a million WeaponSets under all Conditions and they'll still be used properly if I make use of the other Conditions properly.

That also means if I forget to add proper conditions on the way, like for this example-GLA-unit with only 2 WeaponSets:

WeaponSet
Conditions = None
Weapon = PRIMARY BoringWeapon
End

WeaponSet
Conditions = HERO CRATEUPGRADE_TWO PLAYER_UPGRADE
Weapon = PRIMARY UltimateWeapon
End

...then the unit would receive the "UltimateWeapon" upon either reaching 3/3 unit experience or crate-upgrading it's turret twice or the player researches the unit's upgrade because other WeaponSets taking care of individual condition states are missing, like:

Conditions = CRATEUPGRADE_ONE
Conditions = CRATEUPGRADE_TWO
Conditions = PLAYER_UPGRADE
Conditions = VETERAN
Conditions = ELITE
Conditions = HERO

Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE
Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE
Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE

Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE
Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE
Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE

Conditions = VETERAN CRATEUPGRADE_ONE
Conditions = ELITE CRATEUPGRADE_ONE
Conditions = HERO CRATEUPGRADE_ONE

Conditions = VETERAN CRATEUPGRADE_TWO
Conditions = ELITE CRATEUPGRADE_TWO
Conditions = HERO CRATEUPGRADE_TWO

Conditions = VETERAN PLAYER_UPGRADE
Conditions = ELITE PLAYER_UPGRADE
Conditions = HERO PLAYER_UPGRADE

Conditions = VETERAN CRATEUPGRADE_ONE PLAYER_UPGRADE
Conditions = ELITE CRATEUPGRADE_ONE PLAYER_UPGRADE
Conditions = HERO CRATEUPGRADE_ONE PLAYER_UPGRADE

Conditions = VETERAN CRATEUPGRADE_TWO PLAYER_UPGRADE
Conditions = ELITE CRATEUPGRADE_TWO PLAYER_UPGRADE
Conditions = HERO CRATEUPGRADE_TWO PLAYER_UPGRADE

...to cover all possible WeaponSet upgrade stages. Thus the unit uses the most matching WeaponSet instead. I haven't figured out yet what's the priority, like if there's only 1 WeaponSet adressing the proper experience rank, another WeaponSet solely adressnig the proper PLAYER_UPGRADE and another WeaponSet solely adressing the proper CRATE_UPGRADE_[ONE / TWO].




#1064734 Contra Feedback

Posted by UsernameUsername on 23 August 2017 - 08:31 PM in Contra

Sooo... to get a RIDER logic using unit that upgrades it's WeaponSet by using a fake special power to spawn an OCL depending on it's experience level and being able to keep it's experience level while not inheriting the rider's stealth we need...

-3 experience-based CommandSets along with the initial CommandSet the unit uses to be capable of reaching access to other CommandSets than the RIDER or default ones ("CommandSetUpgrade" module entries to the unit)

-8 OCLs that apply the correct RIDER logic and spawn the additional experience crates to re-apply the unit experience that is lost upon RIDER change (8x ObjectCreationList.ini entries)

-8 fake special powers that do nothing at all but must each have a unique name (8x SpecialPower.ini entries)

-4 CommandSets in total (default, veteran, elite, hero) with the fake special powers for "hold fire" / "fire at will" among their CommandButtons (4x CommandSet.ini entries)

-a new type of crate that only grants any unit it touches +1 experience level and nothing else (Crate.ini entry)

-to update the fake unit construction-based CommandSetUpgrade so that it uses the new data (haven't done that yet...)

-8 entries in System.ini for the RIDERs

-a pre-installed StealthUpdate module in the unit that is set to "UseRiderStealth = No" and "InnateStealth = No" so that the GPS Scrambler can work to apply stealth and the RIDER doesn't apply stealth or make the GPS Scrambler not work on the unit

-4 WeaponSets: 1x "hold fire", then "fire at will" (no crate upgrade); "fire at will" (one crate upgrade), "fire at will" (two crate upgrades)

-a "RiderChangeContain" module, with "InitialPayload = OCL_QuadCannonFireAtWillObjectRegular 1" (name I used for the RIDER2 state applying object [RIDER1 is "hold fire" mode] once the unit is built, enabling "fire at will" mode by default) with 8 riders: 4 experience levels (regular / veteran / elite / hero) with each 2 entries (hold fire WeaponSet, fire at will WeaponSet per experience level; necessary only because toggling a RIDER using an OCL removes all experience and UpgradeOCL doesn't support upgrades or unit experience but only Science.ini entries)

-8 new CommandButton.ini copy & paste variants for the 8 fake special powers, displaying them as "hold fire" / "fire at will" for each experience level

 

For the Stealth General's Quad Cannon unit (StealthGeneral.ini) -> "Object Slth_GLAVehicleQuadCannon":

 

-the unit's CommandSet needs to be changed to: "CmdSet_QuadCannon_Regular"

 

  WeaponSet
    Conditions = WEAPON_RIDER1 WEAPON_RIDER3 WEAPON_RIDER5 WEAPON_RIDER7
    Weapon = PRIMARY DummyWeapon
    Weapon = SECONDARY DummyWeapon
  End

  WeaponSet
    Conditions = WEAPON_RIDER2 WEAPON_RIDER4 WEAPON_RIDER6 WEAPON_RIDER8 ;any of these RIDERS can uses that WeaponSet
    Weapon = PRIMARY QuadCannonGun
    Weapon = SECONDARY QuadCannonGunAir
  End
 
  WeaponSet
    Conditions = WEAPON_RIDER2 WEAPON_RIDER4 WEAPON_RIDER6 WEAPON_RIDER8 CRATEUPGRADE_ONE ;any of these RIDERS can uses that WeaponSet if the turret was upgraded with a salvage crate once
    Weapon = PRIMARY QuadCannonGunUpgradeOne
    Weapon = SECONDARY QuadCannonGunUpgradeOneAir
  End
 
  WeaponSet
    Conditions = WEAPON_RIDER2 WEAPON_RIDER4 WEAPON_RIDER6 WEAPON_RIDER8 CRATEUPGRADE_TWO ;any of these RIDERS can uses that WeaponSet if the turret was upgraded with a salvage crate twice
    Weapon = PRIMARY QuadCannonGunUpgradeTwo
    Weapon = SECONDARY QuadCannonGunUpgradeTwoAir
  End
 

;OCL = ObjectCreationList.ini entries, the first named OCL is the unit put inside this unit to apply it's RIDER1 to RIDER8 state with the according CommandSet per RIDER
  Behavior = RiderChangeContain ModuleTag_88
    Rider1 = OCL_QuadCannonHoldFireObjectRegular RIDER1 WEAPON_RIDER1 STATUS_RIDER1 CmdSet_QuadCannon_Regular SET_NORMAL
    Rider2 = OCL_QuadCannonFireAtWillObjectRegular RIDER2 WEAPON_RIDER2 STATUS_RIDER2 CmdSet_QuadCannon_Regular SET_NORMAL
    Rider3 = OCL_QuadCannonHoldFireObjectVeteran RIDER3 WEAPON_RIDER3 STATUS_RIDER3 CmdSet_QuadCannon_Veteran SET_NORMAL
    Rider4 = OCL_QuadCannonFireAtWillObjectVeteran RIDER4 WEAPON_RIDER4 STATUS_RIDER4 CmdSet_QuadCannon_Veteran SET_NORMAL
    Rider5 = OCL_QuadCannonHoldFireObjectElite RIDER5 WEAPON_RIDER5 STATUS_RIDER5 CmdSet_QuadCannon_Elite SET_NORMAL
    Rider6 = OCL_QuadCannonFireAtWillObjectElite RIDER6 WEAPON_RIDER6 STATUS_RIDER6 CmdSet_QuadCannon_Elite SET_NORMAL
    Rider7 = OCL_QuadCannonHoldFireObjectHero RIDER7 WEAPON_RIDER7 STATUS_RIDER7 CmdSet_QuadCannon_Hero SET_NORMAL
    Rider8 = OCL_QuadCannonFireAtWillObjectHero RIDER8 WEAPON_RIDER8 STATUS_RIDER8 CmdSet_QuadCannon_Hero SET_NORMAL
    Slots                = 1
    InitialPayload       = OCL_QuadCannonFireAtWillObjectRegular 1 ;this RIDER is in this unit initially and allows it to use the "fire at will" WeaponSet matching unit experience level 0
    ScatterNearbyOnExit  = No
    HealthRegen%PerSec   = 0
    DamagePercentToUnits = 100%
    BurnedDeathToUnits   = No
    AllowInsideKindOf    = PORTABLE_STRUCTURE
    ExitDelay         = 1
    NumberOfExitPaths = 1
    GoAggressiveOnExit = No
    DoorOpenTime = 0
  End

 

  Behavior           = OCLSpecialPower ModuleTag_SpecialPower01
    SpecialPowerTemplate = SP_QuadCannonFireAtWillRegular ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonFireAtWillRegular ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower02
    SpecialPowerTemplate = SP_QuadCannonFireAtWillVeteran ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonFireAtWillVeteran ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower03
    SpecialPowerTemplate = SP_QuadCannonFireAtWillElite ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonFireAtWillElite ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower04
    SpecialPowerTemplate = SP_QuadCannonFireAtWillHero ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonFireAtWillHero ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower05
    SpecialPowerTemplate = SP_QuadCannonHoldFireRegular ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonHoldFireRegular ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower06
    SpecialPowerTemplate = SP_QuadCannonHoldFireVeteran ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonHoldFireVeteran ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower07
    SpecialPowerTemplate = SP_QuadCannonHoldFireElite ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonHoldFireElite ;ObjectCreationList.ini entry (look it up there)
  End
 
  Behavior           = OCLSpecialPower ModuleTag_SpecialPower08
    SpecialPowerTemplate = SP_QuadCannonHoldFireHero ;fake special power that does nothing but must be unique to create the correct OCL entry unit for this unit
    OCL                  = OCL_QuadCannonHoldFireHero ;ObjectCreationList.ini entry (look it up there)
  End
 

;this only triggers ONCE in the unit's lifetime, even if changing RIDERS resets the unit's experience to 0/3 this won't ever trigger again

;used to escape the default CommandSet and the RIDER's CommandSet initially to be able to spawn experience level increasing crates that level up the unit after WeaponSet swap so that the unit re-gains it's experience
  Behavior = CommandSetUpgrade ModuleTag_QuadCannon_CmdSet_Veteran
    CommandSet = CmdSet_QuadCannon_Veteran
    TriggeredBy = Upgrade_Veterancy_VETERAN
  End

 

;this only triggers ONCE in the unit's lifetime, even if changing RIDERS resets the unit's experience to 0/3 this won't ever trigger again

;used to escape the default CommandSet and the RIDER's CommandSet initially to be able to spawn experience level increasing crates that level up the unit after WeaponSet swap so that the unit re-gains it's experience
  Behavior = CommandSetUpgrade ModuleTag_QuadCannon_CmdSet_Elite
    CommandSet = CmdSet_QuadCannon_Elite
    TriggeredBy = Upgrade_Veterancy_ELITE
  End
 

;this only triggers ONCE in the unit's lifetime, even if changing RIDERS resets the unit's experience to 0/3 this won't ever trigger again

;used to escape the default CommandSet and the RIDER's CommandSet initially to be able to spawn experience level increasing crates that level up the unit after WeaponSet swap so that the unit re-gains it's experience
  Behavior = CommandSetUpgrade ModuleTag_QuadCannon_CmdSet_Hero
    CommandSet = CmdSet_QuadCannon_Hero
    TriggeredBy = Upgrade_Veterancy_HEROIC
  End

 

;this makes the unit interact with stealth without the RIDER conflicting (by either applying it's stealth or not allowing stealth to be applied) and makes the unit visible like other regular units until receiving stealth by a GPS Scrambler or something

  Behavior = StealthUpdate ModuleTag_StealthQuadCannon
    StealthDelay = 2000 ; msec
    UseRiderStealth = No
    InnateStealth = No
    StealthForbiddenConditions = FIRING_PRIMARY FIRING_SECONDARY
    OrderIdleEnemiesToAttackMeUponReveal = Yes
  End

 

--------------------------------------------------------------------

 

SpecialPower.ini entries for fake special powers:

 

SpecialPower SP_QuadCannonFireAtWillRegular
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

SpecialPower SP_QuadCannonFireAtWillVeteran
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

SpecialPower SP_QuadCannonFireAtWillElite
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

SpecialPower SP_QuadCannonFireAtWillHero
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

;---

SpecialPower SP_QuadCannonHoldFireRegular
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

SpecialPower SP_QuadCannonHoldFireVeteran
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

SpecialPower SP_QuadCannonHoldFireElite
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

SpecialPower SP_QuadCannonHoldFireHero
  Enum              = SPECIAL_DETONATE_DIRTY_NUKE
  ReloadTime        = 0
  PublicTimer       = No
  ShortcutPower     = No
End

 

--------------------------------------------------------------------

 

CommandSet.ini entries for new CommandSets:

 

CommandSet CmdSet_QuadCannon_Regular
  1 = Command_QuadCannonFireAtWillRegular
  3 = Command_QuadCannonHoldFireRegular
  9 = Slth_Command_ConstructGLAVehicleFake
  15 = Command_AttackMove
  13 = Command_GuardFlyingUnitsOnly
  17 = Command_Guard
  18 = Command_Stop
End

CommandSet CmdSet_QuadCannon_Veteran
  1 = Command_QuadCannonFireAtWillVeteran
  3 = Command_QuadCannonHoldFireVeteran
  9 = Slth_Command_ConstructGLAVehicleFake
  15 = Command_AttackMove
  13 = Command_GuardFlyingUnitsOnly
  17 = Command_Guard
  18 = Command_Stop
End

CommandSet CmdSet_QuadCannon_Elite
  1 = Command_QuadCannonFireAtWillElite
  3 = Command_QuadCannonHoldFireElite
  9 = Slth_Command_ConstructGLAVehicleFake
  15 = Command_AttackMove
  13 = Command_GuardFlyingUnitsOnly
  17 = Command_Guard
  18 = Command_Stop
End

CommandSet CmdSet_QuadCannon_Hero
  1 = Command_QuadCannonFireAtWillHero
  3 = Command_QuadCannonHoldFireHero
  9 = Slth_Command_ConstructGLAVehicleFake
  15 = Command_AttackMove
  13 = Command_GuardFlyingUnitsOnly
  17 = Command_Guard
  18 = Command_Stop
End

 

--------------------------------------------------------------------

 

CommandButton.ini entries for new CommandButtons:

 

CommandButton Command_QuadCannonFireAtWillRegular
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonFireAtWillRegular
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSFireAtWill
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:FireAtWill
  DescriptLabel     = CONTROLBAR:FireAtWillDescription
End

CommandButton Command_QuadCannonFireAtWillVeteran
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonFireAtWillVeteran
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSFireAtWill
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:FireAtWill
  DescriptLabel     = CONTROLBAR:FireAtWillDescription
End

CommandButton Command_QuadCannonFireAtWillElite
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonFireAtWillElite
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSFireAtWill
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:FireAtWill
  DescriptLabel     = CONTROLBAR:FireAtWillDescription
End

CommandButton Command_QuadCannonFireAtWillHero
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonFireAtWillHero
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSFireAtWill
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:FireAtWill
  DescriptLabel     = CONTROLBAR:FireAtWillDescription
End

;---

CommandButton Command_QuadCannonHoldFireRegular
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonHoldFireRegular
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSHoldFire
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:HoldFire
  DescriptLabel     = CONTROLBAR:HoldFireDescription
End

CommandButton Command_QuadCannonHoldFireVeteran
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonHoldFireVeteran
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSHoldFire
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:HoldFire
  DescriptLabel     = CONTROLBAR:HoldFireDescription
End

CommandButton Command_QuadCannonHoldFireElite
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonHoldFireElite
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSHoldFire
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:HoldFire
  DescriptLabel     = CONTROLBAR:HoldFireDescription
End

CommandButton Command_QuadCannonHoldFireHero
  Command       = SPECIAL_POWER
  SpecialPower  = SP_QuadCannonHoldFireHero
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  ButtonImage   = SSHoldFire
  ButtonBorderType = ACTION
  TextLabel     = CONTROLBAR:HoldFire
  DescriptLabel     = CONTROLBAR:HoldFireDescription
End

 

--------------------------------------------------------------------

 

ObjectCreationList.ini entries for RIDER objects and experience bonus crates:

 

ObjectCreationList OCL_QuadCannonFireAtWillRegular
  CreateObject
    ObjectNames = OCL_QuadCannonFireAtWillObjectRegular
    Count = 1
    ContainInsideSourceObject = Yes
  End
End

ObjectCreationList OCL_QuadCannonFireAtWillVeteran
  CreateObject
    ObjectNames = OCL_QuadCannonFireAtWillObjectVeteran
    Count = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames = LevelUpTestCrate
    Count = 1
    DiesOnBadLand = Yes
  End
End

ObjectCreationList OCL_QuadCannonFireAtWillElite
  CreateObject
    ObjectNames = OCL_QuadCannonFireAtWillObjectElite
    Count = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames = LevelUpTestCrate
    Count = 2
    DiesOnBadLand = Yes
  End
End

ObjectCreationList OCL_QuadCannonFireAtWillHero
  CreateObject
    ObjectNames = OCL_QuadCannonFireAtWillObjectHero
    Count = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames = LevelUpTestCrate
    Count = 3
    DiesOnBadLand = Yes
  End
End

;----

ObjectCreationList OCL_QuadCannonHoldFireRegular
  CreateObject
    ObjectNames = OCL_QuadCannonHoldFireObjectRegular
    Count = 1
    ContainInsideSourceObject = Yes
  End
End

ObjectCreationList OCL_QuadCannonHoldFireVeteran
  CreateObject
    ObjectNames = OCL_QuadCannonHoldFireObjectVeteran
    Count = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames = LevelUpTestCrate
    Count = 1
    DiesOnBadLand = Yes
  End
End

ObjectCreationList OCL_QuadCannonHoldFireElite
  CreateObject
    ObjectNames = OCL_QuadCannonHoldFireObjectElite
    Count = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames = LevelUpTestCrate
    Count = 2
    DiesOnBadLand = Yes
  End
End

ObjectCreationList OCL_QuadCannonHoldFireHero
  CreateObject
    ObjectNames = OCL_QuadCannonHoldFireObjectHero
    Count = 1
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames = LevelUpTestCrate
    Count = 3
    DiesOnBadLand = Yes
  End
End

 

--------------------------------------------------------------------

 

Crate.ini entry for experience bonus crate:

 

Object LevelUpTestCrate

  ; *** ART Parameters ***
  Draw = W3DScienceModelDraw ModuleTag_01
    RequiredScience = SCIENCE_GLA ; Only GLA players and observers can see us.
    DefaultConditionState
      Model = PMJnkCrate
    End
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Crate
  EditorSorting   = MISC_MAN_MADE
  TransportSlotCount = 1                 

  ; *** ENGINEERING Parameters ***  
  KindOf = PARACHUTABLE CRATE
  Behavior = SalvageCrateCollide ModuleTag_02
    ForbiddenKindOf = PROJECTILE HULK
    ExecuteFX = FX_CratePickup   ; FXList to play when sucessfully picked up
    WeaponChance = 0%          ;If we are WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded
    LevelChance = 100%           ; Either we are just a regular Salvager, or we are fully upgraded.  This is the chance we gain a level
    MoneyChance = 0%           ; And this is the chance we get money.  Level + Money = 100%.  Weapon is an idependant FirstChance
    MinMoney = 0               ; If we get money, this is how much we get.  Make them different to get a random range.
    MaxMoney = 0
  End      

  Behavior = SquishCollide ModuleTag_03
  End

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 75.0
  End

  Geometry = BOX
  GeometryMajorRadius = 12.0
  GeometryMinorRadius = 12.0
  GeometryHeight = 12.0     
  GeometryIsSmall = Yes    
  Shadow = SHADOW_VOLUME
End

 

--------------------------------------------------------------------

 

System.ini entries for RIDERs that apply the WeaponSets:

 

Object OCL_QuadCannonFireAtWillObjectRegular
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonFireAtWillObjectVeteran
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonFireAtWillObjectElite
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonFireAtWillObjectHero
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonHoldFireObjectRegular
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonHoldFireObjectVeteran
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonHoldFireObjectElite
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

Object OCL_QuadCannonHoldFireObjectHero
  EditorSorting       = SYSTEM
  TransportSlotCount  = 1
  IsTrainable = No
  KindOf = PORTABLE_STRUCTURE INERT
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  Behavior = AIUpdateInterface ModuleTag_06
  End
  Behavior = DestroyDie ModuleTag_12
    DeathTypes = ALL
  End
  Behavior = HeightDieUpdate ModuleTag_13
    TargetHeight = 500.0
  End
  Behavior = PhysicsBehavior ModuleTag_15
    Mass = 5.0
    AllowBouncing = No
  End
End

 

--------------------------------------------------------------------

 

The "hold fire" weapon, called "DummyWeapon" in the Weapon.ini also needs an additional entry:

"PreAttackDelay = -1"

This fixes that issue: Force-attacking the ground, then toggling to "hold fire" would make the unit drive towards the targeted location, stay there, play it's animation for firing weapons while nothing happens and remain unable to gain stealth while performing that firing order.

Actually each unit should use it's own dummy weapon, being a copy of the original weapon in terms of range, physics and target priorities so that units despite "hold fire" will still try to aquire targets but not attack due to the "PreAttackDelay = -1" setting and thus also not reveal themselves while stealthed due to the "StealthUpdate" module's setting.

 

This assumes the setting "AutoAcquireEnemiesWhenIdle = Yes Stealthed" exists for the "AIUpdateInterface" module of the unit, which should be the case so units already have their turrets aligned when dropping stealth opposed to still requiring time for that.

 

Apologies if I forgot something. It's a lot of data...




#1064627 Contra Feedback

Posted by UsernameUsername on 22 August 2017 - 09:55 AM in Contra

Are you sure about "OrderIdleEnemiesToAttackMeUponReveal"? Does it cause idle units inside AI bases to move?

It doesn't work as I initially thought: all over the map. Sometimes the AI just reaches a critical mass of units and will begin to move once something triggers it from sleep mode to combat mode. That was that. However: units that use this setting are attacked by more targets than units that don't use this setting. Extra units are called due to this.

 

 

 

ShareWeaponReloadTime (...)

Thanks for info.

 

Deep stealth:

I think this would be good: Normally stealth detectors cover a huge area of vision and stealth detection. If "deep stealth" could only be detected at half the distance regular stealth could be detected stealth detectors would still work but detecting such units would take more anti stealth coverage. That'd require adding an extra stealth detection module to units already using one to specifically detect "deep stealth" only at half the regular stealth detection range.

 

 

 

-Not sure if allowing Dozers to be built in WF is a good idea. US and Chinese Command Centers have a lot of health and are almost impossible to destroy early game unless you lose your factories before it. Emergency Repair is actually very useful as a power.

The problem for me is that I only play vs AI, not vs human players so I lack that knowledge how things work or don't work there. I view Emergency Repair as useless later on due to it's not upgradeable repair amount and high recharge time compared to it's use. It's not strong enough to fully repair Airforce General's tanks, it's not strong enough to safe 3/3 artillery strike targeted structures, even if waiting for some hits to time the repair for full potential. The main use for me later on is just Dozer and Sentry Drone repair. In the early game it's quite useful for saving some time and units but just later it's not.

 

 

 

-Colossus can be buffed without change of concept.

Well... no matter how much the structure or it's unit are buffed: using this defense vs Chemical General will just aid the enemy in creating a wall of "Clogged Engines" so that Airforce General can't use additional air units for defense without taking far more damage than with any other type of defense. The failure rate vs Bomb Trucks, even if detected, would also be unique among base defenses as a Sparrowhawk dies to a single Bomb Trucks explosion, allowing the enemy to push on without getting attacked until the next one is respawned and starts attacking.

 

 

 

Are you sure that "PreferredAgainst" holds the following entries in priority and the unit is more likely to choose a target from the specified entries rather than the nearest target?

I specifically tested this by sending a Pave Low vs some China AI units with all at once in range of the target location: some vehicles, some infantry, some defense structures, some regular structures. The unit would auto select the very first target in order but after that one was destroyed it would just target whatever is close by and fastest to aquire. So this only does it's job upon the first arrival. I haven't tested if using the stop button on the unit would reset the targeting order but moving the unit a little should. The Airforce General's AI started to use Pave Lows better as some of these specifically tried to snipe defense structures more frequently and in groups.

 

 

 

-Did "AutoChooseSources = PRIMARY NONE" do the trick with aircraft attacking enemies by themselves?

Scrap that. "guard area" doesn't work anymore as it should with that setting. But yeah, that stops the unit from attacking anything on it's own.

"AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT" is the desired setting. "Guard area" works, single target clicks work, the unit starts from the Airfield if some enemy close by starts attacking but doesn't attack that enemy until ordered or "guard area" is used; the unit rather circles above the airfield until landing again after some time.

 

SuperweaponsGeneral\Units\Vehicles\Avenger ("Object SupW_AmericaTankAvenger"):

Found 2 issues with that one:

1) Anti air range for the dummy weapon is set to 175 while the actual AA laser range of the PORTABLE_STRUCTURE inside is 250; +75 range difference; that'll make the unit drive closer to enemy aircraft than necessary

2) If enemies close by are attacking any structures the unit constantly leaves it's position in an attempt to use it's laser target designator on any ground units attacking. This causes the unit to get shot as it drives in front of the defense opposed to staying behind it as well as the defense to losing it's anti air support at the desired location due to the unit leaving it's position. Applying the same fix as just used for the Auroras and other bombers to this unit makes it stop using it's laser target designator unless manually selecting a unit or using "guard area" command; otherwise a weapon switch or deploy mode would be a solution to the issue.

 

Discord: I don't know what that is. Maybe I'll show up rarely as there's not much to bla about and text form is required for .ini stuff anyway. I'm pretty sure I'm not a good player as I've played vs AI matches only and that's actually what I prefer. Human vs human battles seem too stressful to me and I enjoy constructing pretty bases human players wouldn't let me have.

 

Edit:

Current progress with Quad Cannon "hold fire" / "fire at will" toggle by using a Crop Duster-like fake special power to apply a RIDER logic:

-salvage crate upgrades work: they affect the model and the model's weapons as intended

-stealth works as it should: no innate stealth, no usage of rider stealth

-issue: whenever toggling the RIDER and thus the WeaponSet the unit loses all of it's experience and starts with 0/3 unit experience again

 -> possible workaround: upgrading the OCL by using UPGRADE_VETERANCY_[VETERAN / ELITE / HEROIC] so that additional objects are spawned -> crates that level up the unit again after toggling the WeaponSet along with the single RIDER that makes the WeaponSet change to the according RIDER used

 

Got it working without upgrading the OCLs but have to test it with experience rank upgraded OCL versions later on.

Experience is an issue: "UpgradeOCL" only accepts Science.ini entries. UPGRADE_VETERANCY_[VETERAN / ELITE / HEROIC] entries make the game crash on startup. I guess CommandSetUpgrade wouldn't work either while any of the riders named in the "RiderChangeContain" module would be present as these apply their own CommandSet and override the unit's default CommandSet. If the "UpgradeOCL" command could be made to work anyhow, using the unit's experience, all would work flawlessly. We would be capable of toggling through WeaponSets and spawn levelup crates on the unit to fix the experience issue after changing riders.

 

Further testing: CommandSetUpgrade works despite RIDER logic with unit experience (tested with "Upgrade_Veterancy_HEROIC"). That's a workaround to the unit experience issue but it doesn't address which rider is currently active so both buttons ("Fire at Will" and "Hold Fire") would still be required opposed to a single button for "Hold Fire" on / off. Additionally for fake unit construction further CommandSetUpgrades (+1 per unit experience rank) would be required.

 

Another try:

Got everything working. Really complicated. Posting later...




#1064560 Contra Feedback

Posted by UsernameUsername on 21 August 2017 - 05:13 PM in Contra

What do you think about making GLA units such as Quad Cannon AutoAcquireEnemiesWhenIdle only when visible (by removing the STEALTHED condition)?

This does nothing. I want to escape into stealth so that enemies stop attacking the unit before it gets destroyed and the unit is blocking this by not stopping to attack everything in range due to a lack of "Hold Fire" action due to the game's issues and limitations.

 

2 possible solutions:

1) use SWITCH_WEAPON CommandButton to Flash-bang-like toggle between PRIMARY (ground attack), SECONDARY (anti air) and TERTIARY (hold fire):

-downside: a unit can be set either to only anti air or anti ground but not both, meaning any unexpected attacker would be ignored until the weapon state is toggled

-upside: units could be set to focus on certain targets; this would stop anti air units that can also attack ground units from leaving their positions just because some other ground units (tanks) start attacking defenses and thus allow aircraft to advance because defensive AA positions have been abandoned

2) use anything that toggles the WeaponSet:

I tried an upgrade that did this and provided the unit with an upgrade ("Hold Fire") and un-upgrade (regular attack) "Upgrade" but that caused 3 issues:

-1) annoying "upgrade complete" sound + radar notification

-2) CommandSet not properly upgrading (needed to be triggered twice)

-3) C&C Generals upgrade limit becoming an issue if that'd be used on multiple units

=> I'll try Crop Duster RIDER logic next and see how that works or fails

Ultimately a WeaponSet toggle would be ideal but if that can't be done I'd rather use a single attack setting opposed to leaving things as they are.

 

AI: Contra009Beta2 AI issues I noticed:
-GLA forgets to build defenses or stays passive: Stealth General is completely passive; Assault General sometimes forgets to build any defenses (except rocks)

 -> of all GLA Generals only Chemical General's AI and Explosives General's AI work
-no single GLA faction ever builds anything to detect stealthed air units, allowing scouting and attacking with such units wherever and whenever
-AIs that can definately crash the game with a "serious error": any China AI, USA Airforce General, USA Laser General (100% sure); not sure: USA Super Weapons General, GLA Explosives General
 => China crash seems to be related to some AI reaction when attacking the Command Center or being near it (including Super Weapons General attacking it with Tomahawk Missiles)

-USA Laser General and China Tank General cause some serious lag spike when they suddenly try to send a whole bunch of tanks to somewhere because of pathfinding making the game lag

-the "StealthUpdate" module's setting "OrderIdleEnemiesToAttackMeUponReveal" seems not to relate to units in weapon range / vision range but all over the map, causing a huge lag spike if there are many idle units and due to pathfinding
-all USA Generals AI's still use the Fuel Bomb even though not all should have access to it; on top of that the AI uses this without any Command Center or Strategy Center requirement and in such a way that it comes out of screen to the target with the shortest possible distance (if building near the map borders a defense vs this bomb drop isn't possible)
-USA Super Weapons General: the AI ignores invalid consruction area issues when spawning turrets by using the general's power and thus these turrets are constantly spawned inside structures by the AI while that shouldn't be possible and at least for a human player it isn't

-USA Super Weapon AI in general seems to ignore invalid construction areas and always builds structures inside other structures, so that structures are overlapping another

 

Other stuff:

-USA Drones assisting structures can't be rebuilt / replaced after being destroyed as the UI only allows their construction a single time per structure opposed to always anew once an assisting drone was destroyed as it's the case for mobile units; security / defense drones aren't affected by this

-music tracks still get canceled before completing, I guess it's related to the game's speed / frame rate

 

MAY BE IMPORTANT:

WeaponSet conditions can have multiple conditions, like...

Conditions = Hero PLAYER_UPGRADE

Initially I falsely assumed that these conditions were treated as AND conditions, meaning every single condition must be true to activate the WeaponSet. Testing revealed that they're treated as OR conditions.

 

UPDATE:

Another thing I found out during testing is that WeaponSets really use their "Conditions" entries as OR conditions but the most matching setting is prefered. That means if I have a unit, using a sole WeaponSet with a "Conditions = VETERAN CRATEUPGRADE_ONE PLAYER_UPGRADE" entry it will use that WeaponSet under ANY of these conditions, meaning it'll become active if the unit either becomes veteran (1/3 experience level reached) or uses a salvage crate (assuming it can interact with the crate) or receives the upgrade mentioned in it's "WeaponSetUpgrade" module BUT...

 

if I add seperate WeaponSets with Conditions, like...

WeaponSet

Conditions = VETERAN

Weapon = PRIMARY PrimaryVeteran

End

 

WeaponSet

Conditions = CRATEUPGRADE_ONE

Weapon = PRIMARY PrimaryCrateOne

End

 

WeaponSet

Conditions = PLAYER_UPGRADE ;requires the "WeaponSetUpgrade" module to define which upgrade triggers this

Weapon = PRIMARY PrimaryUpgradeResearched

End

 

WeaponSet

Conditions = VETERAN CRATEUPGRADE_ONE

Weapon = PRIMARY PrimaryCrateOneVeteran

End

 

WeaponSet

Conditions = VETERAN PLAYER_UPGRADE ;requires the "WeaponSetUpgrade" module to define which upgrade triggers this

Weapon = PRIMARY PrimaryVeteranUpgradeResearched

End

 

WeaponSet

Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE ;requires the "WeaponSetUpgrade" module to define which upgrade triggers this

Weapon = PRIMARY PrimaryCrateOneUpgradeResearched

End

 

WeaponSet

Conditions = VETERAN CRATEUPGRADE_ONE PLAYER_UPGRADE ;requires the "WeaponSetUpgrade" module to define which upgrade triggers this

Weapon = PRIMARY PrimaryCrateOneVeteranUpgradeResearched

End

 

...then the WeaponSet matching the listed conditions the most is used.

 

I found some interesting thread ( http://forum.fallout...ticlesystemini/ ) that claims a "cleaned up" ParticleSystem.ini speeds up the game's performance and shows how.

 

I found a so far unused setting for WeaponSets:

"ShareWeaponReloadTime = [Yes / No]"

I've yet to test what it does. I hope it's the a setting that stops units which received an upgrade for their weapon due to experience gain from starting to reload all over again at full reload time unless the weapon was already reloaded but instead makes the new weapon use the remaining reload time.

 

As the Stealth General is supposed to be the master of stealth I was kicking the thought around of granting him "deep stealth", a stealth that can't be revealed by regular stealth detectors. I found the KindOf "Shrubbery". Maybe that could be added to units as "deep stealth" KindOf so that they're excluded from regular detectors if that doesn't cause any issues ? Also in terms of playstyle I think it's best if this general receives a hand full of more or less specialized and effective but expensive units that also take some time to build so that instead of a whole "stealth" army single units can effectively make a difference but need to be used correctly. Generic units may also be available as cannon fodder, to lure the enemy somewhere or to distract. Because he's the weakest of all GLA generals in direct combat he needs to excel in tunnels, stealth and mobility.

 

Airforce General:

The general is too easy to lock down by sniping Dozers as his HQ is the only structure capable of creating new Dozers. This means that in early game focussing on 1 structure, the HQ, can be a huge issue for that general and in late game it means huge travel distances (even if using Chinooks) as no front line units of this type can be produced elsewhere. The rank 1 science to repair units & structures in an area could eventually also allow Dozer production inside War Factories to get around this vulnerability and to make this choice more attractive as it lacks any upgrade later on.

 

StealthGeneral\Units\Warrior ("Object Slth_GLAInfantryRebel"):

-I thought about granting him an updated CommandSet once "Camouflage" has been researched at the Black Market, allowing a weapon toggle to use a knife to kill enemy infantry silently and unseen; so that this upgrade is of some use to this unit instead of being of use for all early game infantry except this one

-eventually there should be a generic infantry upgrade later on, increasing infantry mobility by a bit (even while wounded so that units don't fall too far behind)

-I'm also kicking around the though that all organic units in the game receive an always active passive selfheal that kicks in some seconds after not having taken any damage and that is very minor as it's possible to stack multiple "AutoHealBehavior" modules without any issues:

 

  Behavior = AutoHealBehavior ModuleTag_Organic
    HealingAmount = 1 ; absolute value: hit points, amount healed per "tick"
    HealingDelay = 1000 ; 1000ms = 1s, delay between "ticks"
    StartHealingDelay = 20000 ; after this many ms of having taken no damage start the effect
    StartsActive = Yes
  End

 

AirforceGeneral\Structures\Barracks ("Object AirF_AmericaBarracks"):

-I'd add +2 Pilots for training there: +2 and +3 experience Pilots that cost 2x and 3x as much time and credits to be created to reduce Pilot micro-management as currently up to 3 Pilots are required per jet

 -> 1st row (upper row) could be: Ranger, Missile Defender, Col. Burton

 -> 2nd row (lower row) could be: Pilot , Pilot , Pilot of experience rank 1,2,3 with according cost and build time multiplier (using a copy & paste unit-type of the original Pilot with just these values changed)

 

AirforceGeneral\Units\Aircraft\Comanche ("Object AirF_AmericaVehicleComanche"):

-Comanche AA missiles constantly cause friendly fire issues with own Comanches destroying another because the range is so low in AA combat that this happens

 -> "RadiusDamageAffects = ALLIES ENEMIES NEUTRALS" to "RadiusDamageAffects = ENEMIES NEUTRALS" would get rid of this issue without buffing / nerfing the unit otherwise

-removing "ComancheLaunchDroneWeapon" from the Comanche's turret seems to fix the issue that the Comanche launches it's drone wherever it's pointing at instead of at the player-selected location (previously couldn't be launched where the player clicked once the Comanche decided to face an enemy)

-"ComancheLaunchDroneWeapon" damage from 1 to 0.0001, eventually additionally

 

AirforceGeneral\Structures\Colossus ("Object AirF_AmericaFireBase"):
-After a test in a "How long can I survive ?" scenario with multiple unit combinations these were this unit's results:
 -it misses fast units
 -Jarmen Kell's "Kill Driver" attack can rarely be stopped by this defense as it simply takes to long to take him out with that; he most often reaches any vehicle he came for before dying without additional units attacking him
 -very vulnerable vs Infantry General's long range siege infantry (forgot name) and incapable of countering Infantry General's always stealthed snipers that are good vs any ground unit & structures
 -> it can't detect anything (but the Sparrowhawk's beam will keep the single enemy it targets visible so it can't enter stealth while under the beam's effect)
 -it can't stop explosive truck spams because the Sparrowhawk dies after a single suicide truck explosion and thus the area is clear for the others
 -the Sparrowhawk's guard range is too low to deal with artillery units unless they needlessly come too close
 -vs Chemical General the "Clogged Engines" upgrade in combination with Sparrowhawk defense just constantly creates a wall of death for aircraft and spams the player with "Unit lost." audio notifications
 -China Overlords with upgraded engines have it all: speed, armor, firepower -> this defense can't stop them and neither can it hurt them enough
 -it needs high terrain from which it can't be directly attacked to survive or other defenses covering it (health too low, can't take much of a beating)
 -starts dealing area damage to own units, structures and allies once enemies come too close to them, aiding in the destruction of my base and units (especially Dozers)
 -has no upgrade to address any of it's weaknesses or receive any meaningfull improvements
 -> In short: Redesign or replacement required. The defense is overprized for it's performance. What the Airforce General needs is either some tanky defense that draws the enemy's attention and potentially slows attackers down while not causing Chemical General's AA units to spray the whole area with the "Clogged Engines" effect. I'd use a bunker-like structure that can take some infantry inside (2-4), has some tanky hitpoint-pool and every x seconds sends out a 360° ground-based EMP stun on a medium to large range, affecting all enemy ground vehicles and structures so that they are disabled for 1-2s every x seconds and need to destroy this structure to push on - or bring siege units.

 

AirforceGeneral\Units\Aircraft\Pavelow ("Object AirF_AmericaVehiclePaveLow"):

-currently uses the wrong armor once upgrading "Countermeasures": uses "CountermeasuresComancheArmor", should use "CountermeasuresChinookArmor" (before upgrade: "ChinookArmor")

 -> makes the unit more vulnerable than before to some types of damage

-range suggestion: extend missiles' minimum range to the maximum range of the Grenade Launcher so that it's somewhat possible to control what weapon is used when by chosing an attack range opposed to the unit senselessly slamming missiles into garrisoned structures; this also forces the use of this unit as long range artillery unit as it can no longer attack vehicles close by due to being within minimum range

-"PaveLocomotor": "Braking" from 20 to 95 makes the unit less annoying to handle: it will stop where ordered opposed to flying far beyond where ordered, turning this unit into clunky micro-management annoyance that often gets shot due to not being where ordered

-changing Pave Low's missile targeting from "PreferredAgainst = PRIMARY VEHICLE STRUCTURE" to "PreferredAgainst = PRIMARY IMMUNE_TO_CAPTURE STRUCTURE VEHICLE" makes the unit more likely to target defense structures, regular structures and then only other units opposed to initially trying to take out units while not being made for that

 

AirforceGeneral\Units\Vehicles\Bobcat ("Object AirF_AmericaVehicleStrykerEng"):

-mine destruction rate 500 -> 250 because currently it's possible that this unit drives onto one of Demo General's AV mines despite being an anti mine unit due to bad anti mine field timing frequency (changing it should affect all anti mine vehicles as all use the same weapon for their anti mine field -> "MineDetonationFieldWeapon")

-at least for the Airforce General the anti-contamination spray should receive extended range (2x) and no line of sight restriction because airfields are large and build space is limited so the Airforce General can't always space out structures everywhere or position them in a way to make sure this unit can reach all places; often puddles are also left onto the airfields and with line of sight restriction this causes issues

-the turret turns too slow while the unit is mobile and aquiring new puddles takes too long so that this unit is somewhat ineffective

-destroying Demo General's mines with anti mine units always causes them to explode, making it impossible to safely get rid of them whenever the AI spawns them inside structures and thus using anti mine units results in the same as blindly allowing them to explode or in other words: anti mine units are useless in that situation as they safe nothing but also cause the mines / traps to explode

 

SuperweaponsGeneral\Units\Aircraft\Chimera ("Object AirF_AmericaBomberB52"):
-slow, vulnerable, far too long reload, useless against mobile targets, missiles shot down by missile defense systems or redirected by ECMs, no stealth or engine upgrade
 => pointless, considering all the other bomber options: either the cheap F16s deal with stationary defenses & structures or the Pave Lows do, additionally their range can be extended by the laser target designator's aura; for groups of units there are the F18 (after the Frog Missile upgrade) / JFSs; for either groups of enemies or single ones Auroras exist along with the Wyvern super unit; Chimeras are just underperforming while being just more of the same
-they'd would be better suited as Fuel Bomb / MOAB kind of bomber that is that slow and vulnerable as currently but drops a fuel bomb, with a rank 5 upgrade the unit could receive another 3D model with more speed, more HP and a MOAB bomb; eventually even stealth, accessible only after that model-changing upgrade (instead of a single part of the unit being replaced after the upgrade a 2nd model is used -> old bomber design is being replaced by the new one)
-there could also be a weapon toggle between the fuel / moab bomb and multiple bombs in a row / carpet bombs if a Crop Duster-like RIDER design would be possible for the unit

-damage type of the area damage the fuel / moab bomb does could either be NOT_SIMILAR or NOT_AIRBORNE

=> new role would be: still vulnerable, slow and slow reloading BUT carrying a huge bad bomb whereever no or decimated air defenses exist

 

SuperweaponsGenerals\Units\Vehicles\Valanx ("Object SupW_AmericaVehicleHumvee"):

The unit is worthless as a transport as a Chinook is faster, can carry more units, can only be attacked by AA capable units and even then the Chinook can take around equal to more punishment.

This unit needs a role. I suggest enabling infantry to attack from inside the transport it while leaving it as vulnerable as it is along with the micro-management of getting the units inside to have a vulnerable hit & run unit that can also act as emergency support unit:

 -> set: "PassengersAllowedToFire = No" to "PassengersAllowedToFire = Yes"
 -> add: "ForbidInsideKindOf = STEALTH_GARRISON" -> no snipers allowed inside; and btw. despite Super Weapon's snipers having this KindOf they aren't invisible to the enemy (at least to AI) while inside civilian structures
 -> change: "Slots = 3" to "Slots = 2" (so that Valanx' don't become too powerful in ground vs ground combat)
 

SuperweaponsGeneral\Units\Aircraft\StealthJet ("Object SupW_AmericaJetStealthFighter"):

This unit is supposed to be good against enemy defensive structures but it isn't because it's attack range is so low that it gets hit by multiple enemies all the time and because it loses stealth while attacking. The range needs to be increased, the damage to be buffed or stealth needs to be kept up while bombing. Anything of this or anything mixed in a way that it makes sense but otherwise this unit is a pointless waste, except for the Bunker Busters upgrade.

Refernce values:

Airforce General's F16:

ClipReloadTime = 9000; ALL clips are reloaded after this much time, doesn't mean per clip

AttackRange = 550

PrimaryDamage = 180

SecondaryDamage = 10

SecondaryDamageRadius = 10

Bombs: 2

 

Super Weapon General's Stealth Jets:

ClipReloadTime = 8000 ; ALL clips are reloaded after this much time, doesn't mean per clip

AttackRange = 250

PrimaryDamage = 200

SecondaryDamage = 50

SecondaryDamageRadius = 30

Bombs: 1

=> the Super Weapon's Stealth Jet has a longer reload time per bomb, seems to be moving slower, has less than half the attack range and a bit more than half the damage of a F16; all that while supposed to be an anti defense specialized unit

 

-much like Airforce General's jets the Stealth Jets should also have a sell option, eventually even the Auroras because currently I've got to use my own units to kill my own unit to make room on the airfield and that's kind of silly overall

 

All of USA faction bombers but especially Auroras:

-add an "AutoChooseSources = PRIMARY NONE" to these units so that they stop destroying their own Airfields and possibly other things and units around whenever GLA decides to tunnel in or spawn some infantry inside the base; it's really bad unit behaviour if these units blow up everything around, worse than the enemy ever could, including their own Airfield

 

-maybe Airforce General's Pilots could receive a "suicide" weapon usable to "shoot" at flying units that makes the Pilots suicide and causes the "hit" helicopters to fire a reactive weapon that increases their rank as currently the issue with Pave Lows and Pilots is that they're being transported instead of increasing the Pave Low's rank and Comanches can't even benefit from Pilots unless landing for repairs near an Airfield while trying to defend, especially since it's an automated reaction the player didn't order and that never works out well

 

-eventually GLA Black Markets should have a heal & repair aura around them as it somehow fits what they offer: any kind of helpful goods

 

-eventually all GLA factions should also start with a 3 to 5% bounty science for free as faction identity, upgradeable later on a general science (where maybe picking the last rank allows the research of a final upgrade after that at rank 5)

 

Edit:

 

SuperweaponsGeneral\Units\Vehicles\Saturn ("Object SupW_AmericaVehicleSaturn" & "Object SupW_AmericaVehicleSaturn_GC"):

-the price should be reduced 7000 to 5500; the high price just isn't justified by the ability to shoot down super weapons alone or being tanky because repairing the unit is a really bad and clunky issue

-issue: upgrading "Composite Armor" doesn't upgrade the unit's autorepair to keep the total repair time the same

-issue: very slow unit -> expecting the player to use War Factories to repair these is unreasonable because of their low speed; meanwhile their autorepair time is huge: around 11min without "Composite Armor", around 14min with the upgrade

 -> solution: staged repair speeds

 phase#1 repair: 0.2% maxHP/s, always active -> 4600 / 5750 HP without / with "Composite Armor" -> 9 HP/s without / 12 HP/s with the upgrade

 

  Behavior = AutoHealBehavior ModuleTag_AutoRep01
    HealingAmount = 9
    HealingDelay = 1000
    StartsActive = Yes
  End

 

 

  Behavior = AutoHealBehavior ModuleTag_AutoRep01Upgraded
    TriggeredBy = Upgrade_AmericaCompositeArmor
    HealingAmount = 3
    HealingDelay = 1000
    StartsActive = No
  End

 

 phase#2 repair: 1.0% maxHP/s, active after 20s of having taken no damage (adding +0.8% to the already active 0.2% to have a 1.0% hp reg going):

 

  Behavior = AutoHealBehavior ModuleTag_AutoRep02
    HealingAmount = 37
    HealingDelay = 1000

   StartHealingDelay = 20000
    StartsActive = Yes
  End

 

 

  Behavior = AutoHealBehavior ModuleTag_AutoRep02Upgraded
    TriggeredBy = Upgrade_AmericaCompositeArmor
    HealingAmount = 9
    HealingDelay = 1000

   StartHealingDelay = 20000
    StartsActive = No
  End

 

 phase#3 repair: 3.0% maxHP/s, active after 60s of having taken no damage (adding +2% to the already active 1.0% to have a 3.0% hp reg going):

 

  Behavior = AutoHealBehavior ModuleTag_AutoRep03
    HealingAmount = 92
    HealingDelay = 1000

   StartHealingDelay = 60000
    StartsActive = Yes
  End

 

 

  Behavior = AutoHealBehavior ModuleTag_AutoRep03Upgraded
    TriggeredBy = Upgrade_AmericaCompositeArmor
    HealingAmount = 23
    HealingDelay = 1000

   StartHealingDelay = 60000
    StartsActive = No
  End

 

-"Solar Panels" for the Super Weapon General clearly aren't enough to keep the base properly defended or to expand; this unit should have it's own reactor inside it and add some energy to the general's economy: "EnergyProduction = 6"; eventually I'd even add a per Ion Power Plant purchaseable "Solar Panels" upgrade to install such panels on top of the structure, granting it +1 power for 300$, available after the main "Solar Panels" upgrade has been researched at the Strategy center

-income is also a huge issue for the Super Weapon General: defenses cost a lot; Saturns should have a Black Market-like money generating ability, increased by the "Supply Lines" upgrade but of minor effect compared to a Black Market; they should be capable of using Chinese Hackers' "Hack Internet" ability that makes them unable to defend the the base or construct but allows them to generate a bit more money than a Supply Drop Zone would, also benefiting from "Supply Lines" there

 -> that way Saturns wouldn't just drain the economy by their high price while adding nothing but actually be of use other than as missile defense and tanky but badly repairable unit with moderate AA capabilities

-special ability-wise I'd grant the Saturn the option to capture structures the unit is really close to by using a Black Lotus-like ability so that this unit can't just guard things but also take them

-as the unit is helpless against anything that stays stealthed I'd grant it passive stealth detection at half it's sight range; that's a reasonable area; exception should be mines and demo traps

-"Energy Capacitors" is available for research at the Strategy Center, even if the Centurion Tanks it is for haven't been selected as general power; I'd rather put this upgrade to use for the Saturn than removing it: increase the Saturn's move- and turn speed by somewhat between 20 to 40% and it's anti vehicle weapon damage by flatout +20% as it's currently laughable how long it takes the "super unit" to take out a single unupgraded, not propaganda tower buffed Overlord tank -> anti vehicle really needs more damage; anti structure and anti air damage is fine; perhaps it's time for a designated anti vehicle TERTIARY weapon for the Saturn that has more of a punch to it while the explosive damage type anti air weapon may also be used against structures so that the anti structure damage remains the same but just vehicles take more damage than currently from the unit

-the structure repair of the Saturn should also be buffed: It should definately be better at structure repairs than a Heavy Dozer and be the next step in structure repairs: 3% repair

=> this is much I'd modify but I view this as necessary; this unit hardly qualifies as super unit because despite being bulky repairing it is an issue so it's only strength is being able to shoot down general power projectiles, super weapons and missiles; that makes it more of a defense turret than anything else; a badly repairable one that, despite being a super unit, doesn't add much of value the base wouldn't have without it




#1046840 Contra Feedback

Posted by UsernameUsername on 13 January 2017 - 01:45 PM in Contra

Infantry General's sniper unit could just gain a new weapon each experience rank so initially they're able to one-shot infantry at experience level 1, then light vehicles at level 2, then anti air vehicles at level 3.

 

further playthrough:

-after Nuke General's intro I kept 2 of the cinematic tanks under my control which had upgrades I couldn't research
-vs Chemical General the message "Warning: Defiler has been activated" appears even if that structure has already been destroyed
-had a serious error crash vs Cyber General short after the intro; the 2nd time right after that it worked

-lots of pathfinding issues on Cyber General's map
-in my challenge mode run as Stealth General the Tank General was missing as enemy

-Stealth General's Ratel II lacks a LockWeapon Module

  Behavior = LockWeaponCreate ModuleTag_21
    SlotToLock = PRIMARY
  End

...which causes no issues aside from weapon selection jumping between both buttons while attacking

 

 

-I think there's no way to disallow Stinger Site infantry from giving bounty.

OBJECT:StingerSoldier

BuildCost = 300 ; -> BuildCost = 0

 

 

I tested something with stealth detectors: Added 2 to the same unit. One for infantry, one for aircraft. Both worked. So it's possible to add individual update frequencies and ranges for the KindOf unit types that should be detected by using a detector for each. Imo infantry shouldn't be detectable on the same, huge range as vehicles and aircraft.

 

All related to Stealth General:

Saboteurs being unable to use their EMP on cliffs:

I think that's due to how targeting in the game works. You can't shoot up a cliff (unless a siege unit) but you can shoot down. Units being on a cliff most likely confuse the targeting system and so these units automatically try to position themselves either at the top or bottom of a cliff to be ready to fire their weapon, whatever pathfinding tells them is better.

Could be solved by adding no line of sight requirement for the Saboteur's suicider weapon.

 

Jarmen Kell targeting issue:

Happens when Jarmen Kell is ordered to attack-move (pressing 'A' and clicking on terrain) while there's infantry and, for example, one of Airforce General's 'Security System' turrets within range (tested with his weapon upgrade researched).

 

Idea for Stealth General: Often he's helpless if the enemy spams detectors and keeps them behind defense. He could use an anti detector demo trap to prepare for incoming detectors before rank 3 + Palace + Azaraksh is built. Also imo Azaraksh missiles should always redirect to other detectors if another missile already destroyed one so that multiple of these defenses make sense instead of one at a time (required because of USA personal unit drones) and the missile system should be capable of firing over structures like a siege unit so that it can be placed behind defense, just like the enemy detectors, instead of in front of it and in a way that it doesn't block their line of sight & fire.

 

The Gun Buggy: The new selection jammer doesn't work vs AI. Had multiple Comanches of Airforce General affected by the beams, waiting at a position, then he just ordered them elsewhere. It's just the same as with the Jammer Station's black fog which should stop the AI from launching super attacks right into my base without terrain vision but doesn't. Maybe add an OverlordContain module with 2 Payloads, one for a selection jammer and one for a weapon jammer and that'll work - or just scrap the unit concept as it doesn't work vs the AI.

 

Stealth General's crate micromanagement:

Rather allow units to produce their own salvage crates on top of them with this general science at cheaper prices per science upgrade (I assume multiple CommandSet upgrades are possible as seen by fake unit construction) than forcing the player to spawn crates somewhere, then micro each single unit carefully not to waste crates and instead of creating a salvage crate dump area somewhere because of that mechanic. Units being able to create salvage crates on top of themselves is more manageable and wastes less time and space.

 

Fake units:

Can't yet be used for an ambush as I won't ever waste a GPS Scrambler on them - maybe allow purchase of an upgrade per fake unit that installs stealth in them, acting just like GPS Scrambler stealth so that fake units are ambush ready.

 

Sniper position:

I just don't get it what this structure should be useful for. I'd rather take the Angry Mob / Hazael which are better and mobile, no matter vs what compared to this stationary base defense. The Angry Mob is even cheaper. Maybe change that to a garrisonable structure for any 3 infantry units I want to put in there instead.

 

Most of Stealth General's ground units don't gain any damage, range, reload speed, mobility or 'usefulness in other ways' upgrades.

I rarely research more than Camouflage, Worker Shoes and Radar Van Scan at the Black Market and extended rocket buggy ammo and improved sniper rifles are most often useless, as the main problems the General faces are stealth detecting units, siege incapability and mines so that it takes him forever to overcome an enemy while the AI maphacks, bypassing stealth and Jammer Station. Non-biker Saboteurs and Hijackers can hardly be brought to the battle because they can't be produced by any mobile unit (*cough* *Command Truck* *cough* - maybe as option per general science) but require pre-built tunnels near the event taking place.

 

The game of power zapping with Saboteurs is too strong as it cuts radar, slows production and most super weapon timers. I'd just remove that ability for them and increase the money stolen by them in return because stealing money is hardly worth it currently while zapping power is too easy and widely affects the enemy. Also I wish there was a utility unit for the Stealth General which would have it's WeaponSet affected by the type of infantry inside with each type making sense and having a use.

 

Stand-still ambush units (Gun Buggy, Ratel II) should gain a deploy mode to stop them from chasing targets because if revealed they constantly attack and move to close targets on their own, even if they could enable stealth again by standing still they just won't do that and rather get themselves killed or more damaged by engage targets. Even spamming the 'Stop' doesn't help.

 

Scorpion tanks often waste shots on infantry they're not effective against and kill themselves with friendly fire if enemies get too close due to the blast range. Reduce the blast range, change their weapon type to one that can't attack infantry.

Gun Buggy: Shouldn't start attacking tanks etc., especially if infantry is around. I'd rather want their weapon's damage type changed to sniper (with the same overall kill time for infantry by adjusting the damage) than see them attacking units they're highly ineffective against. Maybe make them deal MELEE damage after the AP-Bullets upgrade, I don't know.

And MELEE damage should be changed to also be allowed to deal damage to all vehicles currently immune against that damage type. Just don't turn these vehicle into wrecks that can be captured at low health but allow their destruction by that damage type, just like by any other damage type usable against them. That would make Assassins less useless and the upgrade would be worth something against anything else but light vehicles.

Warrior (Infantry) give them a generic rifle and a silent kill knife attack (like Col. Burton) via weapon toggle button instead of a shotguns with low range and long reload times. A rifle instead of a shotgun makes them able to effectively garrison buildings without that lack of range issue, doesn't cause themselves to get overrun easily due to low range or get killed by friendly fire due to area of effect damage of their weapon and still allows a stealth gameplay by the added knife attack.

I've been thinking about Quad Cannon's firemodes: I'd rather have a weapon toggle for only ground units, only air units and hold fire, even if that means it can't attack ground and air units at the same time anymore but has to chose between those targets. It's actually more of an advantage if I can stealth them at will than it is if they always can attack everything. Applies for Aladdin, too.

Angry Mob often loses members while moving due to pathfinding not getting it right, which causes them to get revealed and attacked by air units -> I can't move them safely across the battlefield because of that. Better change their reveal condition to only while attacking and increase the time required to restealth.

I'd like the Toxin Tractor to become the contamination cleanup vehicle that GLA needs and to have the ability for that removed from GLA Factories and Command Trucks. Weapontoggle between regular attack, contamination cleanup weapon and hold fire and things can work.

 

I want to grant Stealth General's RPG Trooper some special ability or something special but got no idea so far. The unit is too generic with nothing special and useful.

 

Missile Silo defense can be removed or turned into the suggested all over the map missile attack, usable from shortcut bar as the howitzer does that job and I regularly don't use that unit anyway, neither for defense nor for offense as it's incapable of hitting moving targets, as the blast radius may reveal my ambush units, as the damage vs anything but infantry and light vehicles is pretty low anyway and as it just doesn't combine well with the rest of my arsenal.

 

Bomb Trucks would be more useful if an anti mine research was available for them (EMP mines would probably still cause an effect).




#1045451 Contra Feedback

Posted by UsernameUsername on 02 January 2017 - 02:09 PM in Contra

Thanks for the release of the new version Contra 009 Beta 2 and thanks for the Radar Van's "R" hotkey for shortcut usage.

 

Bugs noticed so far:

-Stealth General hotkey issues:

 -> Howitzer & Azarakhsh share the same hotkey "Z"

 -> Jarmen Kell & Biker Hijacker share the same hotkey "J"

-defeating Flame General brings up his correct text but the wrong audio; maybe when losing to him it's wrong too; have to check that

-the Stealth General's AI doesn't make use of the new defense structures (doesn't build any defense)

-Jarmen Kell's targeting still isn't working; I'll look into the armor files. It's most likely using DEFAULT values for units he's not allowed to attack but has damage percentage values above 0% for or maybe some other weird bug.

-Stealth General's new defense structures Quad Cannon and Anti Tank Cannon lack a proper Camo Net model

-Stealth General's new defense structure, the Howitzer Position always uses the Camo Net model, with and without Camo Net upgraded

-Stealth General's (probably all GLA's) Terrorists lose their CommandSet once Camouflage has been researched at the Black Market and can no longer be controlled properly (Fix: StealthGeneral.ini -> Object:Terrorist -> remove the obsolete CommandSetUpgrade module; probably necessary for all GLA factions)

;only Stealth General seems to be affected after looking at the .ini files
  Behavior = CommandSetUpgrade ModuleTag_ComSet01
    CommandSet = GLAInfantryTerroristCommandSetUpgrade
    TriggeredBy = Upgrade_GLACamouflage
  End

-Ratel II doesn't get the +1 experience level bonus from Stealth General's rank 5 science that adds +1 experience level to most of his units initially (intended ?)

-fake Gun Buggy: can still gather Salvage Crates and gain experience ranks from them; can probably also collect supply crates

-fake Rocket Buggy: Palace upgrade not applied

-fake Radar Van: stealth missing, Camo Net model missing, Palace upgrade not applied

-fake Aladdin: can't fake attack

-fake Ratel II: can't fake attack

-fake Hazael: can't fake attack

-Stealth General's BTR-50 (anti mine vehicle) is the only vehicle incapable of creating a fake version of itself

-bug: Sometimes ECM disabled units permanently lose their stealth after gaining normal status again; sometimes ECM permanently alters a unit's color

-bug: Losing an Oil Refinery and then regaining control or having it destroyed and capturing it again after it respawns doesn't reduce the vehicle and aircraft production costs anymore (at least on the skirmish map I was testing that: El Scorcho (4))

-don't know if intended or not and why: just the area effect of Tank General's ECM units disables Stealth General's Radar Vans and reveals them to the enemy, without them being actually targeted or hit by something or revealing themselves by doing something

 

Weird:

-I noticed some stuff I don't think is intended:

1) Infantry General's sniper infantry one-shot my Quad Cannon vehicle, as well as my Jarmen Kell on a 3/3 experiene rank each

2) stepping on a single non-EMP mine with Jarmen Kell killed him instantly (as Stealth General; forgot vs which General that was, just remember the event)

 

Other issues:

-Hijackers often just stop after having received their orders for no apparent reason

-using Airforce General's pilots in combination with vehicles sometimes causes them to becomes passengers instead of granting that unit experience; they sometimes just won't go to the airfield unit they are ordered to due to pathfinding issues; Pilots can get inside Pave Lows and any other of Airforce General's controlable air units but not inside Comanches

 

Questions:

-Any thoughts about a more active role for the Stealth General than cowering behind defense and standing somewhere, waiting for things to happen while the enemy may do other things somewhere else ?

-Throughts about this Issue: Hijacking + GPS Scrambler = turret units lack "Hold Fire", attack everything in range with no control to stop them from doing so, killing themselves due to their own stupidity and lack of control. How about adding an inactive stealth module to all USA and China units that don't already have stealth which allows them to attack without losing stealth but in turn they'll reveal themselves when taking damage ?

-Is it possible to grant a choice of installing either a stand-still but remain stealthed while attacking OR remain stealthed while moving but reveal when attacking stealth module per unit by installing an upgrade ?

 

Edit:

In the General challenge as Stealth vs Superweapons I was able to capture he Strategy Center and I think that was one of the things that shouldn't be possible.

Also I noticed that while Saboteurs can climb mountains they can't just use their EMP suicide on such a spot but will try to get on even ground again, don't know if that's intended that way.

Killing Stinger Site soldiers shouldn't grant any bounty value. Otherwise it's a farmspot that can result in an abuse of this game mechanic.

Area effect update frequency of anti mine vehicles should be faster so that it's still possible to die to demo traps but not to virtually drive onto melee range mines and trigger them anymore.




#1042965 Suggestions

Posted by UsernameUsername on 13 December 2016 - 06:57 PM in Contra

Well... my skill in editing things doesn't go beyond simple ini text editing and tinkering with that. I don't know how to create or edit maps, scripts, ai, models, decent looking textures.

Otherwise I'd help instead of bla bla bla.

 

Honestly I'm waiting for your update so that I get a chance to add something to that instead of doing something that might go contrary to what you're currently at - or be obsolete by then.

I'll see what I can do then.

 

Edit:

Currently at that:

-still trying to figure out a way to switch to more than one active weapon from hold fire; maybe there's a command or way as produced unit start in this all weapons active state

-idea of adding overlord contain to command trucks so that their object can provide an additional gps stealth module per truck lead me to this http://sleipnirstuff...ic.php?p=251486

-trying to impletement the stuff I suggested for stealth general as he seems pretty weak if attacked directly and stealth detection is somewhat odd

-still haven't tried if normal weapon and deploy weapon on one unit are possible

-still got no idea what to do with melee attack, just want to make sure that somehow assassins and jarmen kell aren't completely useless against too many units in the game

-upgrades are a bit chaotic to make use of

-there's some crash error with airforce general still, it seems, as some skirmish games with this general either played by myself or ai crash sometimes

-is it intended bomb trucks and saboteurs are capable of suicide bombing helix / comanche if under them while exploding ?




#1042819 Suggestions

Posted by UsernameUsername on 11 December 2016 - 01:20 AM in Contra

A word about the difficulty setting in the game:

Rather than just and only enabling more advanced tactics for the AI -or-

granting it more money -or-

more units -or-

a larger base -or-

something actually gameplay related (like allowing / disallowing certain units or upgrades or even super units or different build orders) the difficulty settings are mainly used to buff or nerf unit values for the AI and player.

 

I'd actually like the difficulty setting to not do that but something gameplay related instead, as mentioned. It's simply more fun if the difficulty setting actually means a different gameplay experience rather than always the same but with different unit values. Also different unit values are an issue to honest feedback as due to this value tinkering by the game the feedback is under the impression of these changed values and may be more or less off as certain units / tactics / generals seem stronger or weaker than they really are.

 

So I'd not allow difficulty setting to tinker with unit values because of that but with gameplay and AI behaviour.




#1040070 Suggestions

Posted by UsernameUsername on 18 October 2016 - 08:31 PM in Contra

Some ideas for the Stealth General (updated):

in general:
-structures that require neither a Palace nor rank 3 or above should come with innate stealth instead of requiring camo net micromanagement after each construction is finished or rebuilt, enabling the Stealth General to focus on his and the enemies' units instead of babysitting a base for camo net upgrades
-no single unit in the Stealth General's army should be able to detect stealth infantry, aside from the Angry Mob and the Gun Buggy (not even Assassins and Radar Van)
-Fake units need an overhaul to gain 0 damage attacks, if that's possible, maybe receive a +maxhealth upgrade within the Jammer Station and currently they don't show General science upgrades (+1 experience rank), unit upgrades that are made and even display the wrong upgrade cameos on some units; also some of them can gather salvage crates while they shouldn't be able to do that
-contamination removal shouldn't be he Command Truck's or Factory's job but become the Toxin Truck's job (see Toxin Truck entry)
-I feel like this General should be more bounty based so instead of researching a Worker Shoes upgrade at the Black Market it could be a +1 bounty General science upgrade (and a follow-up upgrade at rank 5 for +2 bounty)

shotgun infantry (Jihad Warrior):
-their issues: low range = more easily crushable, lots of friendly fire kills, getting shot by any other infantry with either range or damage upgrade once revealed; not being able to return fire from inside a building due to lack of range
-they should start with regular attack range but without the area effect of their attack; they should get a new weapon version per experience level, each increasing the area effect until back to the current normal but at the new range value due to the issues that come with low range

RPG Troopers:
-the free barracks command set slot from combining Saboteur and Hijacker into one unit (see below) could go to an infantry upgrade that allows RPG Troopers to place anti vehicle traps on the battlefield (very tiny radius but very effective against heavy armor); maybe have that require rank 3 or an upgrade

Saboteur & Hijacker:
-should be combined into a single unit as they already cost and require the same; also I tihnk this wouldn't cause any conflict as the Saboteur focusses on structures and uses a suicide attack while the Hijacker focusses on vehicles and doesn't have a suicide attack

Assassins:
-the infantry version should be allowed to move without losing stealth -> allow them to move in case they're about to be crushed by a vehicle without revealing themselves to all surrounding enemies
-instead of executing low health vehicle drivers they should benefit from the AP Bullets upgrade for increased damage and leave the driver sniping to Jarmen Kell or Hijackers, allowing them to attack hero vehicles and Cyber General vehicles instead of blocking the use of these other units because of their overlapping functionality; also this would potentially free up the MELEE weapon type as KILL_DRIVER exists for Jarmen Kell (dunno how Hijackers handle that, though)
-should gain a 2nd weapon toggle option which is a target pointer, increasing all damage against the unit it points on by [amount], usable on long range to support Mortar Buggies with a damage boost; or the Hazael; maybe after an upgrade

Jarmen Kell:
-should be able to simply attack units without vehicles drivers inside (hero vehicles, cyber general units) after the sniper rifle upgrade, just like Assassins should be, so that both of these units aren't completely useless against Cyber General and hero vehicles
-Jarmen Kell should always be able to detect mines and demo traps just like Burton and Lotus (for all GLA generals)

-he should be able to spawn Saboteurs instead of Jihad Warriors because those are a more fitting option in general

Supply Truck:
-should be immune to contamination (but not acid, if that's possible), just like the resource centers of all other factions; workers are still affected and that's fair, but not if the Supply Truck is affected, too

Command Truck:
-each Command Truck should gain +1 GPS Scrambler charging up, once constructed to allow true stealth gameplay without tunnel entrance fiddling for maximum coverage; maybe limit this functionality to rank 3 or a General science option; reason for this OP seeming idea: Tunnel Network + GPS Scrambler = more than 10 units receive stealth; it's already possible to easily stealth a huge amount of units BUT it's clunky gameplay and feels like abusing game mechanics so more (frequent) GPS Scrambler uses due to more Command Trucks would just make applying GPS Scrambler stealth less of a waiting for x units and positioning at Tunnel Network game but allow more fluid gameplay and stealth usage (also for hijacked vehicles)
-needs more health to not be destroyed that easily anymore; 2x health boost across all GLA factions recommended
-also needs +50% contamination resistance baseline because too affected by that as well
-should be able to train infantry if the construction requirements are met, just like barracks can to allow flanking enemies with infantry more easily; the exception are biker units

Radar Van:
-make the Radar Van take the Gun Buggy's role in terms of base defense: add the Gun Buggy's passenger slots & allow infantry to attack units from inside the vehicle; stealth remains and functions unchanged (passengers attacking doesn't reveal, moving neither; taking damage or attacking with anti detector missile does reveal); -> also see Gun Buggy changes

Amphibious transport & anti mine vehicle:
-instead of 4 passenger seats should have 6-8
-should benefit from salvage crate upgrades to increase it's armor and gain a medium hp boost at 2/2 armor as well as immunity to Jarmen Kell's sniper attack -> solely because of it's troop transport capabilities I'd like to have some health on that unit

Gun Buggy:
-change them from stand still paper bunkers to a highly mobile scout and tech building guarding unit by allowing it to move and attack without losing stealth; in turn remove the passenger seats but allow the AP Bullets upgrade to improve the gun's range and rate of fire a bit (enough to shoot a single Demo General Terrorist with improved suicide bomb without getting blown into pieces)
-maybe allow the weapon jammer to become an area effect with an upgrade inside the Jammer Station or once one is built and while it exists (if that's possible)

Rocket Buggy:
-their Palace upgrade should add a rocket scatter weapon to their command set, allowing them to use their rockets as a minor area effect (just like katyusha, but far less of an area covered) to make them more useful against hordes of enemies; more clearly explained: 3 weapons: 1) regular barrage attack, 2) scatter attack, 3) "Hold Fire" button, using the weapon's data but with the settings to make it only aquire but not shoot at targets while stealthed

Scorpion Tank:
-should no longer gain main weapon upgrades from salvage crates but armor upgrades instead to allow this unit to take some damage without easily dropping to low health or being destroyed (very important vs rank 3, 4, 5 enemies)
-the main weapon should stay the same so that it always uses the reload time and damage values of a 2/2 weapon upgraded Scoprion Tank instead of having all upgrade stages with different reload times and damage values; this is clearly OP vs single units but due to their long reload time and overkill nature any equal force will still kill the Scorpion Tanks if they are kept visible
-gaining experience level 3/3 should grant that unit a medium hit point boost; maybe only at rank 3 or 5 and not initially to compensate for air attacks or Overlord tanks one-shotting them usually (pre-armor changed at least)
-should gain the stealth version mentioned here ( https://forums.revor...13#entry1039695 ) to allow aiming in stealth and drive by attacks

-if possible grant this unit a deploy ability that uses the same weapon but with +25% range and -25% reload time (4s deploy time) to be able to support stationary defenses and create tank traps

Toxin Truck:
-shouldn't gain a weapon upgrade from salvage crates anymore (pointless), but instead an armor upgrade
-2/2 armor should grant immunit to Jarmen Kell sniper attacks as well as to any form of contamination (excluding acid, if possible)
-should come with 3 weapons: 1) generic attack which improves by experience levels, 2) anti contamination spray which is not affected by experience levels, 3) "Hold Fire" order
-the Bio Bomb upgrade within the Arms Delaer (vehicle producing structure) should become an upgrade that doubles this unit's anti contamination weapon's range and increases it's default movespeed a bit
-the anti contamination weapon shouldn't require line of sight but just to be in range for spraying at an effected area
-elite rank and 2/2 armor upgrade should add a minor +hp boost to the unit

Mortar Buggy:
-shouldn't be able to clear buildings; that's the toxin truck's job
-their Black Market upgrade should add a burst attack to their command set, allowing them to shoot 3 shots in a row, at 3 times the reload time after that, allowing hit & run
-rank 3 should grant them the range of other factions' rank 3 siege units after the Rocket Buggy upgrade in the Palace was researched, working for both weapon versions (they still don't have the powerful attacks these units have)
-the Elbrus Launcher should get an upgrade allowing them to attack with weapons leaving acid effects for some time on the area hit, damaging structures and vehicles some more, so that hit & run works even better

Bomb Truck:
-gains the mentioned Jammer Station upgrade vs mines after research (see Jammer Station below)

Mobile Elbrus Launcher:
-building requirements should change to Arms Dealer + Elbrus Launcher + Jammer Station
-should be globally usable after 5-7min charge time
-should use an EMP missile that deals no damage but can crash planes, Comanches, Helix' currently in the air in the affected area
-long lasting EMP effect, allowing to prolong time until an enemy can use General Powers, a super weapon or start producing units from a certain structure

-add an inactive stealth module to these which the GPS Scrambler will then use automatically without anything further required if these units receive stealth by it; this should be set to keep them visible for 10s after using their special attack and they shouldn't be able to use anything else but benefit from Junk Repair

Hazael:
-remove the sniper gun, add "Hold Fire", add seats for 3 RPG Troopers and an Assassin, allow passengers to attack enemies from inside the vehicle; only allow infantry inside but of any kind; when produced seats are all empty
 -> with proper infantry inside the Hazael can become a vehicle that's not as easily overrun by tanks as currently due to 3x RPG Troopers inside, that can still deal with infantry due to the 1x Assassin and that can also stealth transport infantry across the battlefield; still remains vulnerable to air units, just GLA will have trouble dealing with this unit (maybe remove stealth detection for infantry so that Terrorists and RPG units can still get close)
-Jammer Station, while existing, should cause a stealth upgrade for the Hazael that allows it to stay stealthed at all times (even while taking damage); is it possible to have a [while structure exist use this stealth, else use this stealth] functionality ? -> otherwise as researchable upgrade
-Junk Repair needs to be improved to not take multiple minutes but just as long as China propaganda bonus buffed units need to repair (not the improved version, just the regular one)

Missile Silo:
-turn from base defense structure to special weapon structure, usable from a side-menu button once ready
-2min cooldown per silo
-single explosive missile that works exactly the same as a regular explosive missile from this silo before the here suggested changes to it would -> firing makes the silo lose stealth for a short amount of time
-globally usable missiles that are somewhat annoying in low numbers but become dangerous in large numbers, forcing the enemy to either leave the base and to destroy them or to focus air, and potentially special attacks, onto these structures rather than the actual base or other units of the Stealth General
-the main idea behind this is that the explosive impact removes mines around power plants of China, Super Weapons General or Demo General structures so that Saboteurs can enter after a missile impact without requiring an anti mine vehicle along with being able to deal with stationary detector units far better than currently and also helping fixing the weak siege options of the Stealth General

Elbrus Launcher (structure):
-could get an upgrade that makes all units immune to Stealth General's own contamination effects and adds a 50% contamination resistance to all infantry (including workers), biker infantry and Buggy-based units
-could become one of the three requirements to produce mobile elbrus launchers

Jammer Station:
-should get an upgrade that allows anti detector missiles to not collide with anything anymore and to make them retarget enemy detector units nearby (which still need to be visible to be attackable); at the very least the retargeting option is relevant to not make all units waste their anti detector missile on some usa unit assisting drone and then the next and so on...
-another upgrade could add anti mine equipment to Bomb Trucks, allowing them to detect mines and making them immune to mines and to enable Saboteurs to merely detect mines but not to remove them; just so that Saboteurs can somewhat safely navigate around minefields
-another upgrade could add a slight HP boost to Saboteurs and improve their effects (longer lasting, more powerful effect -> stealing money becomes more valueable); or the just before mentioned one could do this but than it needs to cost a lot, too
-the local effect of each Jammer Station should be globally usable instead, maybe at a reduced area and / or duration for better balance
-another upgrade should be for the Hazael and allow that unit to remain stealthed at all times (this means: also while taking damage)
-could become one of the three requirements to produce mobile elbrus launchers

Sniper Sites:
-remove them and replace them with the anti tank base defense structure the Demo and Assault General are using; the Stealth Generals doesn't need Sniper Sites: he already has a bunch of snipers (Assassins, Jarmen Kell) and detectors (Gun Buggy, Radar Van, Hazael, Angry Mob) - he just doesn't need this at all; but tank defense is required as no single unit in his army is made for direct assault, except for the Hazael; everyone else is either low health or long reload times
 
Demo Traps:
-increase build speed by at least 20% -or- have them have innate stealth while being built, if possible so that it's possible to place some on the field without showing the "under costruction in this area" indicators

Saboteur & Hijacker:
-combine them into a single unit that can do all of both -> they already cost and require the same
-see Jammer Station for new upgrade ideas

Stealth General science:
Rank 1 science:
1) Fake units:
Fake units need to be fixed to properly represent upgrades (researched, salvage crate turrets, experience rank) and to possibly use fake attacks; maybe receive a Jammer Station upgrade for more health - or this General science could enable that

2) Anti detector missile:
Should just arrive asap at the target location instead of taking so long as it does currently and gain a cooldown reduction per rank gained; maybe instead this could be upgraded to allow anti detector missiles to not collide with structures and to redirect to other stealth detectors nearby (Frog Missile-like)

3) Anti Air Radar:
Gun Buggy, Radar Van, Hazael = anti air radar structure science isn't a good option and can be replaced -> lots of upgrade and unit change ideas could take this place, like the Command Truck being able to train infantry (excluding biker units) by picking this -or- being able to use the RPG Trooper's anti tank mines with this etc.; new ideas would be a health boost for structures for research with this General science picked -or- allowing RPG Troopers to use a Scorpion Tank-like blast attack that ignores EMP effects (maybe for Stinger Sites vs ground targets, too) -or- the mentioned bounty system to focus more on unit kills than on economy build up -or- minor selfheal for all (lone) infantry across the map -or- better engines for slow and clunky units -or- cheaper demo / anti tank traps (replacing worker command set buttons for traps with cheaper built versions) -or- allow production of Radar Vans inside Arms Dealers

Rank 3 science:
1) Selection & Order Scrambler:
Should be removed because that's what the Jammer Station should actually do and be replaced with an option to spawn some Scorpion Tanks (if possible: 1 at rank 1, 2 at rank 2 etc.) -or- could be required to enable the recommended target pointer for Assassins

2) Spawn Hijacker / Saboteur:
If Saboteur and Hijacker are combined into one unit, as recommended, one of this becomes useless -> enable the freed up General science should become the "create a tunnel network entrance at the target location" option (and come with innate stealth because this is the Stealth General)


Rank 5 science:
1) Toxin Plane:
This is absolutelty contrary to all the Stealth General uses, needs and has upgrades for -> remove this; instead make this a requirement to grant rank 3,4,5 or Palace requiring structures innate stealth and give it a proper name for the new functionality

2) Create a Tunnel Network Entrance:
Recommended as rank 3 sciene instead of rank 5 to support flanking and surprise attacks from earlier on than with rank 5. Recommended to change this to allow Assassins to move without losing stealth -or- to allow the Hazael to remain stealthed even when taking damage (maybe both, it's rank 5 after all).

3) +1 experience level:
This is fine and useful and can stay.

 

Other:

Maybe add the stealth version I mentioned earlier that doesn't break stealth on attacking a target but does so on taking damage, contrary to the regular GPS Scrambler stealth, better for stolen vehicles that lack a "Hold Fire" button.




#1039695 Contra Feedback

Posted by UsernameUsername on 12 October 2016 - 01:06 PM in Contra

Ok... I don't know how or why I got that fucked up but:

 

To make a unit aim while stealthed and attack the target it's aiming after toggling from "Hold Fire" to it's weapon it needs 3 steps:

 

Step 1) to make the dummy weapon capable of targeting units as the main weapon would copy the main weapon's settings and add:

 

PreAttackDelay = -1 ; <- THIS makes the unit never attack while it still will try to get in range and aim at the target. The remaining settings are copied from Scorpion tank's primary weapon.
PreAttackType = PER_CLIP ; <- It seems it doesn't matter whether it's PER_CLIP, PER_SHOT or PER_ATTACK

 

Step 2) to remain stealthed while aiming with the dummy weapon while becoming visible when attacking

Add a stealth module to the desired unit. The GPS Scrambler or any other stealth applying effect will work with the settings made there without anything further required.

 

  Behavior = StealthUpdate ModuleTag_Stealth
    StealthDelay                = 2000 ; msec
    StealthForbiddenConditions  = FIRING_PRIMARY
    FriendlyOpacityMin          = 50.0%
    FriendlyOpacityMax          = 100.0%
    InnateStealth               = No
  End

 

This will then be used by the game even if the unit receives stealth from the GPS Scrambler and causes the unit to stay stealthed while aiming with the dummy weapon and to reveal itself when firing it's primary. It's also possible to list more than one weapon by, for example:

StealthForbiddenConditions  = FIRING_PRIMARY FIRING_TERTIARY

 

Step 3) to have the unit aquire targets while stealthed use "AutoAcquireEnemiesWhenIdle = Yes Stealthed" within the turret module:

 

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes Stealthed
  End

 

=> This works great to drive by, unstealth, hit different targets within range and quickly restealth compared to as of the 008 version: pre-positioning the units, spam-clicking the target, hoping they'll attack it and not being able to aim while stealthed. With this the tanks will be able to aquire targets while stealthed and attack whatever they're aiming at on enabling the main weapon again. Due to the non-firing dummy weapon with the main weapon's values it's also possible to aim at a specific unit with proper range etc. Unstealthing would make the units attack that picked target then. If the "Stealthed" entry is missing this will require an extra click and drive by attacks aren't possible anymore while stealthed because targets won't be auto-aquired anymore then while stealth persists.

 

I really don't know how I fucked up that hard explaining that at first and why I didn't list all the other relevant stuff.

 

Anyway that's how stealth becomes more fluid for hit & run.




#1039325 Suggestions

Posted by UsernameUsername on 04 October 2016 - 05:53 PM in Contra

--Airforce General--

Issues, thoughts:
-Sentinel Drones seem to get stuck or not to move where ordered to at times; they're the only units in the game with which I often had that issue so far
-the Airforce General has too many bombers: F16, Aurora, Chimera, Wyvern; F16 is relevant because Airforce lacks any siege vehicles and it's cheap but useless if there's enough money because it offers nothing of value for lategame; Aurora is ok but I kinda wish it could gain a different attack mode from research or General science; Chimera is balanced but obsolete if there's enough money at rank 5 because the Wvyern does everything the Chimera does faster, better and more secure; also the Chimera is slow, has low health and takes an eternity to reload; the Wyvern is overpowered in my opinion as it can destroy a whole bunch of units and buildings in a single attack with little to no risk and is pretty much unstopable due to stealth, Aurora-Bomber-like attack mode, good speed after attacking and lot's of health
-the F16 needs anything to stay relevant in the late game; maybe use Col. Burton as target marker for extending the unit's (and Pave Low's) range instead of calling in other aircraft himself; or turn it into a defense-enhancing unit by allowing it to deploy minefields; or turn it into a base structure and ground unit support unit by allowing it to deploy a repair area effect for some time at the targeted area; or add some sensors to it that detect stealth buildings; or add stealth to them

-F16 bombers may be too strong against defense right from the start, as 2 of these can destroy a single defense structure instantly; the only reasons to use them in the late game are because they're cheap and can deal well with defense but aside from that they're completely replaceable; so they should get something at rank 3-5 that keeps them relevant aside from their low price; Maybe they could serve as secondary anti vehicle fighters aside from the F18 that start with 25% damage dealing Frog Missile (mini Frog Missile) and 100% on the actual target, benefiting from the Frog Missile upgrade, just like the F18 and with weapon toggle for either bomb or missile
-the Aurora would be more interesting with an additional (researchable / General science ?) attack option (deployable EMP mines to help the basic defense a little bit doing it's job better ? -> maybe with 1 point in a General science); while the Aurora is good it's also boring to play with
-the Chimera is balanced (except for it's missiles spam) but takes far too long to reload
-the Wyvern should be toned down or actually be replaced because there are 4 bombers the Airforce General has already; and imo this unit also covers far too much of an area with it's huge damage
-sometimes landing units hover down super slow towards the levitation pads to reload, which takes so long that it's worth mentioning
-the Pave Low often misses the point it was actually sent to by a fair distance and may leave an assigned position just to attack with it's nose gun, getting shot, eventually; also it often causes more harm to own units than to enemies with it's behaviour of launching missiles at everything (which is also annoying when a building should just be cleared of enemy infantry instead of slamming missiles against it); so all in all the locomotor of this unit needs to be fixed so that it doesn't miss the point it was actually sent to anymore and I'd like a complete "Hold Fire", "Grenade Launcher", "Missiles" option to stop it from doing stupid things and being so annoying to handle that I don't want to use that unit anymore
-loading Pilots into Pave Lows often uses them as Passengers instead of granting these units experience and I don't know of any way to fix this
-Col. Burton doesn't gain any experience from called in airstrikes on enemy positions also I think he'd be better suited as target marker for F16s and Pave Lows
-launching scout drones with a Comanche sometimes completely and multiple times ignores the actual target area and just spawns the in whatever direction the Comanche is currently turned at, moving towards the first target in that direction and staying there instead of the acutally selected position
-Comanche's scout drones don't explain in their tooltip what they can detect
-when attacking hostile aircraft Comanches do area damage, often causing them to harm or destroy each other; recommended to disable that as their anti air range is pretty low or completely remove their ability to attack other air units (at least with rockets)
-the F18 Hornets should imo start with a weaker version of the Frog Missiles upgrade that only deals somewhere around 25% or 50% the original missile's damage and the actual Frog Missiles upgrade should make them act the same as currently; the reason being anti air not having to target air units with micromanagement but the Airforce General has to use micro management to target them one after another
-JSFs are often useless to me; their anti vehicle role is taken by F18 once they get a Frog Missile upgrade as those are cheaper, faster rebuilt, benefit from the same upgrades and perform similar or better against vehicles;  for the area effect Aurora Bombers work similar, even in terms of bomb drop delay but instead of stealth they use attack speed immunity; the Aurora can, however, attack infantry and performs pretty well instead of pretty bad against structures for around the same price, functionality, production speed and build requirements; also the JSF is completely replacable by the Wyvern; in conclusion the JSF should be removed or redesigned; or just remove the Aurora as the Airforce General already has 4 bombers; still the JSF needs something that makes that unit useful and role specific; how about leaving a very short enemy-only emp effect after projectile impact in the area so that there's less fire returned ?
-Comanches often get themselves killed with attacking units they're just ordered to pass by instead of attacking them because they're always attacking everything in range; if possible a weapon toggle (once stealth has been researched): "Hold Fire: On / Off" would be nice
-Supply Zone drops (crates) sometimes miss their target area and need to be collected manually
-dislike how all bombers try to auto attack base spawned units, causing them to destroy their own or other units' airfields
-often destroyed drones couldn't be rebuilt for my basic Patriot defense, sometimes it was possible, most times not; reason unknown

Other do wants:
-I'd like an upgrade per airfield that increases that airfield's reload and repair speed (if possible)
-I often wished for snipers, not such with stealth detection and stealth, but just a sniper rifle, maybe even with a reduced range but something that can actually attack infantry aside from generic infantry and the Humvee (Pave Lows cannot be trusted with not blowing up own units !); would often even put 1 General science point in such an option if it existed; maybe this'd equip generic soldiers with a tertiary weapon choice (sniper weapon), once bought for them and being able to buy it is what the General science is for
-an autorepair upgrade for Sentinel drones would be nice; doesn't need to be any bit potent, just exist; maybe unlocking itself at rank 3, maybe after a research
-better defense would be nice every now and then; thought about a 2 point upgrade General science: 1st improves the regular Patriot defense with small health boost, medium resistance to explosions (suicide), small resistance against chemicals and heavy tank attacks along with 20-40% faster projectiles (no range bonus) and a minor reload speed bonus; 2nd point requires a point in the improved Patrtiot defense General science and upgrades the Colossus with it's Sparrowhawk to suffer far less from damage from the Colossus' Sparrowhawk's own projectile (or disable the friendly fire of it), slightly increases the Colossus' health and also increases the Sparrowhawk's projectile speed by 20-40%
-kind of want an armor upgrade for the Humvee as this unit can transport a lot of unit but takes only 1-5 anti tank projectiles to be killed, depending on what's attacking; mostly 2-3 shots are enough to also lose all units inside; maybe as generic upgrade, maybe as per-unit-upgrade
-kind of want a evasion research for personal drones, allowing them to have a chance to dodge any kind of attack against them (or to autorepair themselves)
-kind of would like the Airforce General's tank to benefit from the Dozer's Diesel Engine upgrade
-think the Humvee's rocket upgrade is utter crap, neither worth cost nor time, not just because this unit is rarely used and destroyed easily but also because it sucks with it's disappointing, low damage
-I'd like the Darkstar spy planes to be available as Comanche-type units that don't require a slot in an airfield, don't cirlce around so that they may be discovered / shot down; maybe redesign them as heilcopter types and call them drones, maybe allow this one alternate type for construction if the General science for deployable Scout drones was selected
-kicking around the idea of granting sentinel drones the deploy ability which makes them lose their stealth for the time deployed and just increases their sight radius a fair bunch for as long as deployed, if that's possible
-I'd like the barracks option to produce not just 1 pilot but any amount of 1x, 2x or 3x (or have a veteran / elite / hero version, comes down to the same) for the multiplied costs
-thought about a support Chinook at the Special Levitation Pad which helps to repair structures it's around and can load 1 Dozer at a time, passengers can't attack, can self-repair to make base maintaneance less micro and helps to focus on rebuilding aircraft, extending the base and planing attacks

Other:
-the Pilot Training General science should make clear it's just for landed aircraft
-I'm pretty sure Clogged Engines, one of the Chem General's upgrades, is overpowered as this is area stackable to a pure insta-kill flyzone and it's not clearly visible where that starts and ends and the effect itself is far too strong, imo
-Airforce General's AI version uses it's innate maphack to constantly attack and destroy Dozers; with the omnipresence and maphack of the AI combined with the speed of air units this makes me feel like playing against a cheater and is not so much fun although I've learnt how to handle that one; the issue is that GLA doesn't use dozers but the other factions do and one F18 kills a Dozer while GLA can't be harmed at all by F18; only buildings face the same odds across factions
-3 airfields full of F16 and I can insta-destroy an enemie's Command Center; maybe increase F16 build time a little or that of the airfields
-Is it intended that the building upgrade which attaches a gun to a building can be destroyed by area effects ?
-I think the anti mine vehicles across factions should be far more resistant to any type of contamination (fire / chemicals / radiation) and explosions




#1039238 Suggestions

Posted by UsernameUsername on 02 October 2016 - 02:48 PM in Contra

Hi. Some of this is just for summary, most is new.

I've got questions:

-Is it possible to set a GPS Scrambler cooldown depending on how many units were affected by the effect ? Asking because this would allow less clunky gameplay. Less clunky means not having to wait for a whole bunch of units to fit in and place around a tunnel entrance / exit but being able to play with a dynamic GPS Scrambler cooldown for getting rid of the either waste potential or wait a lot issue.
-Is it possible to have base defense that uses vehicles as garissoned units ? Stealth general could need that to fix his weak, not well working base defense. His base defense is expensive, yet incapable of stopping most units aka doesn't do it's job.

--Stealth General--

Generic issues:
I think the Stealth General would work better if all of his basic buildings (basic = those that require neither rank 3 or higher and neither a Palace) had innate stealth. That'd allow him to actually construct buildings near enemy bases unseen. A Jammer Station research could enable such innate building stealth also for any non-basic building.

All the basic units shouldn't waste the GPS Scrambler but get a camo net upgrade, just like the Radar Van for the other GLA factions to receive stealth. Non-basic units would still require a GPS Scrambler.
Maybe it's possible to grants units a "Remove Stealth" upgrade that gets rid of one type of stealth to install another as each unit can only benefit from one type of stealth, maybe it's not possible.

There should be 2 versions of the GPS Scrambler:
1) working as currently: attacking reveals, taking damage doesn't -> via regular GPS Scrambler
2) attacking doesn't reveal, taking damage does (Hazael version) -> via Jarmen Kell GPS Scrambler; this type of stealth would be extremely useful for escaping with stolen vehicles who have a turret and lack a "Hold Fire" option so that the enemy can chase and eventually kill them while they don't stop attacking anything in range

Contamination is a huge problem for the GLA as it lacks a specialized unit to deal with this but even more so for the Stealth General because of all the low health vehicles he uses and because it breaks their stealth.
It'd be ideal if GLA workers could get an upgrade that'd enable them to use a contamination cleanup weapon while also receiving minor selfheal and at least so much resistance to contamination that they can deal with it without dying if a Command Truck supports them. Preferably at rank 3 after an upgrade for them.

Stealth detection of infantry should work different: Only generic combat infantry and snipers should be capable of detecting stealthed infantry across all factions (edit: I should clarify "snipers": Jarmen Kell, Assassins and Pathfinders.). That would make stealth infantry far more useful for surprise attacks. This detection should also be active for units inside a transport to still be able to face a faction with snipers as a faction with none.

Money-wise maybe design that general so that he's more bounty based ?

As base defense I'd like to see the Sniper and Stinger Sites removed. They just don't work. The buildings can easily be destroyed and the soldiers of these buildings are affected by radiation, toxins, fire, snipers, microwave tanks, ecm tanks and completely incapable of dealing with heavy units as well as any kind of siege units. If vehicle garisson works replace these sites with fortified vehicle defense structures that completely protect the vehicle inside from all harm until destroyed and allow the vehicle to fire at targets from inside.

The Fake Units need some overhaul. Some of them show upgrades the Stealth General doesn't use, none of them show any upgrades as they've been researched, none of them appear as veterans or better after being spawned, some of them are capable of collecting supply crates and interacting with salvage create, (I think, not sure anymore. Maybe it was the other way around.) while they shouldn't be capable of that. Is it possible to grant them 0 damage fake attacks, maybe EMP type ones with a 0 value (wonder how mines react there) ?

Small patches of long lasting effect EMP mines would help defending the base, maybe spawned by the anti mine vehicle.

The Stealth General's Tunnel entrance spawned by General Power should be able, just like any of his buildings, to receive stealth.

Idea to replace the rank 5 power of the toxin plane for Stealth General (as he doesn't need that most often because it's weak and neither it nor the effect receive any upgrades): System Hack. Globally disalbes all factories, General powers and superweapons of all enemies of the player using this special power. Lasts 15-30s (design decision) -> allows to buy precious time when facing enemies with multiple super weapons and to push into an enemy base without fearing freshly produced units for some time.

Hazael:
Main issues:
-costs 5000 $, same as the Airforce General's Wyvern super bomer yet is worse in everything except for stealth detection
-can easily be overrun by vehicles due to the long reload time
-is mediocre to good against vehicles, good against infantry, mediocre to bad against base structures, useless against air units, overall too weak for a super unit
-performs extremely poor against structures, even if it's base defense
-can't remove mines on it's own so after detection them the Hazael has to wait for another unit to come and clear the minefield or ground attack bit per bit, taking some time and micromanagement; demo traps = fake unit = no problem though
-the Junk Repair upgrade on this unit has such a minor effect that it takes multiple mintues to repair it from heavy damage and sabotages that unit's "on the field" playstyle; thus should be buffed in it's effect

Suggestions:
-remove the sniper gun, add a "Hold Fire" option
-add 4 seats for infantry passengers, allow passengers to attack other targets -> 1x Assassin = good against infantry again, 3-4x RPG Trooper = not that easily overrun by heavy tanks and bomb trucks anymore
-also with "Hold Fire" for the Hazael and it's passengers this unit can be used to stealth-transport infantry across the battlefield
-eventually add a personal anti-mine field or immunity to mines to be able to actually infiltrate an enemy base (infantry inside may still step in some mines on exiting the vehicle then, though)
-either improve the Hazael's rate of fire or allow salvage crates to upgrade it's main gun
-eventually keep the Hazael stealthed at all times, so that this unit requires the enemy to use detectors or attack the ground / area

Scorpion Tanks:
Main issues:
-easily destroyed, even at elite level
-slow and no speed upgrade in exchange for the missing Scorpion Rocket upgrade
-lot's of wasted damage by overkill on an enemy target, after that forced retreat due to long reload time
-different reload times per weapon upgrade stage forces units ready to attack to wait for those with stronger weapon versions which have even longer reload times if they're required for an ambush; thus stronger weapon means the Stealth General may burst kill a target but pays in time for that

Suggestions:
-would like them to gain some armor upgrade at rank 3 when the other Generals get better tanks, eventually along with the Junk Repair upgrade; at some point something tanky is needed and Stealth General has nothing tanky but the Hazael and that requires rank 5; air units, suicide units and anything anti tank can still deal with them nevertheless
-some extra speed would be nice to be able to travel around enemy positions faster and start flanking attacks, eventually at rank 3, eventually minor right from the start and major at rank 3 and / or after an upgrade
-for generic tank-to-tank battles without any ambush intend a tertiary attack option should be available right from the start which simply attacks at a rate similar to other generic tanks and their dps; it's the best solution to fix the overkill + waiting for reload + getting killed or base gets destroyed in the meantime issue
-it'd be nice if Scorpion tanks could transport 1 infantry unit inside which spawns with ~20% remaining health if the tank was destroyed and cannot attack from inside; would make it somewhat less predictable for the enemy what kind of force he'll fight; maybe that should be limited to certain types of infantry, too
-placeholder: dummy weapon for hold fire should use the original weapon's data but without trying to attack anything so that turret aiming is possible without losing stealth; got that working without dropping stealth, forgot how, had to do with China Overlord tanks
-the weapon with the high damage and long reload time needs a static reload time across all of it's upgrade stages so that units with different upgrade stages don't constantly have to wait for the unit with the highest reload time but so that all share the same reload time

Jarmen Kell:
Jarmen Kell should be further redesigned. He should be able to detect mines and demo traps, just like Burton does. Sandstorm is nice for a start. It'd be nice if the infantry he spawns was somewhat mixed instead of just getting basic attack infantry. 1 Saboteur, 1 Hijacker, 2 Terrorists and 2 RPG and 1 shotgun infantry would be nice. "Snipe Power Link" should be capable of also detonating all mines around the targeted buildings so that infantry could pass by the affected building. His GPS Scrambler should also become a globally usable ability to reduce clunky gameplay.

Mortar Buggies:
Because of the lack of long range siege units it'd be nice if Mortar Buggies would get a tertiary attack firing 3 shots in a row at 3 times the regular reload time after that for hit and run, either initially available or after their research.

Basic shotgun infantry:
They often harm other shotgun infantry due to the area effect and their low weapon range makes it easy for enemy vehicles to crush them. Recommend increasing their range to two third of that of regular infantry.

Mortar Buggies, Elbrus Launcher:
Because of the lack of siege options for the Stealth General and the lack of upgrade options by the Elbrus Launcher I though: Maybe turn his globally usable Scud units into actually usable siege units supported by Elbrus Launcher upgrades to be capable of dealing not just toxic damage but to also switch between toxic and explosive [and with the Jammer Station another toggle for EMP] missiles ? Just an idea, as this general doesn't really need toxins. They don't benefit him. If there's still no siege unit capable of dealing with rank 3 defense at rank 5 the Elbrus Launcher should get an upgrade for the Mortar Buggies that increases their range enough to not be within range of rank 3 defense anymore (unless it's siege type defense like Tank General's) and makes them deal a lot more damage to defense structures.

Assassins:
These are weird. They're good against infantry and light vehicles so exactly that what you won't need most of the time. Also they can kill a vehicle driver after shooting a vehicle down to red hitpoints which isn't needed at all because if I want a specific vehicle I'll either use Jarmen Kell or a Hijacker. What's actually needed is a siege option to pierce the wall of fortification around any enemy base. Is it possible to grants them a target marker so that Mortar Buggies get some extra range or damage when attacking the marked target / area ? Otherwise I'd rather like them to have a weapon toggle between sniper rifle and EMP beam because that's what actually works as counter against Overlord class tanks and would help me to shut down China's ECM tanks which divert my Rocket Buggys', RPG Troopers' and Stinger Sites' missiles. Biker versions can stay with just snipe but should maybe get infantry-only snipe and an actual "Kill Driver" 1.4x cooldown effect instead of being required to shoot at Overlord tanks down with bullets (at least let them benefit from the AP Bullets upgrade then). Also because they're slow and vulnerable as infantry I'd like their infantry version to stay stealthed while moving as Biker Assassins + GPS Scrambler can be fast and stealthed while moving.

Jammer Station:
I'd like to get that building's effect usable across the map just like any other special ability. It's clunky and doesn't help most of the time that it's forced around the buildings. Maybe the Assassins could get their EMP beam from an upgrade here.

Gun Buggy:
Speed: Wonderful. Sight range: Wonderful. Jammer: Wonderful. Everything else: This just doesn't work. It's a good unit for guarding and maybe surprising an enemy but it's constantly doomed and thus doesn't work. Maybe remove the passenger seats and give them to the Radar Van for in turn allowing that unit to remain stealthed while moving. It just can't deal with any damage, not even area contamination. Also standing still is the last thing you want to do in any battle. I'd like to keep this unit as anti capture guard and aircraft attack blocker that it is but not as paper bunker that isn't even immune against toxin puddles spilled by any killed GLA toxin tractor version.

Stationary anti detector defense building (Azarakhsh, i think):
Needs either innate or after upgrade to be able to redirect it's anti-detector rocket to other detectors close by, just like the Frog Missile upgrade for the Airforce General so that multiple of these structures don't waste all their shots on the first in range target. Also the rocket height and flying arc needs to be high enough to bypass generic buildings (or not, design decision).

For one of the Stealth General's weaknesses I'd like his Radar Vans to be incapable of detecting stealthed infantry while his shotgun wielding infantry and Assassins would be capable of that. Would make them base guards, add a characteristic weakness to that General (Burton, Lotus, any stealth infantry can invade without guards) and give the basic infantry a role later on in the game aside from capturing.

Demotraps:
An upgrade that adds a weapon choice would be nice: Either regular area blast (current blast area) or specific anti vehicle blast (far smaller blast area but far stronger vs vehicles and heavy vehicles).

Rocket Buggies:
Tertiary weapon selection for a Katyusha-like rocket scatter when attacking (but far less of an area covered, just minor rocket scatter, just so it's not all overkill damage on a single target) would be nice because of the huge amount of damage that these waste on a single unit when multiple targets within range exist.

Bomb Truck:
It'd be insanely helpful if those would get an upgrade to become immune to mines, most likely even OP, if there's a lack of sensors and defense.

Command Truck:
I think that one needs a different type of armor across all factions. It mustn't be that a single airstrike can get rid of multiple of these. They also suffer too much from any form of contamination. That amount needs to be reduced, it's just absurdely high. For Stealth General I'd also like these to be able to train all types of infantry units so that one camo-netted Command Truck (if that idea makes it) could help resupply the front lines with Hijackers and Saboteurs without having to micromanage the tunnel networks all the time or being reliant on base structures (other than as building requirement that needs to be fulfilled). This would improve infantry mobility and help restocking the front lines as well as with flanking. Eventually Command Trucks should be 8 passenger transports, too.

Saboteur:
Money stolen from enemies pretty much isn't really worth it. At least I think so. It's only a very tiny amount for sneaking into one of the enemie's usually heavily defended buildings. Maybe increase the value or allow a constant drain.