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#321 Pendaelose

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Posted 16 November 2005 - 01:08 PM

Afaik, it is impossible to do with code only. But one can execure a script that will make buildings neutral (not sure if it will work in multiplayer).

<{POST_SNAPBACK}>


hmmm Oh well... it was an idea only... I've found a balance work around. the Missile silo doesn't have to be the top-tech sperweapon. if it only kills infantry and vehichle crews then it is a good intermediate structure.

thanks.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#322 Pendaelose

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Posted 18 November 2005 - 05:21 AM

here a new one... ...

I've built a new type of Scud Storm type superweapon... but when the missiles launch they don't go anywhere, they just sit and wobble at the launchpad and never fly away... its like they don't have a target. I coppied the code for the Demo_scudstorm as closely as I could for what I needed... what causes that type of bug?


EDIT: Nevermind... I fixed it, I don't know what was wrong, but starting over took care of it.

Edited by Pendaelose, 18 November 2005 - 06:22 AM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#323 Phoenix911

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Posted 18 November 2005 - 02:03 PM

here a new one... ...

I've built a new type of Scud Storm type superweapon...  but when the missiles launch they don't go anywhere,  they just sit and wobble at the launchpad and never fly away...  its like they don't have a target.  I coppied the code for the Demo_scudstorm as closely as I could for what I needed...  what causes that type of bug?


EDIT:  Nevermind... I fixed it,  I don't know what was wrong, but starting over took care of it.

<{POST_SNAPBACK}>

That would have been funny to see ^^
gla finly not getting technolage to work lol.
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#324 JPSC

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Posted 13 December 2005 - 06:41 PM

In the new mod, can you take over an enemy command center and build their stuff?
Like in the original, where you could be China and take over a GLA cmd center and then build the slaves to build GLA structures.

#325 Pendaelose

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Posted 13 December 2005 - 07:08 PM

In the new mod, can you take over an enemy command center and build their stuff?
Like in the original, where you could be China and take over a GLA cmd center and then build the slaves to build GLA structures.

<{POST_SNAPBACK}>


no capture rules are still restricted.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#326 Guest_Deimos_*

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Posted 23 December 2005 - 02:57 AM

Well, er... First of all, Hi...
I played Contra in Singleplayer and LAN with my friends since the 002... however the 004 has some nice units and stuff, but the promotion system is kinda of boring... The previous version was made a patch that would disable the promotion system for the fact of unit and structure construction, can someone just, explain to me how to disable this?... How to edit the INI file to disable the promotion system... Its really but really boring... ( Multiplayer cant save, so for quick games its baaaaad ) Can someone help plz?

#327 Phoenix911

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Posted 23 December 2005 - 03:16 AM

U can still have a quick game on multi ^^.
i am not sure how u can remove it, BUT if u have a big editor u can always edit the rank.ini file and change how much experican u need per level.
U will ned to edit anybody else rank.ini file tho aswel if u don't want mismatchs.
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#328 Guest_Guest_*

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Posted 23 December 2005 - 03:35 AM

Hmmm... No, its not what I want... I wonder if someone can tell me that... And no Remix 2.75 isnt what I want either... The very low prices make the game... A little "rushed" and I hate Rush-type games...

#329 Phoenix911

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Posted 23 December 2005 - 03:55 AM

No i know that not what u want ^^ but your saying it takes too long the set up but thats because the ranks up are long between each other simply making them closer together woul speed your game up.
I am not sure how to remove it entialy
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#330 Rosco9487

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Posted 23 December 2005 - 05:28 AM

You would have to open all the faction INI files and remove the rank requirements from all objects that use them.

#331 prophet of the pimps

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Posted 23 December 2005 - 08:36 AM

you guys should move from using csf files to .str file. they are compatible with any language version zerohour. csf format sometimes gives problem with versions that are not english.
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#332 Guest_Guest_*

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Posted 23 December 2005 - 12:32 PM

ok thx, ill try that

#333 Guest_Guest_*

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Posted 23 December 2005 - 11:58 PM

what you dont like rush why your plying online because in my exp their first tactics is rush for the genprom if the enemy are weak crush them aprt and you move to another enmy ilike rush bec. is suprized my enemy and show them how to win games

#334 Pendaelose

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Posted 28 December 2005 - 06:39 PM

Hmmm... No, its not what I want... I wonder if someone can tell me that... And no Remix 2.75 isnt what I want either... The very low prices make the game... A little "rushed" and I hate Rush-type games...

<{POST_SNAPBACK}>


Most folks would expect me to be upset LOL but I actualy agree, thats why Remix3 is almost completely different from the older ones...

but WHY the prices are low... is because I think it is bassackwards stupid for a single tank to be worth as much (or more) as a tank factory... In ZeroHour and Contra alike factories are disposable compared to the units they make... this is 100% the oposite in life.

Anyhow, don't judge Remix3 until its out... its VERY differnt from 2.75... most folks would have reneamed it completely its so different, but I'm a wierdo.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#335 Madin

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Posted 28 December 2005 - 08:16 PM

I had a quick browse through remix 2.75 and I'm very happy with the feel of your mod. I like how it grows more distinct with each version, has a seperate experience to contra. I really like the idea of modular defences has this allows generals to tailor their defence depending on the opposition faced.
I'm interested to see where the balance will lie in remix 3. Contra 003 had the balance overwhelmingly in favour of land (mainly tank) vehicle based units. Defences, infantry and air was largely irrelevent. 004 introduced stronger defences but the balance is still very much in favour of land (tank) based vehicle assaults. Course contra has the coolest land based vehicles going soo....

#336 Pendaelose

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Posted 28 December 2005 - 08:27 PM

I had a quick browse through remix 2.75 and I'm very happy with the feel of your mod. I like how it grows more distinct with each version, has a seperate experience to contra. I really like the idea of modular defences has this allows generals to tailor their defence depending on the opposition faced.
I'm interested to see where the balance will lie in remix 3. Contra 003 had the balance overwhelmingly in favour of land (mainly tank) vehicle based units. Defences, infantry and air was largely irrelevent. 004 introduced stronger defences but the balance is still very much in favour of land (tank) based vehicle assaults. Course contra has the coolest land based vehicles going soo....

<{POST_SNAPBACK}>



Notably its not the units that change the most from version to version, its the balance, and in the case of Remix3 the tech tree.

I just don't like some units being completely ignored, like infantry. Who in thier right mind would burn 500$ on 2 rangers when you can buy a single tank for the same cost and run them over without heistation. In standard ZH I think infantry are a complete waste of money and I strongly disagree with that balance.

Most of the Remix3 Alpha testers would (I hope) agree infantry make a MUCH more usefull base defense force at thier current cost vs performance, though they are still weak on attack (as they should be)
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#337 Madin

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Posted 28 December 2005 - 08:54 PM

Notably its not the units that change the most from version to version, its the balance, and in the case of Remix3 the tech tree.

I just don't like some units being completely ignored, like infantry.  Who in thier right mind would burn 500$ on 2 rangers when you can buy a single tank for the same cost and run them over without heistation.  In standard ZH I think infantry are a complete waste of money and I strongly disagree with that balance.

Most of the Remix3 Alpha testers would (I hope) agree infantry make a MUCH more usefull base defense force at thier current cost vs performance, though they are still weak on attack (as they should be)

<{POST_SNAPBACK}>


Good stuff.
Because contra does vehicles and massive difference between sides so well, a mod has to either play with the 'classic' balance by a large margin (restore justice and waste land conflict do this well) or have spectacular texture, model AND effects work, or it gets boring real quick. :p

#338 Creator

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Posted 29 December 2005 - 11:05 AM

what you dont like rush why your plying online because in my exp their first tactics is rush for the genprom if the enemy are weak crush them aprt and you move to another enmy ilike rush bec. is suprized my enemy and show them how to win games

<{POST_SNAPBACK}>

Why do you think we don't like rush? Battle master rush or drone rush work perfectly. But of course in Contra you are unable to carry out Overlord rush.

#339 Pendaelose

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Posted 29 December 2005 - 05:12 PM

I don't have anything AGAINST rush tactics... I respect them and value them as an important part of the game. But I also don't enjoy it if EVERY game is a rush game. A low tech rush is fine everynow and then. It keeps us on our toes. But I also enjoy a long SuperWeapon Slugfest every now and then.

Edited by Pendaelose, 29 December 2005 - 05:16 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#340 Pendaelose

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Posted 14 January 2006 - 09:41 PM

I've got a modeling problem. I've got a choper with the avcomanche_p on the blades, and alpha blend set (as best I can tell) in GMAX/RENX. When I view the model in FinalBig the blades are blended and loog great, in game they are opaque...

WHY???
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.





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