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Bugs & Sugestions


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#1 Guest_nathan.cnc_*

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Posted 09 August 2005 - 04:15 PM

Bugs:

1. sometimes you can only build 4 banshee's if u have 5 aircraft pads. (or 5 banshee's to 6 pads) :huh:

2. if you get a hold of and gdi/nod mcv when u are allies u cant build infantry barX/hand of nod ect :huh:

3. infantry dont die on tiberium (not such a bad thing) :p

Sugestions:

1. have each side have their own logo. Eg. soviet & nod have like a combo logo (so do GDI & Allies) ^_^

2. Give GDI drop pods :) :p

3. take away tiberium shower from nod & put in missile silo with multi missle & chemical missile. Make chemical missile bulildable with missile silo & pyramid. :p :grin:

4. give Allies, Soviets & yuri back their other superweapons (Chronosphere, Iron Curtain & Genetic Mutator) :) :)


Alll in all its a great Mod! :grin: :grin: :lol: :grin: :grin: :lol: :grin: :grin:

#2 Speeder

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Posted 09 August 2005 - 04:20 PM

Bug No 3 and all suggestions - Don't you people understand that there are ENGINE LIMITATIONS?!

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#3 The Defender

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Posted 09 August 2005 - 04:29 PM

I agree with Speeder but it would be great to have all SWs back plus a few extra ie Multimissile and Meteor (preferably instead of Tib Shower) - perhaps someone should find pd and get him on board so this mod can have almost limitless options
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#4 Guest_nathan.cnc_*

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Posted 09 August 2005 - 04:33 PM

I know drop pods are possible in RA2!!!!

There is a mod called RA2 aftermath? (or something like that) anyway it lets you battle in a TS mode so u can be gdi vs nod only. and GDI has drop pods

:p

#5 Painkiller

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Posted 09 August 2005 - 04:35 PM

Read the F.A.Q of C&C Reloaded before posting somethin gay like this that everybody already knows :p

#6 Ash

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Posted 09 August 2005 - 05:08 PM

What the ibuprofen-type said :p

Drop Pod logic DOES NOT WORK.

The suggestions are impossible to make work.

Technically, it is possible to make Tiberium harmful, but it is workful and VERY buggy and touch-and-go. I think FS-21 left it out for a reason.

#7 The Defender

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Posted 09 August 2005 - 05:12 PM

RA2 Aftermath also has Hunter and EMP - can't control release of hunter and can't remember how good EMP is but generally the mod isn't great and it isn't a mod that gives RA2 vs TS like this one does
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#8 Ash

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Posted 09 August 2005 - 05:15 PM

The EMP is the same as ANY EMP unit that's ever been implemented...it can only EMP one unit at a time AFAIK.

#9 The Defender

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Posted 09 August 2005 - 05:16 PM

Well that sounds crappy but I had that mod temporarily but got rid of it when I found it was too buggy and overall not what I was after

Suggestions:
1 - Change cost of almost everything eg raise cost of visceroid lower
2 - Tweak strength and power of some units eg Cyborg
3 - Balance Power plants ie output and cost
4 - Sort TS graphics ie check sizes of units and quality of graphics
5 - Add CABAL as another team/side so Core etc become useful
6 - Attempt to make mod as much of a RA2:YR meets TS:FS as possible ie campaigns, sides, maps everything
7 - With pd's patch add more SWs eg Airstrike (which he has got to work)
8 - Neaten up Rules as it is almost impossible to decipher

That should be plenty to get teeth into

Edited by The Defender, 09 August 2005 - 05:28 PM.

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#10 Guest_Dr. Leo_*

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Posted 10 August 2005 - 03:22 AM

I suggest that you guys take it easy...a "read the FAQ" post would have sufficed. FS-21 has said numerous times that his forum welcomes comments and suggestions. In my opinion, this should be a place for gamers of all experience levels to share what they think about this mod that is still in development. If "newbie" questions frustrates you to the point that you HAVE TO WRITE IN CAPS, then just ignore it and let FS-21 deal with it. Or gently remind them to read the FAQ. Doing any worse will not encourage them to come back, which will cost this mod future players.

#11 Allied General

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Posted 10 August 2005 - 11:04 AM

What the ibuprofen-type said :p

Drop Pod logic DOES NOT WORK.

The suggestions are impossible to make work.

Technically, it is possible to make Tiberium harmful, but it is workful and VERY buggy and touch-and-go. I think FS-21 left it out for a reason.

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destructive tiberium would fuck up ai anyhow as ai actions are scripted.

also neaten up the rules? wtf? its his mod, you play it.
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#12 DCoder

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Posted 10 August 2005 - 03:18 PM

perhaps someone should find pd and get him on board so this mod can have almost limitless options

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#13 Guest_Guest_KikAs420_*_*

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Posted 23 August 2005 - 04:15 AM

I don't know if this has been addressed but everytime I try to build a yuri sub pen the game freezes and I have to shut it down from the windows task manager.

#14 Guest_An Evil Penguin_*

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Posted 07 November 2005 - 02:48 AM

This topic is probably dead by now... but whatever im gonna post here anyways... =)
I've only found 2 noticable bugs/oddities so far in the mod:

1: I was playing on a radomly generated map with me (GDI) and 7 computers... After i built the spy satellite i noticed EVERY computer had one (and only one) civilian power plant in there base...whats up with that? Ii even took over one, but i was forced to sell it before they killed it... Maybe it's just me

2: Anyways the second thing i found is i forgot which map i was on or anything but i was GDI (yet again) and i couldn't cancel any aircraft. I started an orca carryall and, try as i might, couldn't cancel the damn thing... I could put it on hold and build another aircraft (confused the hell out of me =P) which i couldn't cancel either... I wound up just finishing them all but... weird. Of cource that may just be me too i dunno. ( BTW it wouldn't let me build 4 at once, when i started another it put the other on hold...If you want to know how i did it... well... i don't know what happened either =P )

#15 Guest_Master Erk_*

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Posted 15 November 2005 - 04:39 AM

I'm a big fan and i've been looking for a way to build dropship but couldn't figure it out. If I sound noob well its because i suppose i am. Anyway just got tired of the whole Carryall APC bit to transport units around.




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