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#821 Guest_Guest_*

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Posted 12 July 2006 - 03:33 AM

Will Infantry Gen get Chem suits?

#822 Pendaelose

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Posted 12 July 2006 - 04:42 AM

Will Infantry Gen get Chem suits?


I haddn't thaught of that one, but its a great suggestion. I like it alot. NBC gear would be very smart for infa general



Other great news. as of tonight... the mysterious nuke general crash is fixed. It was Sat Hack3... not the nuke ammo upgrade. the confusion was that they can be started at the same time, and both have very comprable very long research times. most players forget when it started and don't notice when it finished because they don't harp over the tech2 or tech labs.


aditionaly, Tank general's tech center is fixed. It also now supports Hackthree to help relieve some of the superweapon deficit
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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.


#823 Pr0zAk

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Posted 12 July 2006 - 06:26 AM

There is another bug with china tank.
When u grant the repair ability and then propaganda unlocks and u also upgrade to lv2 repair and lv3
the tech level2 tech center has the same abilities as propadanda center and not the abilities such as powerful distributors, uranium shells or nuclear tanks.

#824 Gredinus

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Posted 12 July 2006 - 08:04 AM

Thats a other building that your talking abaut.

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#825 alpha86

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Posted 12 July 2006 - 09:52 AM

I had a small go with the tank gen yday (version 1.91)

- Relay center isnt even buildable... and therefore neither are the two tanks which require it. On is the shocktank i think, and the other a smiliar model but overlord size from the heavy war factory.. also theres the base defense addon which requires it, couldn't build that either.

- Satallite Hack 2 doesnt show up at all on the sidebar or in the internet centre once researched.

- Clustermine upgrade thingy from the nuke silo... couldnt research that (not that i needed it at all nor did i see any unit which would use the upgrade) and i didn't see a general power for it either..

Also, not so much a bug, but the tank defense platforms seem to get destroyed rather quickly by tomahawks.. its like two crusie/cluster missles and they're destroyed... thats just a bit too weak imo.

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#826 Phoenix911

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Posted 12 July 2006 - 11:53 AM

The defence site upgrade u can't get and that tank is not a bug it works fine for me. Did u have the general powers for the lighting tanks?
the 4th defence upgrade needs it.
And the building? u should u have all that u needed to build it?
As i have not come across any buildigs of his that i could not build. they all worked.

cluster mines are a waste of time and never even noticed u had that opsion still.(never bother to look for mines) lol

Quit complaning about the artil, tomahawk missiles can be shot down also they are artil they are doing there JOB. 2 hits i am thinking your over streching the truth a little.
a defence site with no upgrade on it will die pretty sharpish, but aslong as u have a upgrade on it it gains teh same hp as the regular gattling gun imo.
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#827 alpha86

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Posted 12 July 2006 - 02:06 PM

Gen power for those things? guess I missed that.. will have to try that later... if i don't get completely pwned again..

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#828 Pendaelose

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Posted 12 July 2006 - 03:20 PM

OK, you've got a few different issues in here, some are real, some are not. I've answered each in turn. If I left somehting out you want answered, just speak up.

When u grant the repair ability and then propaganda unlocks and u also upgrade to lv2 repair and lv3

The command and propoganda tech tree does not unlock the repair 1 and 2. On the other hand, at the propoganda center you CAN research the repair 2 and 3 if you have already baught it at rank1. Most likely what happened is you started the research at the same time as all the other upgrades and didn't even notice. later after buying the Propoganda and command techs you noticed the repair powers.

A side note... I'm planning on adding a "super repair" to the Tank stategy center. It will be a combo of full repair and frenzy3. I debated about this for a long time, and have descided it should be there to add more worth to the tank strategy center. (NOT propganda center, the Tech tree strategy center.)

the tech level2 tech center has the same abilities as propadanda center and not the abilities such as powerful distributors, uranium shells or nuclear tanks.

this is a real bug. 99% chance its caused by researching the mines... this can upgrade the commandset and swap it over to the propganda center commandset. I knew the Nuke tech center had this bug and was fixed a few builds back, so I will check the Tank center as well. I haddn't noticed myself because I so seldom put mines on every building. good eye, thanks.

I had a small go with the tank gen yday (version 1.91)

Funny that every body tried the tank general at once. last night I played several hours of tank too.

Also whlie I'm on the topic of Tank china in general I'm going to confirm officialy my intent to add 3 new units as well as a few balance tweeks. By the next update expect: 3 round Burst HE IC artillery, HE-Mini-Mirv Launcher (requires missle tech 3), plus a Satalite Manipulator Tank. (requires Strategy Tech3, Strategy Center, and SatHack3) Its weapon will be very similare to the A-10 designator, or the Artillery designator, but will be call in a random general power of equivilient strength, such as Van Ho strike 1, Flight of the Dragon 1, Cluster Tom 1, A-10 1, Artillery 1, etc. This new unit should add alot of value to the underapreciated Command Tech tree and to the strategy center.

- Relay center isnt even buildable... and therefore neither are the two tanks which require it. On is the shocktank i think, and the other a smiliar model but overlord size from the heavy war factory.. also theres the base defense addon which requires it, couldn't build that either.

Relay Center requires the Rank5 Heavy Tank drop as a prerequisite. I think its says this on the building description. The lightning tanks and Command Tank require the matching tech tree purchases to build them. The Lightning and missle defenses require the matching tech upgrades to build. these units clearly state Unlocked by: xxxxxxx. From the units and defenses you DIDN'T mention, I know you took all 3 points of Missile Tech, and probably the rest of your points in Artillery barrage and Carpet bombing... with maby a couple points in Tank drop.

This is the basic mentality of tank general. There are far more units to choose from than any other army, and many are far more powerfull, but you have to carefuly pick and choose your generals points to make sure you get the units you really want.

as of 1.91 there are only TWO known bugs in the tech tree for tank china. Lightning tech 3 is being bypassed in the code and the overcharge is available without the general power. I'm working on creative ways to fix this :( the other known bug is that the Tactical command power doesn't require rank 3 dispite being in the rank 3 area... this is an easy fix and will for sure be gone before the next update.

- Satallite Hack 2 doesnt show up at all on the sidebar or in the internet centre once researched.


known bug. Fixed last night. will be included with next update. Plus Hack3 is now available.

- Clustermine upgrade thingy from the nuke silo... couldnt research that (not that i needed it at all nor did i see any unit which would use the upgrade) and i didn't see a general power for it either..


Tank general has no cluster mines to upgrade. I'll just remove the button. easy fix. good eye, thanks.

Also, not so much a bug, but the tank defense platforms seem to get destroyed rather quickly by tomahawks.. its like two crusie/cluster missles and they're destroyed... thats just a bit too weak imo.

They have the exact same health as any other gattling turret. Its just you.. and Robot generals ZELIOUS use of tomhawks. I have more to say about this farther down the post.

cluster mines are a waste of time and never even noticed u had that opsion still.(never bother to look for mines) lol

normal cluster mines are a bit on the weak side, but my plans for Infa china will make all men rue the day they heard of cluster mines :p

3 ranks of Cluster bomb general power... the last should be esecialy intimidating, as well as a vast variety of ways to deploy them on the field... cluster mine mortars, layers, etc...

Quit complaning about the artil, tomahawk missiles can be shot down also they are artil they are doing there JOB. 2 hits i am thinking your over streching the truth a little.
a defence site with no upgrade on it will die pretty sharpish, but aslong as u have a upgrade on it it gains teh same hp as the regular gattling gun imo.


I'll point out the flip oposite side of the Cluster tom complaints... I played Robot vs Alyssa's tank general. she had 1-2 flak cannons, 1-2 mantacorea, and about 6 gattling tanks... I descided to skermish them with a small group of cluster toms. I don't think even 1 tomahawk actualy reached her units. Finaly, sad, my launchers all drove home and got drunk to forget the humiliation. I then came back 5 minutes later with a swarm of StandOff Spiders and missled the dog shit out of those same flak and gattling units... the spiders went home and got drunk to celebrate.

Folks, for everybody, the Cluster Tomahawks arn't going away. I might tweek them some more, most likely move the upgrade from the Strategy center to the AI tech lab, but I'm not removing it. This is just the begining. Soon either the Stand Off spider or the LRMS artillery will be gaining Spider mines that can be deployed artillery style. Your going to have to deal with seeing mines chasing you or that scary little cloud of cluster explosions, and the worst part, knowing that I have no sympathy. the Cluster Tomahawk does less than half the damage of "real" artillery like a nuke cannon or a Scud. While the new AI makes robot general seam horribly strong, just think of the pain awaiting you when I move a more agressive and more powerful general like Tank, Nuke, or SupW over to the new AI. If you think a barrage from Stand off Spiders is bad news... wait untill you start Catching LongArm mini-Moab missles or a wall of Chimera Tanks.
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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.


#829 Phoenix911

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Posted 12 July 2006 - 04:05 PM

so aslong as the normal setting is hard and challanging but able to be played 1 on 1 then thats fine only the hard should be uber painful for ppl.

i know that cyber gen pawns, and i can see it getting harder.
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#830 Pr0zAk

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Posted 12 July 2006 - 05:26 PM

But really now.Has anyone finished a single game with hard robots?
And i dont mean difficulty(cause i own the hard ai robot), i mean finish the game without errors.

#831 Pendaelose

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Posted 12 July 2006 - 05:44 PM

so aslong as the normal setting is hard and challanging but able to be played 1 on 1 then thats fine only the hard should be uber painful for ppl.

i know that cyber gen pawns, and i can see it getting harder.


let me know if you don't agree, but I find the Robot Normal AI to be a very challenging and rewarding fight for one player. its not easy, at all, but its not unbeatable either. I don't always win against it... it depends alot on what general, what map, and what play styles are used. but thats the way a challenging AI should be. right now the Normal AI builds no Tech2 center and no super weapons. This is actualy a bug. I'm working on it, but having very little success. When it does go into full swing the AI will get tougher, and I might have to put some restraints on it, but thats not a big deal.

I know fully that for many players the Hard AI will prove to be completely unbeatable, but I'm all ok with that :p Theres a handfull of mascocistic players out there who will throw themselves against it time and time again until they win... and enjoy it.

You should have the mindset already that some AIs wil just naturaly be tougher than others depending on your personal play style and favorite generals. You should expect infantry china to kick your ass if you are playing Airforce... you should expect flame or Chem to kick your ass if you are playing infantry... thats the nature of the beast. I think for most players Nuke, Tank, and SupW will be the toughest hard AI. for pure bread turtelers the robot AI might actualy be the toughest, he not only has long range weapons, he has fast building and fast moving units. Plus, his so disrespected Tomahawk storms can be VERY VERY scary in groups of 8+ a strike every 30 seconds will quickly cripple any base.

Also, in adition to that, the hardest HARD AI may not be the same as the Hardest NORMAL AI... for normal I think Robot, Infantry and Flame will likely have some of the most intimidating gameplay, but until it gets scripting its all just guesses.

IF the Challenges get renabled then it will be anybody's guess who the toughest will be. Intelegent design of the map and base can make a huge difference. I know right off the bat that alot of players are gonna be cussing up a storm the first time they attack an SDI with a Shield Generator and some Heavy AA backing it up.
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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.


#832 Guest_Guest_*

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Posted 13 July 2006 - 05:00 AM

While the new AI makes robot general seam horribly strong, just think of the pain awaiting you when I move a more agressive and more powerful general like Tank, Nuke, or SupW over to the new AI. If you think a barrage from Stand off Spiders is bad news... wait untill you start Catching LongArm mini-Moab missles or a wall of Chimera Tanks.

Lol. What about Demo And his Nuke trucks? Now that will be hard.

#833 Pr0zAk

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Posted 13 July 2006 - 09:00 PM

YES IT'S TRUE. WE FINALLY MANAGED TO RAPE THE HARD AI WITHOUT A SINGLE MISMATCH OR SERIOUS ERROR CRASH :p . WEEEEEE.
Although it crashed when i launched the particle cannon we GOT THAT SWEET BANNER SAYING " YOU ARE VICTORIOUS"

Edited by Pr0zAk, 13 July 2006 - 09:01 PM.


#834 Pendaelose

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Posted 14 July 2006 - 03:41 PM

YES IT'S TRUE. WE FINALLY MANAGED TO RAPE THE HARD AI WITHOUT A SINGLE MISMATCH OR SERIOUS ERROR CRASH :p . WEEEEEE.
Although it crashed when i launched the particle cannon we GOT THAT SWEET BANNER SAYING " YOU ARE VICTORIOUS"


thats good... On my end I've also been able to narrow down the crashes alot. The mismatches are not intrinsic to the mod, they are a combanation of the usual EA engine crap and connectivity. EVEN if you and your friend have a good internet connection that does not mean that every router between you and your friend is good too. Hamachi helps a whole lot, but only a Local LAN can bypass connection issues completely... then all mismatches can be blamed on EA.

Atleast one major crash bug has been fixed on my end. The Nuke china Hack3 crash has been fixed and should help alot in getting toward the end of the game.


Anytime you get consistant crashing at the same spot ever time let me know. These are the only crashes that can be fixed directly.
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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.


#835 Phoenix911

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Posted 14 July 2006 - 11:11 PM

YES IT'S TRUE. WE FINALLY MANAGED TO RAPE THE HARD AI WITHOUT A SINGLE MISMATCH OR SERIOUS ERROR CRASH :p . WEEEEEE.
Although it crashed when i launched the particle cannon we GOT THAT SWEET BANNER SAYING " YOU ARE VICTORIOUS"

"Caps Lock Key" "Do you need it" "Yes, please"
lol.

yer ea sucks for there bugs in games and never fixing them >.<
its all about money and how fast they can get games out, and **** the gamers.
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#836 Pr0zAk

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Posted 16 July 2006 - 05:13 PM

YES IT'S TRUE. WE FINALLY MANAGED TO RAPE THE HARD AI WITHOUT A SINGLE MISMATCH OR SERIOUS ERROR CRASH :) . WEEEEEE.
Although it crashed when i launched the particle cannon we GOT THAT SWEET BANNER SAYING " YOU ARE VICTORIOUS"

"Caps Lock Key" "Do you need it" "Yes, please"
lol.

Lots of critisism...

Oh and pend now that i switched on playing sw gen the game hardly crashes and we get about a couple mismatches.
Either we get it right after the game starts or later at the end.
But with tank gen the game mismatches more often.

Edited by Pr0zAk, 16 July 2006 - 05:15 PM.


#837 Pendaelose

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Posted 16 July 2006 - 05:58 PM

Oh and pend now that i switched on playing sw gen the game hardly crashes and we get about a couple mismatches.

Who where you playing before when the game would crash?


Either we get it right after the game starts or later at the end.
But with tank gen the game mismatches more often.

One oddity I've noticed is game mismatches in the first 30 seconds of game. We get these alot. Heres the odd part. To fix it we just change map... thats it. We can even go back to the same map later and it will someimes work. I can't make any sense of how the mismatch happens like that, but its easy to work around, just change map.

Odd you say Tank mismatches more... It might be a specific unit or weapon that causes the mismatch.


For future crash/mismatch bug reporting always include what generals are in play and what escalation level (this will help narrow down the source)
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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.


#838 Capt.Drake

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Posted 16 July 2006 - 07:34 PM

I think that USAF needs an upgrade with it's choppers, cause I think the best chopper that is in game now is a cyber commanche with the antitank rocket, in a big group these guys just go harvesting a tank colum, I think USAF needs sth like a long range anti tank chopper and a chopper with abilities to shoot down other choopers, but not jets and a chopper to go out kicking the infantry, ok the combat chinook does most of the stuff, but it can get stealth and I think it diesn't surive so long on the field, it's ok, but sth else would be a good addition!

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#839 Pendaelose

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Posted 16 July 2006 - 09:19 PM

I think that USAF needs an upgrade with it's choppers, cause I think the best chopper that is in game now is a cyber commanche with the antitank rocket, in a big group these guys just go harvesting a tank colum, I think USAF needs sth like a long range anti tank chopper and a chopper with abilities to shoot down other choopers, but not jets and a chopper to go out kicking the infantry, ok the combat chinook does most of the stuff, but it can get stealth and I think it diesn't surive so long on the field, it's ok, but sth else would be a good addition!


Rosco and I just a few days ago were talking about a couple new choppers for AirF general
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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.


#840 Pr0zAk

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Posted 17 July 2006 - 09:13 AM

i told u pend. I was using tank general. There is no way of not getting a serious or mismatch error when i play tanks.
Now the last few days i've been using sw gen the game became more interesting :lol:




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