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Remix Escalation Suggestion


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#4901 Guest_JustAnotherFan_*

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Posted 15 April 2011 - 02:50 PM

Hello everyone,

I don't really have anything to suggest but I wanted to thank you for making such a great mod for ZH. I'm really looking forward to your next release and I already know I won't be disappointed ^_^.

Please keep up the amazing work you've done so far and because I know it must be sometimes tiring to hear fans asking when it's gonna be released, I'll instead encourage you to take your time to make the next release as flawless as possible.

Finally, I wanted to let you know that Remix Escalation is one of my favorite mods and to me it's as good as ShockWave and also much better than most other modifications I have tried since Zero Hour came out. I especially like your idea to have the possibility to choose one or more specialties for the generals. ( particularly for Dr Thrax, my second favorite general ).

#4902 Pendaelose

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Posted 15 April 2011 - 05:24 PM

Hello everyone,

I don't really have anything to suggest but I wanted to thank you for making such a great mod for ZH. I'm really looking forward to your next release and I already know I won't be disappointed ^_^.

Please keep up the amazing work you've done so far and because I know it must be sometimes tiring to hear fans asking when it's gonna be released, I'll instead encourage you to take your time to make the next release as flawless as possible.

Finally, I wanted to let you know that Remix Escalation is one of my favorite mods and to me it's as good as ShockWave and also much better than most other modifications I have tried since Zero Hour came out. I especially like your idea to have the possibility to choose one or more specialties for the generals. ( particularly for Dr Thrax, my second favorite general ).



Thanks,

positive feedback makes the modding world go round
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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.


#4903 Jester22

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Posted 16 April 2011 - 07:10 AM

Some generals are weaker vs others, keep that in mind when selecting yours, and (solo play) the AI. I can stomp the crap outta (working AI, Aggressive) Tank Gen as AF, with some work, but I get spanked as quite a few others that are (in my opinion) pretty damn sweet. Those same generals that lose to tank can beat AF or Demo (I'm using WORKING AI as examples on purpose). Also keep in mind that some of your fav generals have more than one tech tree (thanks to Pend!) to choose. You might not like having to select a tech you aren't a fan of, but if it gets the job done... DO IT! Besides, mix and match with some techs you don't like and some you do, or some friends that can compliment your play style, it is probably very well encouraged.

Even generals who I am not proficient with have a spot in the game. I have used a couple of them and done better (against AI) than I did with a fav gen just because that particular gen can exploit a weakness vs another easier than others.
Ugh, why can't you just DIE? Seriously.

#4904 Jester22

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Posted 16 April 2011 - 07:18 AM

I do have a suggestion though... for flame and nuke gen both, or at least an observation. Flame and Nuke gen T1 defenses seem quite weak vs Tank gen. AF/Toxin gen defenses seem weak vs it as well, but if you pick the right techs and build the right units it's not a problem, which is why I mention it in the first place. I just can't seem to find a "workaround". This could be biased, as I am speaking of generals I play more often than others.
Ugh, why can't you just DIE? Seriously.

#4905 Pendaelose

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Posted 18 April 2011 - 02:16 PM

No general should be able to neglect building units. If your fighting tank general as flame I HIGHLY recommend spending the point for Thermite weapons.

As nuke general I recommend using lots of tank hunters, inferno cannons, and migs to try and hold him off until you can get nuke cannons, once you have that range advantage you should be rock solid, then just dig in until you can get the nuke ammo and it's go time.
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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.


#4906 The ronaldo2

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Posted 21 April 2011 - 10:49 PM

Can you increase the speed of the game example the upgrade because when only try a general alone no enemies it took 40 minutes

But in contra i play online and i get all upgrades and rank 5 in 30 minutes and i win

so please increase its speed and add new units

Why don't Remix escalation and contra became one team and make the best mod

#4907 The ronaldo2

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Posted 22 April 2011 - 12:28 PM

Pendaelose

Thank you for the mod i like it but only tank , demo and AF general work

I have some idea for AIR-Force general :

1- don't remove any unit in the special airfield please .

2- Can you add B-3 and make B-2 can't be detected by Gatling cannon or quad cannon or avenger only the base defense and the radar van can detect it .

3- Can you add the B-52 its power : high health , armed with nuclear bomb example : if the nuclear missile power is 100 then the nuclear bomb power will be 80 , armed with two large laser defense system , stealth can be detected with radar van only .

long building time and cost 7500 and required rank five .

please think well about my ideas before you answer me .

#4908 FlyingDeath

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Posted 22 April 2011 - 01:08 PM

Pendaelose

Thank you for the mod i like it but only tank , demo and AF general work

I have some idea for AIR-Force general :

1- don't remove any unit in the special airfield please .

2- Can you add B-3 and make B-2 can't be detected by Gatling cannon or quad cannon or avenger only the base defense and the radar van can detect it .

3- Can you add the B-52 its power : high health , armed with nuclear bomb example : if the nuclear missile power is 100 then the nuclear bomb power will be 80 , armed with two large laser defense system , stealth can be detected with radar van only .

long building time and cost 7500 and required rank five .

please think well about my ideas before you answer me .


i dont know...
pend always decides to remove or add something to the generals if that fits or doesn't fits there playstyle, so, if pend is going to remove something, he has a good reason to do that...
to your other sugestions... i dont think that this 2 planes will fit airforces gameplay... you know, the B-2 would be a good idea for attacking bases, but becourse it can only detected by Defences and or the Van, you would have to cover the WHOLE map with this to counter him, or your Troops will be devestated, becourse they simply cant fire back at it...

and the B-25... don't know, but somehow airforce gen is more about many light planes and such, and 2 or 3 of this bombers will surely kill the enemy basedefense and or base... so this unit is uber-overpowered... i mean, a high health plane with a nuke? think about the nuke-bombtruck, unstealthed before a upgrade and lowhealth... and even this is very hard to counter... your ideas sounds good in the first read, but have no balance and i dot think, they fit too airforce and or remix... perhaps if you could balance them a bit more or such^^

greetz: Flyingdeath

#4909 Pendaelose

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Posted 22 April 2011 - 06:53 PM

Can you increase the speed of the game example the upgrade because when only try a general alone no enemies it took 40 minutes

But in contra i play online and i get all upgrades and rank 5 in 30 minutes and i win

so please increase its speed and add new units

Why don't Remix escalation and contra became one team and make the best mod

With experience you can reach Global Escalation in 12 minutes, it just takes some practice. GLA have a production speed bug, but in the version being developed they research as quickly as everyone else.

Creator and I have worked together on a lot of content, but we have very different opinions about where our mods should go and how they should be balanced. Content sharing without merging mods is the best solution for us. We share freely without anyone having to give up their creative freedom.




Pendaelose

Thank you for the mod i like it but only tank , demo and AF general work

I have some idea for AIR-Force general :

...

please think well about my ideas before you answer me .


Theres no way in the code to make some detectors able to see plane A but not plane B. But even if there was I really think it would be over the top if the heavy bombers could ignore air defenses. Many players regard AirF general as one of the strongest (or even THE strongest) general, he really doesn't need any more performance boosting. Another factor to consider is that if you ask several players for their favorite AirF tech trees you'll get several different answers. This is as close to a proof as any that the trees are pretty balanced. (VTOL could use some love, but they aren't far behind)
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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.


#4910 The ronaldo2

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Posted 02 May 2011 - 10:17 AM

How can AIR-Force general (super weapon) bomber be destroyed by tanks and base defenses its a super weapon

While laser and Nuke and Scud storm can't be destroyed by tanks and base defenses .

#4911 Jeno

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Posted 15 June 2011 - 05:28 PM

Because it is still very strong nonetheless, ever tried beating AFG's AI :p ?

#4912 The ronaldo2

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Posted 19 June 2011 - 06:23 PM

1- can you reduce the speed of AI because when it start attack it attack continuously .

2- How the AI can purchase all the thing in the star point without being level 3 and he get all all the things .

3- How it can build 2 buildings in the same place, and sometimes 4 .

4- THE AI can build dozer continuously without money, if i left my eye off a place for a while and then see the place again i found 20 building built in that place .

(SORRY FOR MY BAD ENGLISH) .

Edited by The ronaldo2, 19 June 2011 - 06:24 PM.


#4913 Pendaelose

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Posted 20 June 2011 - 02:29 PM

In short, I'll do what I can. Most of the AI problems start as a problem in the core game, but because Remix AI builds larger bases than the vanilla ZH these problems start to show more often (such as overlapping buildings). I can improve the situation with them, but I can't FIX it.

The passive mode will be a bit more useful to most players. It will still attack and provide a battle experience without being a nightmare the way the Aggressive sometimes can 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.


#4914 The ronaldo2

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Posted 22 June 2011 - 05:15 PM

Can you use the AI script of contra 007 it is better. and you and creator are friends

please don't make the AI get everything in star points .

Edited by The ronaldo2, 22 June 2011 - 08:32 PM.


#4915 Pendaelose

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Posted 22 June 2011 - 08:52 PM

Can you use the AI script of contra 007 it is better. and you and creator are friends

please don't make the AI get everything in star points .



I would use an existing AI if I could, but the build/research trees in Remix require unique scripts. I can't use Creator's scripts simply because they won't work with Remix the same way ZeroHour scripts won't work with Remix. The best and easiest approach here is to make new scripts from scratch. It takes time, but it's better than trying to edit scripts that just don't work. If Remix was a little more cookie-cutter and used the normal base building patterns and only 2 or 3 new buildings/units then I could recycle old scripts. This isn't the case.

The Tank general only got all powers because at the time I wasn't sure how to connect the build-trees to the powers purchased. With AirForce general I got this fixed and you'll notice AirF general will use only one set of tech (Bomber/Heli or Fighter/VTOL). I will be replacing Tank general's AI with the newer style so that he has to pick and choose tech like the rest of us, Probably Lightning/ECM or Paradrop/Missile
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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.


#4916 The ronaldo2

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Posted 22 June 2011 - 09:50 PM

What about the upgrades can you make an icon for upgrades because if a unit still need one more upgrades then i might purchase all the upgrades until i found it .

And can you increase the speed of the game a little bit more because the upgrades really take much time to be completed .

There are some lags ,because most of the time the game became slow and horrible for us to wait .

#4917 Pendaelose

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Posted 22 June 2011 - 10:56 PM

What about the upgrades can you make an icon for upgrades because if a unit still need one more upgrades then i might purchase all the upgrades until i found it .

This has been asked before... ZeroHour uses a strict hard coded limit of 128 upgrades. With 12 factions and several upgrades that are used behind the scenes (not visible to players, but important in the code) there are less than 10 upgrades per faction available... now consider this includes EVERY upgrade, overlord addons, defense upgrades, escalation levels... etc.... if you count them you'll notice that most factions in Remix use as much as double this many upgrades. This is possible because I overlap the upgrades between factions. If I put the old pictures back on units it wouldn't be any help to you in finding it... Laser general's particle upgrade would look like infantry general's fanaticism upgrade, and Airforce point defense would look like china's nuclear shells... etc.

This is why I removed the pictures, because they didn't work when using more than 128 upgrades. No, I will not remove more than half the upgrades in Remix... what I am doing is adding what upgrades effect a unit into it's build description. I've done this for research general at length and have included it with many of the new units. I hope to do the same for every unit in the game eventually.



And can you increase the speed of the game a little bit more because the upgrades really take much time to be completed .


One of my goals when making remix was to extend the time between tech levels and to give earlier units more value by doing so. In the original ZH any unit or superweapon could be built and on the field in just 3 minutes. In Remix if you upgrade everything as fast as possible it takes almost exactly 12 minutes to reach the highest tech level for any general.

That time has been very popular with many players and I'll not disappoint them. I can't customize the mod for everyone's tastes so I have to settle for what I like.

There are some lags ,because most of the time the game became slow and horrible for us to wait .

I know. 99% of the time this is caused by the AI becoming hung on certain scripts. I'm doing what I can to mitigate it, but the problem is rooted in the core game, not in the mod. When the AI is told to build a structure it will look for a place it likes... if it can't find one it goes into a loop and lags the PC until it settles on a spot... usually the same spot over and over... this is also why it puts 4 buildings in one place. If I have the AI build much smaller bases this happens less, but then the AI is much weaker and dies too easily. it's a hard trade to make. Maybe if someone else with more experience scripting AI helped I'd be in a better position there, but I'm left to do what I can by myself.
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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.


#4918 FlyingDeath

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Posted 24 June 2011 - 10:11 AM

perhaps it would help if you would make some "Big" Maps for Remix, so that the KI has enough places to build (But therefore you'll have too make MANY Maps and/or have to Replace/Delete the "Small/Old" maps.... perhaps that would help as a Workaround??
the other thing would be, something like KI time-Decrease (that the Ki CAN build units with 1 War-Farctory as fast as you with 3) so that the KI can build small bases but be Strong as it would have a Larger one (youll just need Powerplants, 1 Factory Each (except Airforce :( ) and MANY Defence, so it would be HARD too destroy, and it is hard in Offense thanks too the MAss-Produce) Example: Ki can Build Rocket infanry plus 2 MG-Infantry or MG plus 2Rocket or something else at one, so they have the advantage of 3 Barracks in one (If you would make it, that they are FIRST building Single units, then double, and then Triple, it would be belanced though, on Higher Difficulties you could start at 2 aat the same/ 3 at the same to prevent the Bot from being Rushed^^)

Greetings from Germany:
Flyingdeath

#4919 Pendaelose

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Posted 24 June 2011 - 02:10 PM

perhaps it would help if you would make some "Big" Maps for Remix, so that the KI has enough places to build (But therefore you'll have too make MANY Maps and/or have to Replace/Delete the "Small/Old" maps.... perhaps that would help as a Workaround??
the other thing would be, something like KI time-Decrease (that the Ki CAN build units with 1 War-Farctory as fast as you with 3) so that the KI can build small bases but be Strong as it would have a Larger one (youll just need Powerplants, 1 Factory Each (except Airforce :( ) and MANY Defence, so it would be HARD too destroy, and it is hard in Offense thanks too the MAss-Produce) Example: Ki can Build Rocket infanry plus 2 MG-Infantry or MG plus 2Rocket or something else at one, so they have the advantage of 3 Barracks in one (If you would make it, that they are FIRST building Single units, then double, and then Triple, it would be belanced though, on Higher Difficulties you could start at 2 aat the same/ 3 at the same to prevent the Bot from being Rushed^^)

Greetings from Germany:
Flyingdeath



That's a really interesting suggestion, and something I had never thought of... it would make it a tougher AI with a smaller base, that's true... The biggest problem with small bases is the lack of redundancy though. If you only have 1 warfactory, or 1 tech center a single well placed power can cripple the entire base until it's replaced, that's 60 seconds of no-tech in many cases. Demo General currently fields almost as many units as Tank general from a much smaller base, but he dies easily because one good bombing will shut down his high tech production.
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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.


#4920 FlyingDeath

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Posted 30 June 2011 - 11:08 AM

thats the Reason why i suggested that the AIshould build MANY (or TONS) of Defenses, so it can defend itself against such attacks^^
and if the AI can build Faster than you, the 60secs would only give YOU time too Catch up with the AI (you CAN Balance the WHOLE speed of the AI, so the AI "COULD" have build ALL Upgrades before you can Bomb it (only suggestet for Insanee though, becourse of INSANEE Cheating O_o)) ans, as ever, im only Suggesting things, would love it though, if you would implement some of these^^

Greetings from Germany:
Flyingdeath




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