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Remix Escalation Suggestion


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#4741 Pendaelose

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Posted 18 February 2010 - 07:19 PM

I dont know if that is possible, but is there a possibility you can take some models from Xenforoce mod ?
You could use several of those for Cyber general, since some of his units seem odd, like the fighter planes (tomcat etc.) like the crusader and several others....


most of those non-robot units are already gone or disapearing. the next release will be much more "robot"
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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.


#4742 Gen.Kenobi

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Posted 18 February 2010 - 07:25 PM

And there are copyrights... :p You can't use a model without the author's permission.

kudos to Pasidon for this awesome avvy and siggy!


#4743 Guest_Guest_*

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Posted 18 February 2010 - 08:02 PM

And there are copyrights... :good: You can't use a model without the author's permission.

I know that, OF COURSE with the author's permission <3
that's why we have those kind of communities, if the both guys agree they share models/ideas/maps etc....
(Damn, i was sure that someone will pop-up saying something like this....)

most of those non-robot units are already gone or disapearing. the next release will be much more "robot"

Yessssss, that's some REALLY good news :p

#4744 MasterZH

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Posted 07 March 2010 - 07:47 AM

So i am going to install ZH and (old :D ) remix to be prepared for playing new1.

#4745 Jester22

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Posted 08 March 2010 - 06:53 AM

Holy crap! I've been hitting this forum as an anonymous user FOREVER now, just waiting for news that this mod is ramping back up. I knew it wasn't dead, but maybe a coma would be appropriate. :-p Anyhow, this is greta news! As far as the difficulty levels go, I understand aggressive will maul more intermediate players... Is there a way to maybe keep the old "Hard" AI or something for us out there that like this mod, but can't hang with the big dogs?

On a different note, are there any plans for making aircraft (AF gen specifically) more resilient to gattling gun fire? I'm not saying make something like the laser point defense for bullets, but maybe more hp on short attack range units or more useful long range strikers for early game. Personally I've noticed a small disparity between when other gens get things like the gattling base defense and the quad cannons and we have few options for removing this threat until a later tech tree. Early in the game a wall of these makes easy work at a lot of the units we can throw at them. Even later on a supersonic Aurora gets mauled (sometimes even before the payload is dropped).
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#4746 Pendaelose

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Posted 08 March 2010 - 10:05 AM

It was indeed in a coma for a great while. its feeling much better now.


I've not made them more resistant to gattling, but increased missile defense has gone a very long way toward improving his durability as 90% of the AA in the game is missiles.

For attacking heavy AA sites, Matacores and massed AA sites I would recommend using the B52s (now replaced with Contra style B4s), Apache Longbow (now a fire support unit with range and accuracy upgrades) and Nahrwhale gunships (now with a range upgrade) you can't fix everything by firing from longer range, but it definitely helps.
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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.


#4747 Jester22

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Posted 09 March 2010 - 03:37 AM

I only suggested a longer range because other generals have artillery that, most of the time, has a slightly longer range than base defenses. Seeing some of the input you gave regarding my suggestion has me at ease and looking forward to the new release even more. Might update some suggestions based on what I see in the general specific updates. :)
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#4748 Jester22

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Posted 09 March 2010 - 07:19 AM

Forgot to reiterate earlier, is there a way to make 4 difficulties? I'm not a hardcore player, but the standard AIs were pretty easy to stomp. I was wondering if there was gonna be something that everyone like me could have a challenge with, but not need an AI to win against.
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#4749 m3rc1l3ss

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Posted 11 March 2010 - 01:29 AM

Forgot to reiterate earlier, is there a way to make 4 difficulties? I'm not a hardcore player, but the standard AIs were pretty easy to stomp. I was wondering if there was gonna be something that everyone like me could have a challenge with, but not need an AI to win against.


Try using the next hardest difficulty, and giving yourself an easy ally. This often works well for balancing out single player games

#4750 Pendaelose

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Posted 11 March 2010 - 07:04 AM

unfortunately WorldBuilder is hard coded for 3 difficulties. I will be keeping Insane for Coop games, it's just right like it is.

Right now my intent is to make "Passive" (ie normal or easy) significantly easier. It will build a base, and only harass the player without rushing.

Aggressive will be on par with the current hard, maybe a tad harder or easier depending on the general. For fine tuning the difficulty I recommend adjusting your starting cash. If you need an easier game bump it up to 100K, while 20K or less would be a much harder game.
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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.


#4751 Jester22

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Posted 13 March 2010 - 08:18 PM

I am looking forward to a challenge, so maybe I'll tweak my cash. I really didn't like relying on an AI to assist a win. :-p Thanks for the idea on the cash/AI you guys.
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#4752 MasterZH

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Posted 12 April 2010 - 06:27 AM

We want remix!!!! :D

#4753 Pendaelose

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Posted 12 April 2010 - 07:04 AM

I know it, but I'm making good progress lately and I'm tying hard to get as much done as I can before I go ahead and release it. Right now I've gone back over 4 generals. At the very least I have to Re-Remix Robot General next because I know everyone is truly and deeply tired of him as he is.
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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.


#4754 MasterZH

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Posted 13 April 2010 - 09:45 AM

I know it, but I'm making good progress lately and I'm tying hard to get as much done as I can before I go ahead and release it. Right now I've gone back over 4 generals. At the very least I have to Re-Remix Robot General next because I know everyone is truly and deeply tired of him as he is.


True. :) dont forget to fix drone controler bug.

#4755 Jester22

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Posted 13 April 2010 - 11:25 PM

Considering Infantry General, can his bunkers be a little more sturdy than the other Chinese bunkers?
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#4756 Capt.Drake

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Posted 14 April 2010 - 06:05 PM

They Already are, but it's open for tweaking, although Pend's focus is on other generals atm

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#4757 Jester22

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Posted 15 April 2010 - 01:42 AM

I'm not the best player, but until a more finalized version comes out I'm just saying things I notice may need work with the version I've got, or I'll mention something based on speculation from what I see in the specific general update areas. Since the project has picked up the pace I've been playing again a lot more recently. If things have been covered or are being worked on that's cool. I don't wanna sound redundant just because I'm not in the loop, so to speak. All in all, I'll probably be spouting things off every few days, as I play different generals in between work hours. :-p

The only serious gripe I have so far is only being able to test balance, tactics, etc against the one functional AI. Short of that, I am really looking forward to giving constructive, accurate input with the version and forum update info I have available. Keep up the splendid work!
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#4758 Capt.Drake

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Posted 15 April 2010 - 05:01 AM

I must say there has been a lot o changes since the version you have, GLA is added and AF and Tank reworked so isuggest to sit tight and wait till the new version comes out

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#4759 Jester22

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Posted 15 April 2010 - 10:32 PM

Well crap, here I was thinking I was helping. LoL
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#4760 olli

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Posted 15 April 2010 - 10:53 PM

You are helping. A lot. Don't stop with your feedback, it really is invaluable. :D
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