Remix Escalation Suggestion
#4761
Posted 16 April 2010 - 03:53 AM
I had used the Internet Center to reveal the map, then used Ctrl+click to force the Berta to attack something I knew was there, even if the unit couldn't see it. It had to move a bit closer and fire, but the attack was out of sight range. After 2 volleys from the Berta I had to move it closer to make sure I had nailed the building. Sure enough, it was destroyed.
#4762
Posted 16 April 2010 - 04:04 AM
#4763
Posted 16 April 2010 - 09:04 AM
C:\Users\(My Name Here)\Documents\Command and Conquer Generals Zero Hour Data
Then upload the picture to a image hosting site, like imageshack which is a good one. Then just copy the forum code straight into here and it will display it with out attachments.
As for your Windows 7 problem, Pendaelose will probably know more... All I can suggest is try running it in compatability mode. Right click the Generals icon and go to properties. Then there should be a tab labled "Compatability". Then choose which service pack you want to run it in Compatability mode for. (This is for Vista, so I don't know if it is the same for Windows 7)
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#4764
Posted 16 April 2010 - 09:15 AM
my shortcut line looks like this:
E:\Games\Generals\ZeroHour\generals.exe -win -xres 1400 -yres 900
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.
#4765
Posted 16 April 2010 - 10:33 PM
http://pbckt.com/sO.v7t
#4766
Posted 16 April 2010 - 10:35 PM
#4767
Posted 16 April 2010 - 10:43 PM
I used a different map, but I brought in the Bertas and still managed to fire on something the UNIT couldn't see (by using Ctrl+click to force attack) even though I knew it was there using the Internet Center to view it earlier. I tried to get a side view for a more clear range difference, but with the firing range being most of the screen the Bertas were barely in the screen on the right hand side with their target, a power center, all the way to the left.
I use Ctrl+click to test fire at the ground, or to find stealth targets when I might feel they are nearby and it might take too long to get a spotter around.
EDIT: Just noticed I had switched the 5th and 6th pics around but you should still be able to see this and easily replicate the same results.
Edited by Jester22, 16 April 2010 - 10:45 PM.
#4768
Posted 17 April 2010 - 09:22 AM
The ideal is that the artillery should have a very low shroud clearing range only able to spot immediate threats, but to keep their long range so that skirmishing units, or long sighted scouts can spot the targets and the artillery can fire on it. In the case you show above you're shelling on a building. It makes sense, you don't have to have line of sight on a fixed location to know it's still there... It's not like its going away on it's own.
think of the real world equivalent. The artillery sits miles away and field units enter the combat zone. They call the fire support as need. However, if there is a fixed position that needs shelling you don't need field troops there to watch the shells land, you can just let loose now and fly a predator over later to confirm the kill.
So, Artillery will get reduced shroud clearing to make them more dependent on other units in combat, less useful light units will gain significantly increased shroud clearing to make them much more valuable.
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.
#4769
Posted 18 April 2010 - 04:32 PM
#4770
Posted 19 April 2010 - 09:47 AM
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.
#4771
Posted 20 April 2010 - 02:06 AM
As far as the Laser General getting a different name, "laser" kind of implies a "futuristic" arsenal. If ya don't mind maybe posting some of the names being knocked around maybe our input could help ya really nail down a feel for what you think would fit. Worse comes to worse, there's always Mad Scientist Tesla.
#4772
Posted 20 April 2010 - 11:19 AM
As for Laser Gens Name...
Well here are the planned technologies he will have
Advanced Lasers
Microwave technology
Particle projection
Plasma
Satellite relay technology
Ion
Also, ideas about Railguns, and chronospheres have been tossed around with the idea of implementing them.
A few names batted around:
Energy Weapons General
Special Operations General
Boomage General
Ownage General
Pwnyourface General
SHOOPDAWHOOP General
OMGLAZORRZ General
And Of course, my favourite,
PewPew General
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#4773
Posted 20 April 2010 - 05:26 PM
Chronospheres and other chrono weapons don't really belong in this semi-realistic setting. They're just a bit too implausible. Railguns on the other hand are totally awesome.
(Can I get railguns and ion cannons on my tanks? Oh, and plasma pulse rifles for my Rangers and railrifles for my Pathfinders.)
#4774
Posted 20 April 2010 - 05:49 PM
#4775
Posted 20 April 2010 - 09:34 PM
#4776
Posted 20 April 2010 - 11:08 PM
Chronospheres and other chrono weapons don't really belong in this semi-realistic setting. They're just a bit too implausible.
Get out!
But on a serious note, it's not about what is realistic or not...Remix isn't striving for believable or realistic game play. If it fits in with a theme of a General, it could be implemented. The idea to revamp laser general was to make him, like the other generals, totally unique with his own style of customizable game play. High tech and future weapons are going to be his speciality, and getting a Chronosphere working in the Generals engine will be pretty awesome.
On a side note;
TOWNES IZ FIREIN HIZ LAZOR!
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#4777
Posted 29 April 2010 - 04:59 PM
Rarely artillery can continue shelling "on the move", but this is the exception, not the rule. You said a 100% artillery force can mobilize and be effective, but I have yet to see this pan out because of the hard work you've put into making this game balanced and fun. Especially the more powerful long range units in the game have to completely stop before they can even fire, then there's the animation/load sequence of their respective ordnance. Any spread out, or multi-pronged, attack force coming to neutralize the artillery will take damage, but being destroyed before they meet their objective is highly unlikely.
Artillery attempting to keep range will be caught up by faster, smaller range units, the minimum range of the artillery surpassed, and the artillery destroyed. I have yet to see a scenario where artillery can outrun a mobilized force of tanks, AND destroy them all before the tanks can close distance and obliterate the artillery. Hell, most artillery moves like infantry... slowly. Considering their minimum range, light armor, and lack of mobility, they already depend on support units quite a bit, from what I can see.
Again, I like the smaller shroud clearing of artillery, I like the reliance on other support units. I'm just worried about how those other units will perform (or under-perform), allowing artillery to properly do what it is supposed to do.
#4778
Posted 29 April 2010 - 05:17 PM
X Tech General
Weapons Development General
Got a couple others, but they all fall under that type of naming convention.
#4779
Posted 07 May 2010 - 07:41 AM
#4780
Posted 07 May 2010 - 09:29 AM
Yeah, right! Relativity Theory General or The Third Newton's Law GeneralVotes for a Laser General name: Theoretical Technologies General
Edited by Creator, 07 May 2010 - 09:31 AM.
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