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Remix Escalation Suggestion


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#4761 Jester22

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Posted 16 April 2010 - 03:53 AM

In that case, I didn't know whether this should go in the Nuke Gen specific area or here, but the Berta can shoot a bit further than it can see. I'd show you guys with a screen shot but I couldn't figure out how to do that in game. Of course I suppose it would be a few so I could show you in sequence.

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.
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#4762 Jester22

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Posted 16 April 2010 - 04:04 AM

I don't know how to pull up any kind of specific logs on this but I'll give you what info I can. I recently got a computer with Windows 7 on it, I run C&C Generals/ZH/Remix from a C&C First Decade CD. Occasionally after clicking ZH at the bottom of the C&C First Decade on-screen menu it will automatically minimize itself to my task bar at stay lit (orange) like it's doing something. I can click on it and the screen goes black a moment then returns to normal, like it's trying to bring it up, then comes back to where it was a second ago. I can't right-click the task bar button and close it even when I click close. I have to kill the app with Task Manager and try again. Seems to happen more often when I have a second window open.
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#4763 olli

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Posted 16 April 2010 - 09:04 AM

If you could get some screenshots that would be useful. To capture ingame pictures you press F12. These images are then saved in the folder marked "Command and Conquer Generals Zero Hour Data". So on my PC it looks like this

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 Pendaelose

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Posted 16 April 2010 - 09:15 AM

I'm not sure what's causing your game to close out, but you can add -win to the shortcut to make it play in a windowed view and that will probably keep it from closing out.

my shortcut line looks like this:
E:\Games\Generals\ZeroHour\generals.exe -win -xres 1400 -yres 900
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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.


#4765 Jester22

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Posted 16 April 2010 - 10:33 PM

This could be a test post... I have never used photobucket before, and this is the only forum I've ever been on so.. here's some screen shots of a Berta firing past its' own sight range.

http://pbckt.com/sO.v7t
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#4766 Jester22

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Posted 16 April 2010 - 10:35 PM

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#4767 Jester22

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Posted 16 April 2010 - 10:43 PM

Sorry for the crap posting, still learning all this stuff. LoL In any case, I hope you're able to see the sequence of events here.

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.

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#4768 Pendaelose

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Posted 17 April 2010 - 09:22 AM

It's not a bug, in fact you'll likely see more of it. One of the balance changes I've been considering is to reduce the shroud clearing range of certain units and increase it on others. Artillery and scouts being the main focus. Because of the current setup you can mass 100% artillery units and go into battle without an effective escort and be just fine because you can shell the in coming tanks and infantry before they enter range. It shouldn't work quite like that.

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.
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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.


#4769 SpardaSon21

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Posted 18 April 2010 - 04:32 PM

Hey Pend, back on page 233 I suggested re-naming Laser General to the Energy Weapons General since he no longer exclusively uses laser weaponry, and Roscoe said he was going to implement that change. Now that you're back, is he going to stay the Laser General or will he have his name changed?

#4770 Pendaelose

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Posted 19 April 2010 - 09:47 AM

Energy Weapons or something similar... I've bounced around a few options on the same basic theme.
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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.


#4771 Jester22

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Posted 20 April 2010 - 02:06 AM

I like the idea of artillery being dependent on other units, like your examples. VERY cool. Still, if the general being shelled had half a brain, all you gotta do is send out a couple missile type infantry to neutralize an all-artillery attack. How will an AI general fully utilize artillery that can't hit anything on it's own? I admit your AI, to date, has sent in well-mixed forces to compensate a sight range, but there are (SOMEWHAT rare) times when the robot AI will send in nothing but artillery and my quickly and easily spammable missile infantry make short work of an attacking force.

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. :p
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#4772 olli

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Posted 20 April 2010 - 11:19 AM

The AI is being made from scratch for each general. It makes the current robot one look like child’s play. The new AI is built specifically for each general...tailored to them and they use ALL their units and techs with different strategies. The current aggressive tank AI uses its planes as well! And loves using super weapons before an attack. So have no fear, the AI will be intelligent.

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 SpardaSon21

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Posted 20 April 2010 - 05:26 PM

Well, how about the Advanced/High-tech/Future Weapons General? Special Operations implies just that, special operations involving elite strike teams rather than the use of highly impractical weapons used to completely obliterate the area of engagement.

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 Gredinus

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Posted 20 April 2010 - 05:49 PM

I vote for SHOOPDAWOOP General

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#4775 m3rc1l3ss

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Posted 20 April 2010 - 09:34 PM

My vote is definitely for PewPew general
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#4776 olli

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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 Jester22

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Posted 29 April 2010 - 04:59 PM

In the case of the artillery getting a smaller shroud clear, you mentioned other light units and infantry gaining more usefulness in the battles to come. I like the idea behind this, I think it accurately portrays what artillery does, BUT these other units should be able to compensate for it somehow. Artillery is rather weak once you get inside their minimum range, they are often quite slow, and evasion of retaliatory forces is unlikely.

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.
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#4778 Jester22

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Posted 29 April 2010 - 05:17 PM

Votes for a Laser General name: Theoretical Technologies General
X Tech General
Weapons Development General

Got a couple others, but they all fall under that type of naming convention.
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#4779 MasterZH

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Posted 07 May 2010 - 07:41 AM

After finishing REMIX can some1 make new Beter quality banner? I am on several forums and want to spread remix fans.

#4780 Creator

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Posted 07 May 2010 - 09:29 AM

Votes for a Laser General name: Theoretical Technologies General

Yeah, right! Relativity Theory General :grin: or The Third Newton's Law General :grin:

Edited by Creator, 07 May 2010 - 09:31 AM.





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