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Remix Escalation Suggestion


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#4801 Pendaelose

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Posted 22 June 2010 - 02:03 PM

It's nice to see Remix is back!

One question though, how 'bout the stealth gen? Will it have the same bad-ass tank the contra stealth gen has?

BTW. I think I've already asked it but will there be a message in game when an enemy general levels


The Stealth Sniper Tank is in there, but I haven't yet changed it to Creator's newer model. This is an aesthetic change that will happen at some point, but in a later release.

Drake's right, no announcement. However you can check the enemies escalation level by selecting their command center and looking at the upgrades.
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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.


#4802 Vince

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Posted 22 June 2010 - 02:05 PM

Sweet, that tank is sooo good, by far my favourite unit of the gla

also the message doesn't bother me much I just wondered :good:

Edited by Vince, 22 June 2010 - 02:07 PM.


#4803 Jester22

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Posted 22 June 2010 - 03:18 PM

So was I right in my understanding, at the end of the month we'll have a (beta?) release? I got a few friends who might be interested in playing Remix just because when we talk about games like this I always bring it up. :D As far as I'm concerned this is the best mod out there.
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#4804 Pendaelose

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Posted 22 June 2010 - 06:28 PM

Yes. It's essentially ready now, but I'm giving my testers a week to ransack it for last second bug fixes before I release it.
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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.


#4805 SpardaSon21

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Posted 26 June 2010 - 05:21 PM

How about an assassin droid with a sniper rifle for Cyber General Micro branch? Call it the "HK-50 Eliminator".

#4806 ApOcOlYpS

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Posted 27 June 2010 - 02:07 PM

AFG JSFs need a boost. Give them a bit longer range and increase fire rate. At the moment due to their short range and fast speed they reach the enemy plane they are shooting at the same time as their missiles. I don't believe they can commit suicide, but if 2 JSFs are flying at the same position at the same target they will kill each other.

Also increase the fire rate of the F-18 so it fires all 4 missiles before flying past their target.

A-10 could use a small speed boost and a slightly longer range it seems (either or could do).

#4807 FlyingDeath

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Posted 27 June 2010 - 06:19 PM

I dont think that the Mass-Sabotage and the Sabotur Spawn suites to Demo gen... perhaps, you could let them Spawn Timed-Democharges for Mass-Sabotage (work like this: Any building/Vehicle will get a Planted 30sec Democharge with slightly increased Damage) and a Demo-Sabotur (instead of Infiltrate Buildings, he plants Democharges.... like the Mass-Sabotage, but 1 Building for EACH sabotur)... and to Balance this, make the Demo-Charges removeable from Workers/Dozers...

and perhaps the Sabo-Spawnschould spawn more than 1 Sabotur...

last thing, could you try to give Mass-Sabotage the Sabotur abylity (Decrase the Radius and let the Buildings be sabotured properly...... shit... bad english... i mean, for example, there are1 Supply center and a Commandcenter in Radius and you use Mass-Sabotage on them, Commandpowers should be resetted and 1000$ be stolen) and if you find that too Overpowerd, increase the Cooldown^^

#4808 ApOcOlYpS

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Posted 30 June 2010 - 05:15 PM

AFG needs a way through sillicon clouds. They literally kill every jet in the area (including those from the strategic and saturation bombing relays).

I had an aurora die on it's way out of an airfield because a stray missile went off at the entrance of it.

#4809 Capt.Drake

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Posted 30 June 2010 - 05:56 PM

Well depending on the tree you choose there are several long range options you should be able to deal with such threats such as Apache Nahrwahle/Dolphin and the B-4

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#4810 jaxxa

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Posted 01 July 2010 - 04:57 AM

Hi, Love the mod, don't post much though, good to see it is still being developed.

My idea for the "bug"/feature of all the icons for research being the same on units, is that you could List in the mouse over tooltip what upgrades can be applied to each unit.

That way when you select a unit you can see in the Science icons that for example the first and third researches have been compleated, then if you mouse over the unit you can see what the upgrades are called and can tell what you still need to reasearch and what has been done for that unit.

I think that this way would restore mose of the original functionality of the unit science indicators without having to exceed the Hardcoded icon limit.

The downside of this is that someone would have to take the time to edit all of the mouse over text, the text boxes could start getting large and it would not be as fast ingame as the original way.

Just thought I would jut throw this out there and see what you think.

Edited by jaxxa, 06 July 2010 - 06:48 AM.


#4811 olli

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Posted 01 July 2010 - 10:23 AM

Guys, all the research icons do is tell you what you have researched/upgraded a unit with.

At tech centres, you see the description of the upgrade and it tells you what it affects. All units will have the research icons looked over, and removed if no upgrade applies to them. If you see a stack of books greyed out when you click on a unit, that means there is something yet you can research.

If not, and you have researched everything and still it is there then tell us. Put it in the books section.

Don't panic.

It will be looked over so you can see how many upgrades your unit has and what it can still get.
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#4812 FlyingDeath

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Posted 01 July 2010 - 10:16 PM

I don't know, but somehow the Point-Defense-Laser from Airforce is TOO Overpowered... i mean, he has the countermeasures and so his defence is good for his planes, but now i had 10-15 Stinger-Trooper against 3 Helis, and done NO Damage... perhaps you should remove it... i mean, most of the gens only can defend with Rockets...... or Effective with rockets, course 2-3 Stinger-Squads are MORE usefull then 1 Quad-Tank... i don't know, perhaps im too dumb, but i think Laser AND Countermeasures are TOO strong...

#4813 ApOcOlYpS

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Posted 02 July 2010 - 12:38 AM

SW has 30mm guns
Laser has lasers
Robots has cyborgs & storm troopers (I believe) along with flak AA and drones.
AFG has chain gun and JSFs (they have enough missiles)
All china generals have gatling weapons (not positive on Flame gen)
GLA have quad cannons.

Besides that, I've never seen a big problem in getting through the point defenses, especially since after they are used 3-4 times they have to recharge for a few seconds. I'm surprised 10 stinger troops couldn't touch 3 helicopters, especially considering that the point defenses tend to shoot down missiles that would miss anyway.

Also the laser doesn't come until an expensive upgrade after tech escalation 2 (same as the silicon clouds ironically enough). Here, you keep your silicon clouds, I'll keep my point defenses.

I would, however, suggest that the point defenses for all planes except the AWACS be reduced to near nothing so that it only shoots down missiles that will damage the plane itself. Though this may not be possible because the point defense originates from one point on the airplane, so if the missile came from somewhere else it wouldn't help (I believe. But may be better to keep point defenses as they are to protect against multiple missiles).

#4814 Pendaelose

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Posted 02 July 2010 - 07:55 AM

As ApOcOlYpS pointed out, every general has a non-missile AA system. Most of the Heavy AA's are missiles, but even some of those can get through, such as the Hive launcher, it breaks into more missiles than the point defense can intercept.

As for the range of the point defense lasers, I experimented with a few ranges, and if it is any shorter than it is now it can't always intercept properly.

I'm not surprised at all that 3 heli's took on 12 stinger troops, 4 laser shots each means they had exactly enough point defense to stop 12 troops. 13 could have gotten a missile in. But an additional note, for the $$ cost of 3 attack choppers you could have fielded 30 stinger troops.

And a final statement. don't judge the strength of a general by the AI's use of units. You'll never get an accurate feel for what he's really like that way. PvP vs a general, or just playing AS that general are the only fair measures, and even then you have to remember some people are better suited to different play styles.
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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.


#4815 FlyingDeath

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Posted 02 July 2010 - 01:15 PM

don't know, Stealth HAS Quads, but Toxin doesn't... therefore, if toxin techs a bit slower than Airforce, Airforce kicks his ass...

and i HAD Build Stingertrooper with 3 Barracks (5er Squad) And doesnt done anything else (my bro build Defence with Tank gen) and Airforce Broke through anything....^^

#4816 ApOcOlYpS

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Posted 02 July 2010 - 02:38 PM

Pend, I can't remember if this was in the previous version, but doesn't the AI decrease the health of your units or something when you put him on AI (or his units get a health/armor boost)?

AFG getting point defenses before toxin gets sillicon wouldn't be a big problem, especially considering how (relatively) easily AFGs initial airplanes can be shot down. Once you get sillicon clouds you can destroy virtually everything with 1 hit (including the super weapon bombers. Pend would you consider increasing their health/armor?).

Also it seems that toxin zepplins should have decreased armor (at least against interceptors. It takes a good number of JSFs to take down 1, and then there's the problem of them killing themselves).

#4817 Pendaelose

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Posted 02 July 2010 - 03:10 PM

don't know, Stealth HAS Quads, but Toxin doesn't... therefore, if toxin techs a bit slower than Airforce, Airforce kicks his ass...

and i HAD Build Stingertrooper with 3 Barracks (5er Squad) And doesnt done anything else (my bro build Defence with Tank gen) and Airforce Broke through anything....^^


Were you playing against the AirF general AI or a human player?

Pend, I can't remember if this was in the previous version, but doesn't the AI decrease the health of your units or something when you put him on AI (or his units get a health/armor boost)?

AFG getting point defenses before toxin gets sillicon wouldn't be a big problem, especially considering how (relatively) easily AFGs initial airplanes can be shot down. Once you get sillicon clouds you can destroy virtually everything with 1 hit (including the super weapon bombers. Pend would you consider increasing their health/armor?).

Also it seems that toxin zepplins should have decreased armor (at least against interceptors. It takes a good number of JSFs to take down 1, and then there's the problem of them killing themselves).


Hard (Insane) AI gets a huge fire rate bonus, and in a single player game your units have a third less health.

Zepplins need the high health and armor because they are so slow. Even with high armor they are very squishy vs massed AA.

I'll see about increasing the range of JSFs, this may help a bit.
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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.


#4818 FlyingDeath

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Posted 02 July 2010 - 07:34 PM

played against Aggressive AI (from what i know, Aggressive = Normal and soon it should be 100% Health and so on, only on the LAST Difficulty it should have a Raise in Health and Attack, exxcept you changed something^^)

its only course its HARD against Airforce if you build Rockets (and most Rockets are Effective against Planes AND Vehicles, so a good combo against airforce, for exampla, Makro-Cybers Rocket side)... mhh, Beated Insane TnT AND Insane Tank with my bro, but only Aggresive Airforce is unbeatable..... perhaps we have to change our Taktics^^

BTW: Leonidas seems a bit Overpowered, but it IS A REAAALLY COOL UNIT^^
(Defeatet Tank Aggressive ONLY with this unit and the HK-Drop^^)
perhaps the Maincannon needs a little bit weakened, course it nearly Kills a Powerplant with one shot^^
dont know^^
and somehow Makro seems MORE Powerfull then Mikro^^
but anyhow, i LOVE the BIG Mechs, GOOD WORK^^

Edited by FlyingDeath, 02 July 2010 - 07:34 PM.


#4819 Pendaelose

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Posted 03 July 2010 - 11:42 AM

AirF general AI on Aggressive is nearly unbeatable. It's not because the general is overpowered, but because the AI is relentless. It doesn't care about lost units and it will spam you with a nearly unlimited number of aircraft being built constantly. Try playing as AirF vs AirF and you will see it doesn't help at all.

As I said, don't judge the strength of a general by the performance of his AI.

When I come back around to doing more AI work I will adjust the AirF agressive AI to make it a bit more reasonable. Until then you really have an Insane AirF AI and a Psychotic AirF AI.



Micro vs Macro... the honest truth is I think Micro is more powerful, but is also a bit more demanding in how you play. You can't just build a bunch of big mechs and march them to glory... however, if you're quick and know how to use him he can easily overpower a player who tries to do just this.

Micro general is also extremely effective vs Tank General AI, but weaker vs Demo general's AI.

Edited by Pendaelose, 03 July 2010 - 11:48 AM.

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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.


#4820 FlyingDeath

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Posted 03 July 2010 - 09:58 PM

dont know, Mikros defence seems weaker then Makros.... ok, played and testet the HK-95 Barbarian...... this unit is a beast in Close combat..... and very powerfull^^ but somehow, the Drones of the Defence doesn't do anything against Tank O_o
I had a Dronevontroller and MANY Defence sites and Tank shut the Drone-Controller down with his ECM Artillerie..... but somehow ALL of my defences targetet my Dronecontroller...... which was, like i said, permanently shot by ECM-Artillerie, so his AA and Tankhunters just shot my drones down, which circled around a shot-down controller off mine.... perhaps a bug? but somehow, if beaten him... you can checkout this, by yourself, if the Small Dronecontroller of mikro is under ECM-Fire, the Drone-Defence "Shoots" they drones TO him O_o
somehow, Makro didn't had any problems to defend.... the Artillerie-Spider against Tank-snipers and the to Defence versions (Rocket and Gun) against his troops, and the end was brought by Leonidas and a Mech-Drop (With Nano-Repair) so... for ME Makro is stronger... but the "Infantry" of Mikro is good too^^




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