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Remix Escalation Suggestion


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#721 Pendaelose

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Posted 26 June 2006 - 06:16 PM

Teachers must have something sadistic!
They gave us so much work I couldn't even find time to post in here! Since my last check, what has happend to much! remix and Contra are getting better each day!
Pend awsome work like always! Pls don't forget the Medic Pend!
And keep up with awsome stuff like the updates in the past days



Robot got a huge overhaul the last few days, only 1 more change is planned, then its finished.

Airforce got the Stryker and the AC150, I think he's quite good to go, and will only have some cost/time tweeking done. And yes, I did include an ambulance unit for AirF. the only remaining change to make is a new generalpower to replace the leaflet drop.

SuperWeapon had gotten the big upgrade earlier with the ShieldGenerator. the shielg gen and a new super weapon were added, so SupW is very set to go.

Laser is the last USA on the list to get something new. I've already started working on it and it will be done this week... I will be adding the WeaponPlatform and will likel be replacing the A10 strike with something new.


Once those are done I will be revisiting tank china to fix the Internet center bug and then Infa china will finaly get done. Once Infantry china is done, I've got a 2 page list of quickfix bugs that I will be working on before the China Alpha.
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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.


#722 olli

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Posted 26 June 2006 - 07:50 PM

I have some ideas for the GLA. first, as you are behind with the GLA, and need units, i think you should include the tarantula super unit for toxin general. i would love to see that in remix. if you dont like it, reskin it, or something, but please include it. Also, as the super weapon general gets 2 superweapons, i think toxin general should. the chemical missle, just like the one used in the origional ZH mission. IT flys to the target(like the ICBM), and expoldes. the expolsive does medium damage(or none), but it releases a huge cloud of anthrax. then, as an upgrade, or it can initially start with, i think that when it expoldes, like 6-7 barrels of acid should be released , and spread over and area. then when they hit the ground, they expolde, with the effect of demo traps, and the acid is released. this damages the buildings and tanks. it should have the flammable acid upgrade aswell. Please include this superweapon, or take out the scud storm and replace it with this and make it more powerful/weaker. if you are going to include both, you could make the damage from this weaker. there should be a version for the DEmo general, but there are no toxins. when it reaches the target, it explodes over it, ( the initial blast from missile explosin does no damage), but like 7-10 demo traps are released out, and then they can either hit the ground and turn invisible and only explode when an enemy gets near, settting them all off with a lot a damage to everything around them, or then can explode as soon as they hit the ground, with a lot of force.
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#723 Gredinus

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Posted 26 June 2006 - 08:47 PM

Ugh not the tarantula, thats the worst unit creator has ever made (sry if im rude creator). Toxin will get a airships (or atleast i think so) and a compleat set of defences. For the 2nd SupW a acid missle would be nice.

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#724 Pendaelose

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Posted 26 June 2006 - 10:49 PM

I'm not *behind* on GLA... they are simply the last ones to be done. I started with All USA, one general at a time. then I started all China, one general at a time. I stopped at Infa china because I was getting worn out from modding, and when I came back I looked at my own progress and realized China was comming along better than USA so I went back for some touchup and polish work on USA. I'm almost done with that, so I'll be going back to Infa china and then on to GLA.

I'm also not fond of the Tarantula. Creator didn't make it, though. It was from another site, and he added the addons on top.

I don't know about another super weapon for Chemical. He's already got the defiler and the scud storm. In the units department, once his airforce and a heavy tank are added I think Chem will be by far one of the strongest GLA factions... I don't think he'll need more super weapons. With the current setup in remix, many, but not all generals have 2 superweapons. A few have 3, and a few have only 1. GLA will be the same.

Chem will be getting the zepplins. 1 or 2, depending on how the moddels come out. He will also be getting some aircraft to go with the zeplins.

I'm also kinda thinking that GLA's most primitive units should be EMP/ECM resistant (stealth and demo would gain the most). IF GLA is too weak I'll use it to bring them up to par, but I might scrap this idea if it breaks the balance too much.
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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.


#725 Guest_Bug_*

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Posted 27 June 2006 - 09:10 AM

After playing many games using China tank gen against a robot gen and got the same crashes again and again, i think i found out a nasty bug.
The cybergen places some stealth barrel mines around his base which call the A10s.
Crash seems to occur when some of these mines trigger and destroy some of my tanks.(U know that Damn serious error thing)

#726 Gredinus

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Posted 27 June 2006 - 10:06 AM

The emp/ecm idea is mine, you seem to forget wich are your ideas and wich are mine. And the defiler isnt an acctual SupW (maybe the scud storm shuld get a acid upgrade).

What abaut the fan ideas?

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#727 Phoenix911

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Posted 27 June 2006 - 11:42 AM

Defiler is a SW in my opine maybe a weak one but they can play lots of havok on a enemy, also they can release both acid and toxin at a good rate of speed thus comensating(sp) for there lack of damage.

ps: pend i really think the defilers acid and yoxin clouds should move faster, on larger maps there more usless than usful.
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#728 alpha86

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Posted 27 June 2006 - 12:32 PM

I was never fond of the defilers... never really liked them.. I mean, like in my eyes they are the only non-weakness "superweapon". By that I mean, once the chem cloud is launched, theres no way to stop it... comparing against like the heavy nuke cannon.. you can stop those just by taking it out... or like missiles... they can be shot down by rocket, gattlings, or even lasers... not the primary one (nuke) but the other smaller ones like scud etc.

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#729 Pendaelose

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Posted 27 June 2006 - 02:41 PM

After playing many games using China tank gen against a robot gen and got the same crashes again and again, i think i found out a nasty bug.
The cybergen places some stealth barrel mines around his base which call the A10s.
Crash seems to occur when some of these mines trigger and destroy some of my tanks.(U know that Damn serious error thing)


I've never seen this bug. ever. What version are you playing?


The emp/ecm idea is mine, you seem to forget wich are your ideas and wich are mine. And the defiler isnt an acctual SupW (maybe the scud storm shuld get a acid upgrade).


I didn't say it wasn't your idea... I said I was thinking about it. You suggested it a very very long time ago and I dismissed the idea at the time. Over the last 8 months the balance has changed alot and I was looking for ways to further re-balance GLA if needed.

It doesn't matter who's idea it was... I still have to think about it before it goes in game. I don't even keep track of who suggested what because it doesnt' matter.

I'm not going to post every time "Gredinus suggested this object/upgrade" because many many times, 90% of the time, such suggestions are aknowledged to you (or anyone else) when the suggestion is made. What I do with it after is is suggested is just buiness as usual. I thnk it over for a long time, I post it if I'm seriusly considering it, if I still like it, I mod it in.

Making a suggestion does not lead to ownership. this is what happened with Mech and the Fafnir. He got it in his head that because he suggested it, it was HIS model/unit. No, it belongs to the people who MAKE it. Gred, I know you can do some modding, your not helpless, but if I code it into the game, its mine. Not in a mean way, you'll be in the read me and the credits as part of a "thanks to" list, but I'm not going to quote by refrence every suggestion or share ownership of my work.

What abaut the fan ideas?

I dunno. we came up with that one on MSN togeather one day. you were suggesting defenses and I was inspited by the chem warfare in WW1. They might still make it in game, but it will depend on how they look when its done.


And to all, regarding Defilers. It IS a super weapon, just a weaker one. It has been requested several times that the clouds move faster, they will. If valuable Chem upgrades are moved there it will become a much more valuable structure. My plan from day 0 was to use the defiler as the Tech2 building for Chem.
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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.


#730 Guest_VIK_RAM_*

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Posted 27 June 2006 - 03:54 PM

i think olli's idea is a good one. i definatly think that the toxin general should have acid incorparated into his superweapons, as he has that technology. please pend include this, like make his scud stoem have acid barrles or just acid aswell as toxins. Just an acid rocket would be kewl by itself(make the raduis of the acid fairly small thou) , so you havethe acid for buildings/tanks and the sucd for buildings/infantry.

#731 Guest_Guest_PrOzAk_*_*

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Posted 27 June 2006 - 05:33 PM

Im playing 1.89.
Every time we play 2 of us against cyber gen. after surving the very first massive attacks and when we finally deploy chimeras and airforce when we aproach the enemy base the game always crash.
It happens when i approach those a10 defence or when i shoot down those small helicopters that just stand and die. We havent managed to finished something like 20 games so far.
Its damn annoying.Any idea what's causing this serious error?

Map is deathvalley. me(china tanks) friend(airforce) AI(hard robots).

#732 Pendaelose

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Posted 27 June 2006 - 06:24 PM

Im playing 1.89.
Every time we play 2 of us against cyber gen. after surving the very first massive attacks and when we finally deploy chimeras and airforce when we aproach the enemy base the game always crash.
It happens when i approach those a10 defence or when i shoot down those small helicopters that just stand and die. We havent managed to finished something like 20 games so far.
Its damn annoying.Any idea what's causing this serious error?

Map is deathvalley. me(china tanks) friend(airforce) AI(hard robots).


Got no idea. I've not seen this in any of my play testing and no one else has reported it. There is a 1.9 now, try it and tell me if the bug is still there.
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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.


#733 Gredinus

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Posted 27 June 2006 - 07:38 PM

I was there when the fafnir stuff happend. I dont say its mine, i only say it was my idea (like makeing my self look more important than i am :shiftee:).

The defiler`s clouds shuldnt damage stuff while they are moveing (if you build it out of the base you cant defend it).

The basic units could be scorpion based ones.

I still think that the fan units would fit chem gen.

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#734 alpha86

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Posted 27 June 2006 - 09:50 PM

The AI hasn't been fixed in 1.9? i played against robots and tanks... several times 1vs1 and they never even built a techcenter..

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#735 Pendaelose

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Posted 27 June 2006 - 10:14 PM

The AI hasn't been fixed in 1.9? i played against robots and tanks... several times 1vs1 and they never even built a techcenter..


ONLY robot USA has had any work done to it.

Normal Robot s having trouble building his tech center. I'm working on this right now. Scripting is not as easy as it would seam. the problem is that every script is already setup for it to build the right buildings, AND its running every script needed. Problems like this take alot more time to fix.

Hard AI does build the tech center. I've tested this many times, and unless something changed between 1.89 and 1.90 then it should still build it.

And I agree the fans would fit, but they have to look good too....



I was there when the fafnir stuff happend. I dont say its mine, i only say it was my idea (like makeing my self look more important than i am ).

The defiler`s clouds shuldnt damage stuff while they are moveing (if you build it out of the base you cant defend it).

The basic units could be scorpion based ones.

I still think that the fan units would fit chem gen.


The defiler clouds will be fixed too... they need to gain alot more altatude, and inflict no damage in flight. then, when they descend they will cause damage. This is a known bug and will be fixed.

Edited by Pendaelose, 27 June 2006 - 10:17 PM.

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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.


#736 alpha86

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Posted 27 June 2006 - 10:25 PM

Don't worry... found the fix.. its needed the 1.89 AI script :shiftee: ... okay.. gonna get back to you on the whole Airforce vs Robot game... so far its kicked my butt twice... >_>

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#737 Pendaelose

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Posted 27 June 2006 - 11:01 PM

Don't worry... found the fix.. its needed the 1.89 AI script :shiftee: ... okay.. gonna get back to you on the whole Airforce vs Robot game... so far its kicked my butt twice... >_>


It shouldn't need the 1.89 script. It has a newer, tougher version. I'll double check the 1.9 upload.
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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.


#738 Striker26

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Posted 28 June 2006 - 05:45 AM

wait do all these people have 1.89?

#739 alpha86

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Posted 28 June 2006 - 07:54 AM

Don't worry... found the fix.. its needed the 1.89 AI script ;) ... okay.. gonna get back to you on the whole Airforce vs Robot game... so far its kicked my butt twice... >_>

It shouldn't need the 1.89 script. It has a newer, tougher version. I'll double check the 1.9 upload.

The 1.90 AI is supposed to be harder than 1.89? :shiftee: fun 'n' games!! now i get to last about 2mins (jk- I'll last longer than that :blink:)

wait do all these people have 1.89?

Um... not all, just a select few who, depending on who pend decides to give them out to.

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#740 Soul

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Posted 28 June 2006 - 03:21 PM

I hope it's on the Modtoaster vr2 so I can play it when u finally finsh it cuz all these things u have put into it makes it sound like alot of fun.
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