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Remix Escalation Suggestion


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#1581 Pendaelose

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Posted 11 September 2006 - 12:11 PM

Already had some games, only two crashes so far!
Ok when the B-1 drops it's bombs on a bigger building and the bombs hit before getting open they don't do any damage, that could be I think solved with the carpet bombing idea i've suggested you once!
Then the F-14 doesn't seam to do crash damage
I keep having trouble with the autorepairs of vehicls with like 2-3 stripes, but only on certain ones!
Is it possible that the vehicls are accutually droped on the Dropstrip, and not beside it, cause then sth like this can happen

Then you can't repair your tanks anywhere as Infantry Gen.
Artillery barrages where called on shoot down drone wrecks


Most of these are easy fixes. Only the veteran auto repair I have no idea how to fix. I've never figured out what causes that.

Getting to airdrops to hit the building may or maynot be possible. The power is being called dead center on the building, but because there is a building it is adjusting fire automaticly to land the tank in a "Good" spot.

Ok, then about both crashes, both where technical errors
first one laser against roboteasy on overland offfensive I think, the last thing on the screen was a falcon attacking, played the map with same settings again, no crash
Then second on was as Infantry, the neutron missile was finished, it doesn't show the loading status by the way, I gave it a target, and at the moment I clicked game crashed!


I'll fix the neutron today.


another edit:
the infantry drop zone should get a waypoint buttton
and the cluster mlrs a button to fire it's missiles, yo ucan force fire, but a button would be nice


The drop pad and drop strip cannot get waypoints because they don't make any units... they call special powers onto themselves


Man another edit
Just sth photogenic! Remove the wings of the Commanches, aslong they don't have the rocket things or the laser things

meh... it soooo doesn't bother me.

The Motar troops can't fire out of the bunkers, I haven't checked helixes battlefortresses and troopcrawlers yet!

yes they can... ... I tested this. Theres nothing special about the mortar weapon except for a 1 second delay before firing.
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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.


#1582 CPT.TIKER

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Posted 11 September 2006 - 12:11 PM

well i noticed the same thing as drake
drop strip has no rally point
the tanks never reach the drop strip
i think the Chinese version of the supply drop zone(1 that drops infantry) should also have a rally point

oops i didnt c ur post
i guess u posted when i was posting

Edited by CPT.TIKER, 11 September 2006 - 12:13 PM.


#1583 Capt.Drake

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Posted 11 September 2006 - 12:39 PM

couldn't you do the drop strip and the surplie thing like the drop zone tech building, which has go a rellay point!
I'll double check the motar!
Tank Generals Stilite Hack2 sidebar button doesn't work! but it does this!

And I only had a single internet center

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#1584 Pendaelose

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Posted 11 September 2006 - 01:03 PM

couldn't you do the drop strip and the surplie thing like the drop zone tech building, which has go a rellay point!
I'll double check the motar!
Tank Generals Stilite Hack2 sidebar button doesn't work! but it does this!

And I only had a single internet center



The capturable drop point doesn't let you choose what your building though.... It might could be used for the infantry pad, but not the drop strip.

Tank's internet center is a pain in the ass... I'll take another look at it. Atleast Hack3 is working though.

Edited by Pendaelose, 11 September 2006 - 01:03 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.


#1585 Capt.Drake

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Posted 11 September 2006 - 01:39 PM

That would atleast be sth!

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#1586 Capt.Drake

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Posted 11 September 2006 - 03:09 PM

I just had another game with tank an everything with the satelite center worked perfectly! :)
And sorry the Motarinfantry works!

Edited by Capt.Drake, 11 September 2006 - 03:13 PM.

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#1587 Guest_Violence (Not Logged)_*

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Posted 11 September 2006 - 04:20 PM

Greetings again, just a quick question to verify what's on my mind;

Remix 3 will have no rank system(but rather a tech escalation upgrade), but more units, buildings and abilities than C5.0?

Oh, and another thing.. Will it be published with an installer? ^-^

#1588 Capt.Drake

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Posted 11 September 2006 - 04:34 PM

Nobody needs one!!!!!!!!!!!!!!!
But I think Pend was thinking about one!
And we don't really know what will be in Contra 5

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#1589 wolfshadow

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Posted 11 September 2006 - 04:37 PM

Heyas Pen:

Doing a little bit of testing now... The Mark Bomber for inf. doesnt seem to be calling in the artillery. I get a little emp effect, but no kaboom... (There's supposed to be an eath-shattering kaboom~! *G*)

(Edit:) Crash bug when you attempt to launch Nutron Missle, and the missle did not want to lauch using the sidebar...

Edited by wolfshadow, 11 September 2006 - 05:07 PM.


#1590 oops2005

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Posted 11 September 2006 - 04:37 PM

Greetings, Pend :) Then, Remix 3 has finished 2/3!
And will you enable the General Challenge?
If you will, then maybe Drake can make maps for the two generals and inf and demo!!
I have to say, it will be much more work to do if you enable it ... But I hope you will :>

#1591 Capt.Drake

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Posted 11 September 2006 - 04:44 PM

Ok, here school starts now, I got a story to finish, but I'll see what I can do, maybe Pend can help me scripting
and remix is not 2/3 finished, still some bugs and some editing for the already modded Generals
And that Artillery Caller only works if you have a target doesn't work with force targetting

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#1592 Pendaelose

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Posted 11 September 2006 - 07:22 PM

I'll be uploading 2.01 in a few hours. It has a few fixes.

the neutron missile is fixed. side bar button, and crash. I also made a new icon for the button.

the Drop strip gets the tanks closer the pad before they shift off to clear ground... couldn't fix that, but I got close.

The drop strip can now repair tanks

I'm working on the beacon bomber problem. It works fine on troops and vehicles, but vanishes on buildings... But it should be fixed by the time of 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.


#1593 Ubermedic

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Posted 11 September 2006 - 07:29 PM

Alright...
That whole Internet Center thing has been going on forever...
It's in Contra 4 too. It seems to happen when you don't use the
sat hack 2 power for some time.
That's all I can say.
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#1594 Pendaelose

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Posted 11 September 2006 - 07:34 PM

Alright...
That whole Internet Center thing has been going on forever...
It's in Contra 4 too. It seems to happen when you don't use the
sat hack 2 power for some time.
That's all I can say.


actualy, I think its tied to Black lotus. The ECM bomb power of hers had the same "Special Power Template" That can cause lots of problems.

I've not tested it yet, but I think I fixed it... again.
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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.


#1595 CPT.TIKER

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Posted 11 September 2006 - 07:45 PM

never mind my last post

#1596 Pendaelose

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Posted 11 September 2006 - 08:52 PM

I've fixed the Beacon bomber.... it now seperatly IDs the target for artil and launches an ECM missle to pin it in place. Works great on enemies, but hycups on CTRL Ground attacks. Still thats a huge improvment over works great on CTRL Ground attacks and hycups on enemy buildings.

I also cleaned up the button placement on both dozers and enabled Extended Squad Training.

That plus the affore mentioned fixes; I'm going t oupload 2.01 when I get home.
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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.


#1597 Pendaelose

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Posted 12 September 2006 - 03:34 AM

A new loading screen:


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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.


#1598 wolfshadow

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Posted 12 September 2006 - 06:01 AM

A new loading screen:




Hey Pen, How do I get rid of the Contra loading screen...
Had that for a while, and it doesn't seem to want to go away?


Seems the Neutron crash bug and Mark bomber bugs are nicely fixed.
Mark bomber is strong. And man, I see what you mean... Defence
line of these guys is freakin' strong. Get a couple of bunkers of ATGM
teams, and some random backup, and inf. gen is disgusting on defence.

Only other thing: Any way to make the Inf. Gen MRLS/Mine thingy swicth back and forth between HE and Mines... It slows my comp down when the thing has been shooting at a structure for a couple of minutes, and the damn thing has a billion mines around it...

#1599 Pendaelose

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Posted 12 September 2006 - 06:17 AM

Hey Pen, How do I get rid of the Contra loading screen...
Had that for a while, and it doesn't seem to want to go away?

I only made the new screen tonight, so it wil be in the next version. I wa leaving purely asthetic things like the menu for later. Also, I have to give atleast partial cerdit to Drake for the new loading screen. He supplied the 3D view of the Rapier and suggested the scene to make.


Seems the Neutron crash bug and Mark bomber bugs are nicely fixed.
Mark bomber is strong. And man, I see what you mean... Defence
line of these guys is freakin' strong. Get a couple of bunkers of ATGM
teams, and some random backup, and inf. gen is disgusting on defence.

It hurt my fealings to cut the Super-Bunker out from the list, but now that you've seen what infa can do you know why it had to be done. If you think a bunker of ATGMs is bad news, imagine a 14 man bunker with 4 turrets on top!

Only other thing: Any way to make the Inf. Gen MRLS/Mine thingy swicth back and forth between HE and Mines... It slows my comp down when the thing has been shooting at a structure for a couple of minutes, and the damn thing has a billion mines around it...

Duely noted... I see about adding a direct attack option on there with a toggle switch.
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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.


#1600 Capt.Drake

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Posted 12 September 2006 - 06:34 AM

Pend, ok I'll try to make a better loadingscreen, Ok?,
I mean your one Is good, but I think I can make better :p

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