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#1 Amadeos

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Posted 07 November 2006 - 11:50 PM

"VERSION: 0.99"

I personally thought that this mod would of suck but I was wrong! Its rather fun!
Anywho..

NOD:
They seem to build the Soviet Tib. Refinery after a while
The Build what looks like the Tech Power plant
The Harvaster seems to like to go behind the refinery b4 they go in it! (that is
very annoying when you have it surrounded then the harvaster wont dump the Tib!)
The Mobile Sensor array Dployed has no animation (or in modders case: SHP)
The Tiberium Bomb won't explode some times, It just looks like a barrel!


GDI:
The Build what looks like the Tech Power plant
The Harvaster seems to like to go behind the refinery b4 they go in it! (that is
very annoying when you have it surrounded then the harvaster wont dump the Tib!)
The Rail gun units (Mammoth MK II) Cant kill a unit that is on a higher slope
(IE: When a Mammoth is on a hight of 0, then the GI at 1, if the Mammoth is on the slope or @ 0, it can't kill the GI! [Using FA2 mesurements 4 height!])
The Mobile Sensor array Dployed has no animation (or in modders case: SHP)

SOVIET:
Rarely, The Nukeclear Missle will crash the game B4 launching

ALLIED:
Nothing yet!

YURI:
He needs a biger selection of Naval!

That is it!

If anyone else finds anything please post it here 4 modder's sake!

:Supported mods:
Sudden Strike__Mental Omega__Reloded__Xeno's
RA2 Renegade__Robot Storm__Purple Alert__TNTA*
Not in any order


YNTA*-----------*****: Very destructive! GJ
Purple Alert-----*****: I just Love it! GJ Marshal!
Mental Omega--*****: Extreamly Fun! GJ!
Sudden Strike--****(): Like it could have harder AI
Reloded---------****(): Love it dispite the minor bugs!
Robot Storm----***()(): Very Fun
RA2 Renegade-------?: Dunno!
Xeno's-----------------?: Dunno!

*Yuri's New Terror Armageddon

#2 FS-21

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Posted 08 November 2006 - 12:46 AM

NOD:
They seem to build the Soviet Tib. Refinery after a while

Is due to the solution I made to mix Soviet countries with Nod country & the same for the GDI/Allied countries. This not happens in the next beta because GDI/Nod countries shares side (& they have the same graphics for the refineries.)

The Build what looks like the Tech Power plant

Is part of the solution that I made (I talked about it before). Unfortunately this AI construction will to be built for GDI & Nod sides until RockPatch release a 5º or more sides.

The harvester seems to like to go behind the refinery b4 they go in it! (that is
very annoying when you have it surrounded then the harvester wont dump the Tib!)

I know the issue but I'll add it in my TODO list to test more about it.

The Mobile Sensor array deployed has no animation (or in modders case: SHP)

But they have image, right? I'll check if animation works or not & fix if necessary.

The Tiberium Bomb won't explode some times, It just looks like a barrel!

Will be fixed in the next version (mainly because will to be changed the Super Weapon logic).

GDI:
** Removed answers that has been answered before **

The Rail gun units (Mammoth MK II) Cant kill a unit that is on a higher slope
(IE: When a Mammoth is on a hight of 0, then the GI at 1, if the Mammoth is on the slope or @ 0, it can't kill the GI! [Using FA2 measurements 4 height!])

I know the issue but if I'm not wrong is just like works in Tiberian Sun (but we aren't in TS, I'll check more about possible fixes).

SOVIET:

Rarely, The Nuclear missile will crash the game B4 launching

I haven't found this error on the last months, I don't know if is by any new modification of the mod (& that I can't remember). If happens in the next version we could try to find the error with the debug feature that was re-enabled by PD =)

YURI:

He needs a bigger selection of Naval!

No changes at this moment ;)

Edited by FS-21, 08 November 2006 - 12:46 AM.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#3 MasterPyro

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Posted 08 November 2006 - 02:35 AM

the whole mammoth mk and ghoststalker railgun problem was in TS also, they couldnt kill some guy who was higher than them.
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#4 Guest_Guest_*

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Posted 08 November 2006 - 04:32 AM

TS harvesters: Could the GDI/NOD harvesters be made to act like a Soviet miner (without the gun of course)? That way they would dump Tiberium faster and won't get stuck behind the refinery.

Railguns: The Cyborg Commando's old weapon used to also miss when going uphill or downhill, but you fixed it by giving him a sweet new kick-ass weapon that looks a lot like the railgun weapon. Can the MKII's and Ghoststalker's be given the same type of weapon as the Cyborg Commando has in Reloaded (but still have it look and sound like the railgun?) Oh yeah, and will it be able to fire through walls?

My own "bug report": Banshees and Orca Bombers sometimes don't fly far enough past their target before turning around and as a result don't attack the target when they fly over it the second time. They always seem to attack on their third fly-by though, so maybe this was intentional since they're so powerful? I find it a bit annoying when my Banshees circle around a CYard without shooting and get destroyed before killing the CYard.

I love this mod, play it more than any game in fact, and can't wait for the next version!

#5 FS-21

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Posted 08 November 2006 - 10:34 AM

My own "bug report": Banshees and Orca Bombers sometimes don't fly far enough past their target before turning around and as a result don't attack the target when they fly over it the second time. They always seem to attack on their third fly-by though, so maybe this was intentional since they're so powerful? I find it a bit annoying when my Banshees circle around a CYard without shooting and get destroyed before killing the CYard.

Nod Harpy worked like old GDI orca in TD, but now both aircrafts have modified weapons due to the AA combat (Harpy will work to be more active & useful & Banshees not have your problem)

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#6 Amadeos

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Posted 09 November 2006 - 10:57 PM

I'm Not too sure about you others, but this is one of my pet peeves, but if the two mobile sensor arrays are diffrent, please make them the same cuz its annoying having the two of em' right by eachother, Just IMO

:Supported mods:
Sudden Strike__Mental Omega__Reloded__Xeno's
RA2 Renegade__Robot Storm__Purple Alert__TNTA*
Not in any order


YNTA*-----------*****: Very destructive! GJ
Purple Alert-----*****: I just Love it! GJ Marshal!
Mental Omega--*****: Extreamly Fun! GJ!
Sudden Strike--****(): Like it could have harder AI
Reloded---------****(): Love it dispite the minor bugs!
Robot Storm----***()(): Very Fun
RA2 Renegade-------?: Dunno!
Xeno's-----------------?: Dunno!

*Yuri's New Terror Armageddon

#7 Samurai Snack

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Posted 11 November 2006 - 05:09 AM

They seem to build the Soviet Tib. Refinery after a while


this only happens when you destroy their old refinery and they seem to build it very quickly too
I have returned to Revora Forums after half a year of absence. I have changed a lot since then.

#8 Guest_Magna Cracker_*

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Posted 13 November 2006 - 12:26 AM

Sometimes, on multiplayer skirmish missions when you beat all AI the game doesn't finish, it appears that some units are still alive in the game (cause it isn't a "short game") but there are no more AI enemy units.. it has happened to me like 4 times

#9 Amadeos

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Posted 13 November 2006 - 12:44 AM

Sometimes, on multiplayer skirmish missions when you beat all AI the game doesn't finish, it appears that some units are still alive in the game (cause it isn't a "short game") but there are no more AI enemy units.. it has happened to me like 4 times



Depends: r u plaing against Nod? If so they my be sealthed or have a stealth tank. If not Nod, Could be a crate the gave the AI a Nod MCV, a Stealth tank, or a stealthing capability. If it is the soviets, it may be a flaw where they can build a Stealth Generator!


My probs.
The Civilian Armory thing when the unit goes in the become a Veterin, they get stuck in there! It was very annoying, if it depends on the unit, it was a chronoligionare. I don't think that it would matter cuz I played a modded map that let the Ligionare in and out! That all for now! :dry:

Edited by Amadeos, 13 November 2006 - 12:47 AM.

:Supported mods:
Sudden Strike__Mental Omega__Reloded__Xeno's
RA2 Renegade__Robot Storm__Purple Alert__TNTA*
Not in any order


YNTA*-----------*****: Very destructive! GJ
Purple Alert-----*****: I just Love it! GJ Marshal!
Mental Omega--*****: Extreamly Fun! GJ!
Sudden Strike--****(): Like it could have harder AI
Reloded---------****(): Love it dispite the minor bugs!
Robot Storm----***()(): Very Fun
RA2 Renegade-------?: Dunno!
Xeno's-----------------?: Dunno!

*Yuri's New Terror Armageddon

#10 Jeeves

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Posted 13 November 2006 - 05:20 AM

Could be a bug with the chrono locomotor logic, possibly even why the armory wasn't used, but AFAIK, theres no way of telling a unit not to enter...

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#11 FS-21

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Posted 13 November 2006 - 09:36 AM

I thing that was a bug in 4x4 buildings with Armory=yes (If I'm not wrong, DeeZire's mod used this tag in another building with less size without problems).

I can't add a tag that have Barracks & factories to specify a new start beacon because can be used to cheat: if you build a cloning facility (or both infantry cloning buildings) & you send a infantry into the armory the infantry will be copied by the cloning building.

If RP fix this issue (in a far, far future) will be fixed without modify the 4x4 size of this structure.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#12 Guest_Guest_*

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Posted 13 November 2006 - 06:11 PM

If I remember correctly, you can let a cheap infantry unit get stuck in the armoury, and then all other guys you put in will come out normally. It's been a while since I've done that, though, so that may be wrong.

#13 Amadeos

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Posted 21 November 2006 - 01:08 AM

There seems to be a problem w/ the GDI/Nod units n' stuff.

The GDI Mammoth (4 ex.) can only come out of the GDI war fact. (not too sure about the Soviet/Allied!)

:Supported mods:
Sudden Strike__Mental Omega__Reloded__Xeno's
RA2 Renegade__Robot Storm__Purple Alert__TNTA*
Not in any order


YNTA*-----------*****: Very destructive! GJ
Purple Alert-----*****: I just Love it! GJ Marshal!
Mental Omega--*****: Extreamly Fun! GJ!
Sudden Strike--****(): Like it could have harder AI
Reloded---------****(): Love it dispite the minor bugs!
Robot Storm----***()(): Very Fun
RA2 Renegade-------?: Dunno!
Xeno's-----------------?: Dunno!

*Yuri's New Terror Armageddon

#14 Guest_Guest_*

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Posted 30 January 2007 - 10:08 PM

I noticed when being the GDI, I wanted to build a carryall but it would only build half way and then stop building all together, very confusing as to why it does this. Any info would be great thanks. Other than that I did not experience any other problems.

#15 FS-21

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Posted 31 January 2007 - 12:58 AM

By the short description I think that is by this:
Due to RA2 game engine limitations to build a carryall you need a free helipad slot to build the carryall, if you want build more carryalls you need to move the new carryall to have a free helipad slot again.

If you have more free slots you can build more carryalls (& then you should move them to the ground to leave those slots free again)

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#16 fsfssgffd

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Posted 08 July 2007 - 03:31 PM

NOD:
1.The harpies won't attack they will just fly around. :)
2.The mobile sensor array thingy whem deployed is missing it's SHP. (Whats SHP stand for?) ;)
3.The NOD advanced power plant and radar have pink in their buildup. ;)

#17 FS-21

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Posted 09 July 2007 - 12:19 AM

NOD:
1.The harpies won't attack they will just fly around. ;)
2.The mobile sensor array thingy whem deployed is missing it's SHP. (Whats SHP stand for?) ;)
3.The NOD advanced power plant and radar have pink in their buildup. :p

1. Nod harpies will work different (the problem is if they should attack or not other aircrafts, balancing issues :p )
2. Only GDI version right? I thought all this time that was due to a problem with RP... have you played with RP installed or not?
3. Well, Some Nod buildings aren't fixed in 0.99b2 (I'm talking about fixing secondary effects of resizing Tiberian Sun images, but yes, I forgot removing few pink images ;) )

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#18 fsfssgffd

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Posted 24 July 2007 - 03:58 PM

44444444444
NOD:
1.The harpies won't attack they will just fly around. :sad2:
2.The mobile sensor array thingy whem deployed is missing it's SHP. (Whats SHP stand for?) :huh:
3.The NOD advanced power plant and radar have pink in their buildup. :p
444444444444
444444444444
1. Nod harpies will work different (the problem is if they should attack or not other aircrafts, balancing issues :p )
2. Only GDI version right? I thought all this time that was due to a problem with RP... have you played with RP installed or not?
3. Well, Some Nod buildings aren't fixed in 0.99b2 (I'm talking about fixing secondary effects of resizing Tiberian Sun images, but yes, I forgot removing few pink images :huh: )
444444444444
Yes i play with RP :grin:. And also it's both mobile radars NOD and GDI. :sad:
(What SHP STAND FOR?)

#19 FS-21

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Posted 24 July 2007 - 08:03 PM

I think that was about a RP feature that enabled the possibility of use any first character on buildings, instead of only "G" and "N" (i can't remember if "C" was included), my 2 deployed buildings are incompatible with that feature ( is very easy to fix )

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#20 Guest_Guest_Ghost_*_*

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Posted 14 September 2007 - 02:54 AM

Hello, I don't exactly know where I should insert this comment but...

I have read most of the forums. and I just have some comments:

1. This mod is amazing! great AI! I've done modding on RA1 myself and built quite an impressive AI; this AI is much better than I expected!

2. Some people earlier said that NOD Laser Fence was useless. NO! It is absolutely the most amazing thing ever! yes, cloaking it is a plus. But have you ever tried a) power off the lazer fence, then b) when an enemy unit walks on it, turn it back on?? That's right! Immediate Execution! I love putting lazer fences on an end of a tunnel, it's halariously fun!

3. Yeah, AI harvestor does get stuck sometimes, but at that point, I'm sick of defending my base against their attacks and just want to kick their ass.

4. Nod recon bikes should attack air!! Like it's meant to in the first Command and Conquer! Otherwise Nod has pretty poor anti-air (when you need unites to defend you artillery, and Allied sniper takes out all your rocket infantry)

5. Better Stealth detection is required. Chameleon spy always gets in.

6. Spies cannot go into battle labs ?!?! boo... Oh well I can deal.

7. Snipers, snipers. Snipers! When there is an Allied Comp, all infantry are totally useless! Except Cyborgs.

8. Prism tank kicks ass too much (no other units can destroy buildings like prism tanks).

9. I've never seen NOD comps build harpies.

10. Battle Fortress is a piece of expensive crap! Can anyone tell me what it's good for?

11. Very good Mod, keep up the good work!




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