Beta Release 1 - Feedback Please
#21
Posted 04 December 2006 - 12:42 AM
Incase anyone else reads this, FlyBy is a true or false tag, not yes or no.
#22
Posted 04 December 2006 - 05:22 AM
#23
Posted 04 December 2006 - 06:55 AM
That was it! Thanx! I've played the mod, and it rocks!I got TFD, and it works nicely, however, the first time I tired it, I still had the Mental Omega bugfix (expandmd98) lying in my folder, with interesting results. Are you sure you don't have anything like that?
#24
Posted 05 December 2006 - 02:23 AM
Also, a strafing yak is all but impossible. The closest you can get is one that 'peppers' and area with multiple clusteres of flak-scattered piff-piffs, which moves forward by a few cells. See Blitzkrieg 1, or if need be I can provide working code for that method.
Edited by Rattuskid, 05 December 2006 - 02:30 AM.
#25
Posted 05 December 2006 - 06:32 AM
I think there's a problem adapting everything from RA to RA2 considering that the engins are different.
Look at RA and how slow heli's are, SAMs are designed specifically against them and yet I've seen Longbows in this mod racing(much faster than Harriers) inside my base and starting their runs on my refinery while my SAM sites(about 10 in range) work hard to shoot them down. They actually seemed to move faster than my Migs I think, and I know Mig is almost double the speed in the rules.
Oh, and about the Migs, I've had problems with losing a few planes on a raid and building new ones, and when the returning Migs come to land their pads are "taken" by these new ones though there's enough room(they want to land in a specific square). I've managed to avoid that by waiting until all my planes are landed before buying new ones.
Pillboxes seemed ultra-tough, both in firepower and defence. Had some Mammuth tanks crunching an allied base and they have dificulties destroying pillboxes(could be because that my enemy was England with +armor?) while the pillboxes' SA fire damaged quite alot my tanks and I've lost a few for them. The turrets didn't prove to be such a problem though.
And about turrets, they hit infantry and kill them in 1-2 hits because in RA2 engin projectiles are much more accurate. In RA all cannons are very inaccurate against infantry or fast moving targets and miss alot(which is supposed to give infantry some advantage...only to be killed by being run over or machinegunned ).
#26
Posted 05 December 2006 - 12:59 PM
I'd left these out by oversight, I'll have a play with them.
Edit: The values in RA work by setting over how many pixels damage is halved (Ie, 2 would mean every two pixels the damage is halved). RA2 works by putting the distance that damage occurs in. I've put some sensible values in and I'll test them in a moment.
Actually MIG speed is only 4 more than a Longbow and 8 more than a Hind (in both RA and ICFRA).
AA Buildings seem to have different range calculation or something in RA2, I had the AA Gun set with a certain range and it never ever fired at anything because it was gone too quickly. I upped the AA gun but didn't do it for the SAM, I'll have a better look at it later.
When MIG building did you have a helipad? Having a helipad registers another 4 spaces available in the aircraft build queue even though MIGs won't dock on a helipad. I'm not aware of anything that can be done about this unfortunately.
Things do seem very fast in ICFRA, but the highest RA2 speed is higher than on RA. If you set speed to normal all becomes right again but you have to wait ages for stuff to build.
The pillbox thing might be something to do with a huge armour mistake i'd made when implementing the Radar Jammer, alot of building armours were wrong. Also remember that tanks use AP shells, an Artillery or a V2 makes short work of buildings. Also, the ICFRA Pillbox's strength is 500 whilst the RA variants are 400 and 600. That's also why the cost is 450 instead of 400. I'm making the two pillbox variants now.
Mammoths do seem to be more wussy than they should be sometimes, but the values are the same so I can't explain it.
Inaccuracy is something I forgot to add to alot of weapons, I think it works differently in RA2 though. Rather than being able to get out of the way because the projectile doesn't track, the weapon just misses completely in the first place which is frustrating if your tanks all miss the enemy tank.
The way around this of course is to clone the weapons so the tanks fire one at tanks and an almost identical one at infantry, and have the anti infantry one as inaccurate.
I'm going to have to play alot of RA and study how that behaves to try and replicate it.
Alot to think about there, cheers orald.
Edited by Daz, 05 December 2006 - 01:09 PM.
#27
Posted 05 December 2006 - 11:56 PM
AA Buildings seem to have different range calculation or something in RA2, I had the AA Gun set with a certain range and it never ever fired at anything because it was gone too quickly. I upped the AA gun but didn't do it for the SAM, I'll have a better look at it later.
In RA1 all ranges were based upon flat cell distances from the object. Think like a big glass cylinder being put over the AA weapon with it in the center.
In RA2, all weapons ranges are actually definite distances from objects, like a string being extended. End result is like a big glass dome being placed around an AA weapon.
So naturally, the same values in RA1 for anti-aircraft weapons will be innadequate in RA2.
#28
Posted 06 December 2006 - 12:19 AM
#29
Posted 06 December 2006 - 01:00 AM
Yea I messed up about the Mig, thought it was speed=30 and not 20 like it is. I'll try playing in medium speed and not the one higher up.
Maybe look into TS values because the gameplay is slower and more like RA(though TOO slow somtimes), things like accelerations I think are mostly to blame(not sure though because I don't mod that much either).
Looking forward for a new and improved version.
Oh, and why bother with the MRJ, it sucks.
#31
Posted 06 December 2006 - 03:42 PM
#32
Posted 06 December 2006 - 04:52 PM
Here's a sequence of a group of infantry after 1, 2, 3 and 4 yakatacks.
Thanks alot OmegaBolt.
(What on Earth made me spell that with an e... )
Edited by Daz, 06 December 2006 - 05:48 PM.
#34
Posted 07 December 2006 - 03:27 AM
But...does it shoot the bomb a bit forward or like an orca Bomber? Because planes in RA are very easily destroyed and if it has to pass on top of a bazooka guy before killing him ...
#35
Posted 07 December 2006 - 09:05 AM
I'm not sure if there's an offset that can be changed.
As was mentioned in the other topic I think I'm going to have to take a break from this from a while as I thing i'm developing an RSI/carpal tunnel and my wrist does hurt a fair bit. I don't want to aggravate it any more by using a PC too much.
#36
Posted 07 December 2006 - 10:24 PM
#37
Posted 08 December 2006 - 03:32 AM
Yeh unfortunately it is underneath, and it actually doesn't hit until slightly after the plane has passed.
I'm not sure if there's an offset that can be changed.
No, it's part of the 'bomb' logic you use there. Also you should notice you can only ever get 5 'bursts' per run. Hardcoded crap sucks.
#38
Posted 14 December 2006 - 12:41 AM
#39
Posted 14 December 2006 - 08:58 AM
#40
Posted 14 December 2006 - 09:44 AM
Soon Moon`s Minions will overnumber the enemy!
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users