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#2301 fieldwings

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Posted 04 August 2008 - 11:53 PM

Funny :p


It was? xD

He is not supposed to have any defensive buildings? Or did i miss something?


Nope. Nuke General is all-out offensive now. Just spam War Factories and Supply Trucks. :thumbsupsmiley:

I know I'm being pessimistic, but could Contra have its confirmed bugs corrected and the mod re-released? I REALLY hate to see something as great as this marred by such serious problems. I know what you said, that tons of bugs were fixed in internal beta testing, and someone else had said that people were getting impatient, but these are NOT reasons to release the mod with as many high-profile problems as it has. It's not easy or pleasant for me to make these points, but it has to be done. Much better to work out all the bugs you possibly can before release and keep saying it'll be done when it's done. Don't take this the wrong way or get fired up reading this, but a high-profile modification such as this needs to be done the "Blizzard way", not the "EALA way". I'm sure you can understand what that means.

Edited by fieldwings, 04 August 2008 - 11:55 PM.


#2302 Guest_Bloodcurse_*

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Posted 05 August 2008 - 02:09 PM

I think the GLA supply gathering system should be fixed. here in 006 china and usa are awesome but i can't play as gla because they gather waaay too slow no matter how many vans and workers you use to gather. ;)

#2303 Guest_Guest_Guest_*

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Posted 05 August 2008 - 06:34 PM

The new Special-Powers-Icon on the right side of the screen doesnt make sense in my opinion. What was your intention about that? Maybe you could (at least) let the icon flash a few times so i know that a special-power is ready.

#2304 PeeWee

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Posted 05 August 2008 - 10:46 PM

Nope. Nuke General is all-out offensive now. Just spam War Factories and Supply Trucks. ;)

I know I'm being pessimistic, but could Contra have its confirmed bugs corrected and the mod re-released? I REALLY hate to see something as great as this marred by such serious problems. I know what you said, that tons of bugs were fixed in internal beta testing, and someone else had said that people were getting impatient, but these are NOT reasons to release the mod with as many high-profile problems as it has. It's not easy or pleasant for me to make these points, but it has to be done. Much better to work out all the bugs you possibly can before release and keep saying it'll be done when it's done. Don't take this the wrong way or get fired up reading this, but a high-profile modification such as this needs to be done the "Blizzard way", not the "EALA way". I'm sure you can understand what that means.


Okay, thanks for making that clear.. i always though of him as a turtle... researching and nuking...

Also, there is lots of negative comments... and i agree, this is not what i pictured Contra 006 to be... i really just wanted 005, but more and a little refined... oh well, its not my mod.

Edited by PeeWee, 05 August 2008 - 10:46 PM.

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#2305 Creator

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Posted 06 August 2008 - 07:36 AM

The new Special-Powers-Icon on the right side of the screen doesnt make sense in my opinion. What was your intention about that? Maybe you could (at least) let the icon flash a few times so i know that a special-power is ready.

It was made because of special power limit. Other ZH mods do not have more that 12 special power buttons on the right of the screen. This button allowed to make up to 20 shortcuts.

#2306 Guest_Guest_Guest_Guest_*

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Posted 06 August 2008 - 03:30 PM

Playing as AirforceGeneral :
As soon as you build Auroras, an aurora Icon appears at reight side od the screen. Thats a very nice idea, but completely useless, because if you klick the button, all available auroras will be selected. Its not my intention to attack a target with ALL Auroras.

So is it possible, to select a single aurora and after klicking the symbol again, you will automatically select the next available aurora? This woul be a very nice feature!

#2307 Soul

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Posted 06 August 2008 - 06:56 PM

Demo gen could use a few more units for his Arms Dealer, for one he needs a super tank like the other GLA gens.

SW gen could use an attack chopper, not sure what would fit her though.
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#2308 Guest_Bloodcurse_*

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Posted 07 August 2008 - 12:14 AM

Demo has a super tank.....its a stealthed mobile Nuke that you can make more of :rolleyes:

#2309 Kossumies6

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Posted 07 August 2008 - 06:01 AM

The jammer station is a bit useless in mp-games, but wouldn't it just be awsome if you could launch a distortion missile from the jammer station that would jam every radar from all sides for a minute or so? During this "blackout" moving large unit groups and launcing offensives would be much, much harder to effectively counter. And if properly prepared assaults were launched during the "blackout" your enemy would be too confused to stop you from reaching victory. It would also suit stealths style well, would it not? :rolleyes:

Edited by Kossumies6, 07 August 2008 - 06:04 AM.


#2310 tenma91

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Posted 07 August 2008 - 07:56 PM

I posted this in different topic but think it should go here.


Would it be possible the upgrade to spawn something (crate), then you destroy it getting experience as normal?


My idea of this is: At the CC you can buy a power like you do for the cash drop but this one deploys a box the same way the deploy a WF for tank gen. but this box is neutral and give a good amount of exp when destroyed.

Pro:
1. Can use the respawn effect that Tech building use to spawn it.
2. Can use a modified Cash drop for mechanic.
3. Can use a modified deploy War Factory for placement.
4. If any one can get exp from killing it then you can help ally by spawning at there base.

Con:
1. More work.
2. I am not a very good scriper so I do not now if it is even possible to have a neutral unit give exp.
3. I do not know if this would be stable.
4. If the box is neutral the you would have to Force fire at it.
5. Can not stop enemy from destroying it to get exp.

Well I would love for hear some input on this.

#2311 Soul

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Posted 10 August 2008 - 12:41 AM

Stealth gens Stinger Sites and Tunnel Networks should start stealthed.

Edit: Add more starting cash options like $15000 and $20000.

Edited by Soul, 10 August 2008 - 08:33 PM.

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#2312 Guest_Kasumi Ninja sucked_*

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Posted 10 August 2008 - 12:41 AM

The Cash drop option rules, but since you have to spend at least 5000 bucks, it's next to useless,
since you rarely can afford to give away that kinda money.
It should be lowered to 5 x 500$ crates in case there's a patch to be done for 006...

#2313 tenma91

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Posted 10 August 2008 - 02:32 AM

Can the jamming station be cheaper or at rank 4?

Edited by tenma91, 10 August 2008 - 03:38 AM.


#2314 Totoro

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Posted 15 August 2008 - 01:04 AM

AI Nuke not build any defense.
Okay, i understand about going all out but at least some defense like gatt cann and a couple of that cannon bunker thing.... and only builds ONE NUKE SILO. come on... its Nuke General. it should build like 4-5 nuke silos.

Okay enough with Nuke General now.
I've been wondering how about pick one GLA gen and make it more "civilised" by giving it a proper nation (like IRAN but not literally IRAN). it ai should be able to build airfield, has power station, combine russian and western weaponry.

#2315 Legend_28

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Posted 15 August 2008 - 04:45 PM

I've been wondering how about pick one GLA gen and make it more "civilised" by giving it a proper nation (like IRAN but not literally IRAN). it ai should be able to build airfield, has power station, combine russian and western weaponry


tbh i think not, faction diversity is good in ZH, no need to remove this..
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#2316 Guest_Gamemaster_*

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Posted 18 August 2008 - 08:43 AM

Maby a new faction later will be like that? Wasen't creator planning a 4. faction to the next contra?

#2317 ARC-093

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Posted 19 August 2008 - 05:17 AM

In regards to getting Contra out and about, there's a download setup called Crosus. They have all sorts of stuff regarding mods, maps, hell, even small-time games. I'd recommend it to everyone with an internet line. Contra 0.05 and 0.06 are available on there now. 0.05's been on there for awhile and I uploaded 0.06 just recently to share it with everyone on Crosus.
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#2318 Guest_Emperor_*

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Posted 19 August 2008 - 02:14 PM

I suggest a very low profile defense for nuke general. A turret. Just to draw the borders and reveal the stealth units (commandos). A defense unit for base organisation and not for defense.

#2319 Guest_CR4ZYIV4N_Guest_*

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Posted 26 August 2008 - 04:29 PM

Here is my idea for a Superunit

Assault General: Salvage King Tank

At the end of WW2 the Germans had a ÜberTank Program called “Maus”. This tank was twice as big as a M1Abrams but only two existing Tanks were finished at the end of the War. The Assault General could have improved this design for his own purpose.
It’s armed with one big 140mm long range Cannon and an co axial 80mm Cannon (the SA-80 Gun could be used there) and I suggest to give it several optional Upgrades with stolen Technology aslike the Overlord has them, like: Quad Cannon, Avenger Laser with Laser defense, an Artillery Option (Firebase, Inferno, Nuke, Tomahawk,…), Propaganda Tower, Radar and a Bunker.
As Salvage Upgrade I’d suggest sponson Gun Towers on both sides of the Tank. A Toxin Sprayer would do good for example. And as a second Upgrade thiker Armour or bigger guns.
Here’s a picture of the Maus if you don’t know how it looks:


An even larger tank, the 1000-ton Krupp P 1000 "Ratte", started construction but was cancelled before completion. It would have carried two 280mm guns (mounted in the same type of gun turret used in Scharnhorst and Gneisenau warships) a single 128mm gun, eight 20mm Flak 38 anti-aircraft guns and two 15mm Mauser MG 151/15 guns.



The Ratte made the Maus look like its namesake. The Ratte was to be a nightmare machine and its scale still boggles the mind. It would have been 35 meters long, almost four times as wide as the Maus, and 11 meters high. Armor would have been similar or possibly slightly thicker than that seen on the Maus, but of course covering much more surface area. The tank would have been propelled along on a total of six 1.2 meter wide tread assemblies, three on each side of the tank. This means that the treads on one side would have been only slightly narrower than the entirety of a Maus. No less than eight Daimler E-boat engines would have provided the tank's requisite 16,000 horsepower.



The number of crew members is unknown but would have likely topped fifty men, with adequate machineguns studding the hull to engage infantry from all directions.



The Ratte would have been able to drive over trucks, houses, and even the mighty Maus tank with ease. Its guns would have leveled buildings, blasted craters ten meters across in the earth, or sunk an unfortunate naval cruiser loitering a little too close to shore. The term P.1000 was a reference to the estimated thousand ton weight of the Ratte, but odds are it would have been much closer to 2000 tons.



The tank would have been extremely slow - probably less than the paltry 20 kph the Maus could manage - and difficult to command effectively in combat. While its relative invulnerability would have made up for some of these shortcomings but something that big and that slow would have been destroyed one way or another.


how bout a modernized version of this for the tank general?

#2320 Guest_CR4ZYIV4N_Guest_*

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Posted 26 August 2008 - 04:42 PM

these ate what it might have looked like

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