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#2621 Thats me!

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Posted 21 November 2009 - 08:36 AM

Guys,have you seen the new toxin effects in008(video in moddb and youtube)?it seems toxin will spread and act like virus!
Any info on this creator?

edit:guys,about the last game that dc'ed,you all who i was playing with went offline for me(however it seems you guys stayed online),i still had connection with some people,i even played with roy after it!

Edited by Thats me!, 21 November 2009 - 08:41 AM.


#2622 dcesarec

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Posted 21 November 2009 - 02:35 PM

Guys,have you seen the new toxin effects in008(video in moddb and youtube)?it seems toxin will spread and act like virus!
Any info on this creator?

edit:guys,about the last game that dc'ed,you all who i was playing with went offline for me(however it seems you guys stayed online),i still had connection with some people,i even played with roy after it!


yea we saw you playing with roy....betrayer :dry:
We all had hamachi breakup, im sad cause we didnt play big game.

About toxin effect, wow, thats really cool, maybe some wind effects could be included in this (poison random moving).
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#2623 Arcadian Daze

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Posted 21 November 2009 - 05:13 PM

its probably uncodeable but maybe a ally/enemy option from AoE 2
coz i'm still a noob (probably wil be for the rest of my life)
and insane is to hard for me @ the beginning and hard and very hard get boring after a while in game

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Posted 22 November 2009 - 07:37 PM

its probably uncodeable but maybe a ally/enemy option from AoE 2
coz i'm still a noob (probably wil be for the rest of my life)
and insane is to hard for me @ the beginning and hard and very hard get boring after a while in game


You can already select already assign players to different teams before you start a skirmish, just put yourself on the same one as an AI player.

#2625 Arcadian Daze

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Posted 22 November 2009 - 07:42 PM

no i mean in AoE you can select an ally to be your enemy or vice versa INGAME
wich means i can get my defenses up first and then pick an enemy for an intense battle

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#2626 Creator

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Posted 23 November 2009 - 09:17 AM

Guys,have you seen the new toxin effects in008(video in moddb and youtube)?it seems toxin will spread and act like virus!
Any info on this creator?

It was an experiment, but I refused it because of problems with balancing.

Edited by Creator, 23 November 2009 - 09:17 AM.


#2627 dcesarec

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Posted 24 November 2009 - 07:56 AM

So cyber units are weaker now,i have suggestion for cyber colonel burton.Instead time controled charge give him jet packs like in tiberium wars which gdi commando has.So he would have reload time to high jump with some flame effects,i suggest this instead exosceletons for all units,jump above middle size cliffs,buildings and stuff...
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#2628 Casojin

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Posted 24 November 2009 - 08:10 AM

So cyber units are weaker now,i have suggestion for cyber colonel burton.Instead time controled charge give him jet packs like in tiberium wars which gdi commando has.So he would have reload time to high jump with some flame effects,i suggest this instead exosceletons for all units,jump above middle size cliffs,buildings and stuff...

He wouldn't need to jump up/down the cliff because he can climb it. Or a better way is sending him over terrain by helicopter.

What if we give Burton a combat drop ability? He supposes to be trained in a special force course, which should include roping down from heli.
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#2629 dcesarec

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Posted 24 November 2009 - 08:30 AM

I know he can climb cliffs but thats slow,this would be faster,for surprise attack,jump in the middle of base.
I just think,exosceletons is upgrade for human infantry,cyborgs should be faster than humans by default.

I have one more idea for cyber general.How about having Drop Pods Launcher Facility,you buy it at rank2 buy paying 2 points,build per cost of 3000 cash,power required 5,reload time 3mins.It works this way,you put 6 units in there,garrisonable units not supported.And when is loaded you select spot in which they will be droped,2 units per one drop pod.Drop pod will stay on ground few seconds to stabilyze (which means it will give enemy enough time to destroy it cause its have his own health).After that,units come out,and Facility starts to reload again.Good for support attacks behind enemy lines.Cause its requires 2 points you will not be able to combine it with every other power.

Edited by dcesarec, 24 November 2009 - 10:24 AM.

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#2630 phenom1989

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Posted 24 November 2009 - 11:05 AM

here some more suggestions from tanks

light tank

http://stuecki.files...9/panzer201.jpg
like quad cannon

http://www.seidling..../bw_panzer3.jpg

Edited by phenom1989, 24 November 2009 - 11:05 AM.

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#2631 Arcadian Daze

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Posted 24 November 2009 - 04:02 PM

cas i like your drop pod idea
maybe such a thing can be done for china inf
at rank 4
you can build an airfield able to build a cargo plane wich can hold 8 inf's
i dont know the plane cost or airfield cost
it can only hold one of there planes at a time

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#2632 dcesarec

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Posted 25 November 2009 - 07:46 PM

Creator, is it possible to fix this (not sure is this for bug thread or suggestions).
I was fighting today skirmish with stealth general vs 2 insane enemys AF and Flame to try out some new strategy, so i took AF dozer with Jarmen Kell, escaped safelly...I have built Combat Chinook (this was my goal with AF general), prepared some units for him, snipers and tunnel defenders and put them away from him, ordered them to load into Chinook which forced him to land.
He landed and was on ground some time, so i Scrambled him with GPS Scrambler, but...it didnt affect him. He wasnt stealth, some Plaines are affected when landed on levitation pad, but chinook wasnt, can you pls fix this or this should be like that!?
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#2633 Arcadian Daze

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Posted 25 November 2009 - 09:31 PM

how bout tank gen ECM crawler get an individual upgrade for long range ECM
this dissables its missile "shield" but becomes some sort of artillery
i know tank gen doesnt rely on arty's but i think it kinda suits him

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#2634 Casojin

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Posted 26 November 2009 - 02:02 AM

cas i like your drop pod idea
maybe such a thing can be done for china inf
at rank 4
you can build an airfield able to build a cargo plane wich can hold 8 inf's
i dont know the plane cost or airfield cost
it can only hold one of there planes at a time

What I suggest is combat drop not a drop pod, which is removed from normal chinook of all factions but it was remained with AFG Combat Chinook and Infantry Gen Helix. Right now, only 2 factions got this ability. This ability allows Ranger or Minigunner to rope down from a helicopter directly into civilian building (to clear and occupy it) or on the ground (so that the helicopter is free of risk from ground fire and the infantry unload point is more accurate).

Since Ranger is kinda special force for USA. Burton is supposed to be trained in this kind of course as well and should be able to rope down too. I think I've seen a mod with Burton roping down before with complete animation (but I can't remember which one).

Creator, why is the combat drop removed from non-combat chinook? Could you bring it back?



Creator, is it possible to fix this (not sure is this for bug thread or suggestions).
I was fighting today skirmish with stealth general vs 2 insane enemys AF and Flame to try out some new strategy, so i took AF dozer with Jarmen Kell, escaped safelly...I have built Combat Chinook (this was my goal with AF general), prepared some units for him, snipers and tunnel defenders and put them away from him, ordered them to load into Chinook which forced him to land.
He landed and was on ground some time, so i Scrambled him with GPS Scrambler, but...it didnt affect him. He wasnt stealth, some Plaines are affected when landed on levitation pad, but chinook wasnt, can you pls fix this or this should be like that!?

This is interesting. It would be easier if you damage the Combat Chinook a little and put to repair at airfield and scrambling it. However, I have a feeling that it doesn't work because EA would not think that someone would try something like this. Like helicopter unable to land unless it's going to load cargo, this might be the same case.

Anyway, I'll let Creator answer to the coding limit.

how bout tank gen ECM crawler get an individual upgrade for long range ECM
this dissables its missile "shield" but becomes some sort of artillery
i know tank gen doesnt rely on arty's but i think it kinda suits him

He already got 3 artillery units (Sniper Crawler, Earth Shaker, Emperor tank with Sniper cannon).
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#2635 dcesarec

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Posted 26 November 2009 - 07:07 AM

Casojin i have try to damage him and scramble it while repairing befere this second option,still nothing.Aurora is not affected by gps scrambler too,but f16 and f18 is,so its possible but not all units.I think it should be possible for all,cause thats gps scramblers description.I have try some combination for team games,this with chinook is great,to pass behind enemy lines cause when you play against stealth gen you wouldnt expect invisible air units early from air force general,some of my ideas guarantee victory if combined with experienced player like you casojin,you remember invisible gauss rush,but it was performed with newbie who didnt play it well.I have more ideas but now i see its best to try it on skirmish cause some of them wont work.I still wanna know is this an error or just not able to code.
One more think,when i capture another factions dozer,sometimes im able to build strategy center and most of units,and sometimes like yesterday i wasnt able to build spec levitation pad,both times i was rank 5.How this exactly works and is it possible in future change game engine to enable command center capture,and build all units and buildings from another factions if you are rank 5?It would give whole new dimension to game.
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#2636 Casojin

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Posted 26 November 2009 - 07:28 AM

Command center capture is removed because of unsolvable ZH bug that would make you unable to use any general power if you have command centers of 2 factions. You can try build enemy command center of the captured faction but the result isn't worth because you may have units from 2 factions but you lose all special powers. Some units and structures have science requirement (which is given at start per faction). Those things that you can't build might have science requirement like Airforce_science_rank1 or those kinds of things (while you would have Stealth_science_rank1 instead). And aircrafts are also not for scramble by original design, so I suspect that the coding wouldn't support that.
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#2637 Arcadian Daze

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Posted 26 November 2009 - 03:18 PM

hmm sniper cannon forgot that one

and i think the combat drop is removen because it would make USA a bit to powerfull
if playing agsint USA garrison would only grant oyu enemy XP at rank 1
since there not that much factions with AA infantry you'll need to put AA behind/in front of your structures

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#2638 Casojin

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Posted 27 November 2009 - 01:34 AM

That's understandable. I just miss seeing troops doing fast-rope down from a helicopter.
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#2639 Arcadian Daze

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Posted 27 November 2009 - 03:13 PM

and maybe i can also underastand why col. burton cqant rope jump
coz when you drop 8 rangers into a garrisoned building 7 surfive
so basicly the first ranger is a rpojectile.
if col. burton could rope jump and you use him to enter a garrisoned building he would die.
(dont know if this can be decoded)

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#2640 Creator

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Posted 28 November 2009 - 09:59 AM

Yes, Arcadian Daze. You are right. Rangers have some chance to die. The more troops enemy has in building - the more rangers will die. To let Burton to die this way is bad idea.




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