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#3061 Casojin

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Posted 24 June 2010 - 01:44 AM

Isnt the Tankbunker already there in RA1?

No, it isn't in RA1 (but in RA2 YR on Yuri faction). Many mods have created Tankbunker in ZH (usually for Tank Gen) already. It's not a bad (yet not original) idea.
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#3062 Thats me!

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Posted 27 June 2010 - 08:17 AM

guys,what about co-op mission maps,like for example where 2 or 3 people face all boss gens in one game,which ofcourse must be hard,i think it will be fun,or some objective maps,where people face eachother to complete a certain objective,
or maybe even something like dota.


a bit offtopic:
aa couple of years ago,when revora was still crowded people,there was a offtopic topic in the contra forum,what about creating a new one where we can talk about noncontra related things?

Edited by Thats me!, 27 June 2010 - 08:48 AM.


#3063 Casojin

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Posted 27 June 2010 - 01:27 PM

Thats me, there are subforums for different topics. With no or little off-topic (compared to a couple of years before), it's called improvement.
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#3064 Guest_Turtle Lover_*

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Posted 01 July 2010 - 07:20 PM

Hello every1. Im not sure if some1 mentioned it in previous posts ,but is it possible for future versions of Contra to include some single maps like TowerDefense from Shockwave mod? Thx in advance!

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#3065 Casojin

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Posted 02 July 2010 - 03:01 AM

is it possible for future versions of Contra to include some single maps like TowerDefense

I suggest you (or any fan) to create one. Currently, the team is working hard for 008 campaign and gen challenge. Fan missions/maps are always welcome here.

Maybe we might make a contest for Contra mission making in the future.
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#3066 Su8perkillr

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Posted 02 July 2010 - 09:43 AM

I might eventually get back to my mapping duty, and then I will look into it. I already made an AoD.

Edited by Su8perkillr, 02 July 2010 - 09:43 AM.

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its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D


#3067 Arcadian Daze

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Posted 07 July 2010 - 04:31 PM

i have an idea that would make it more realisitc.

can it be possible to make destroyed tanks and crashed helicopters unpassable for say, 15 seconds?

so humvees and technicals can still be run over
also any vehicle that can crush vehicles can also crush the exploded hull and remove the obstacle

or maybe not every tank but just the heavy regular tank (for keeping battles intense )

Edited by Arcadian Daze, 07 July 2010 - 04:33 PM.

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#3068 Su8perkillr

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Posted 07 July 2010 - 05:44 PM

Well, I think that this would be good if this was a realistic game anyway. This will be pretty annoying for the AI in urban maps. Otherwise, good idea.
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its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D


#3069 Arcadian Daze

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Posted 07 July 2010 - 08:13 PM

hmm yeah

but thats the meaning of it

fast aircraft strikes or tipical gla hit and run tactics would be optimized in such maps

think like this.

your enemy is moving though a bottleneck.

you bomb the first and last units in the attack force.

now the enemy is "choked" and oyu can either stall get some heavy slow units there or give your acids/toxins/radiation more time to decimate the enemy.

this would also mean you will chose for quality instead of quantityin such maps

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#3070 Su8perkillr

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Posted 07 July 2010 - 10:29 PM

Kill leader, bring in the scuds?
Well, I think that this would be worth testing. But Im afraid that the AI will go wild on it.
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its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D


#3071 Casojin

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Posted 08 July 2010 - 01:57 AM

i have an idea that would make it more realisitc.

can it be possible to make destroyed tanks and crashed helicopters unpassable for say, 15 seconds?

Try Cold War Crisis. It has realistic damage system, realistic range (derived from actual weapons/vehicles), remaining wreckage (for a short moment before the fuel was cooked and blown up), crawling infantries, realistic bunker clearing (many weapons have a chance to kill troops inside), amphibious assault etc.
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#3072 dcesarec

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Posted 08 July 2010 - 07:07 AM

Good idea for 007,but i doubt it will be good for 008. Creator is already slowing game down with higher cost,building time some units and moving ability. And this will slow game even more,i am not sure.

I have a half suggestion,and half complaining for King Raptor. He has big guard range and when 2 or 3 of them are guarding same area and enemys squad of hornets is comming near. All 3 Raptors are shooting on first enemy and they shoot all their barrage and go to reload (and become useless). I am not sure new Frog missiles will fix this but something needs to be done.
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#3073 Casojin

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Posted 08 July 2010 - 07:24 AM

I have a half suggestion,and half complaining for King Raptor. He has big guard range and when 2 or 3 of them are guarding same area and enemys squad of hornets is comming near. All 3 Raptors are shooting on first enemy and they shoot all their barrage and go to reload (and become useless). I am not sure new Frog missiles will fix this but something needs to be done.

I have an idea for this (thought not quite original). In Cold War Crisis (yea, this mod again) Fighter Jets are armed with only a few salvo of powerful missiles (one or two shots can down most aircraft like in real life).

Since F22 has powerful missile, it is possible to increase the ROF (delay between each missile firing) to prevent firing all missiles at single unit (and possibly increase damage per missile).
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#3074 dcesarec

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Posted 08 July 2010 - 07:29 AM

I thought about that too,but what with countermessures?
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#3075 Su8perkillr

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Posted 08 July 2010 - 09:44 AM

Thats another topic. Countermeasures in real life are odd. When a pilot detects a SAM launch, he can do multiple things. First he will activate his flares. But if this rocket isnt heatseaking, but radarseaking, he still has a problem. He will switch to evasive manoeuvres, like flying very low through streets, or flying strait into a mountain, only to pull up the last second.

He will also try to let his extra fuel drop, because IF the rocket is heatseaking AND didnt see countermeasures, THEN the rocket will for sure go into this fireball.
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its like a big ball of tesla troopers firing on down below, but cant attack structures. ION STORM :D


#3076 Arcadian Daze

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Posted 08 July 2010 - 12:47 PM

i don't think it will work in ZH

countermeasures are a good way to decrease plane vulnerability.

and casojin, about CWC i played it, still do, still will, i appreciate that you pointed out a alternative but i like to play contra with that feature.

also dcesarec yes it will slow down so i might have another idea.

release 2 contra 008 betas let experienced players as well as noobies decide what is most fun.
there are now about 7 or so changes to decrease micro.
but thats what also separates the experts from the beginners.

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#3077 dcesarec

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Posted 08 July 2010 - 01:41 PM

@ superkillr

You might misunderstand me. I was not talking about countermessures like some suggestion, i have pointed it as a possible problem if King Raptor holds only 2 missiles and 2 of them are needed to take enemy air unit down.

@ arcadian daze

Agree, beta version should and could be released soon, because there are much changes as stated in change log (most of them are for economy and speed), so i guess it would be good to try it before 008 version is released.
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#3078 Casojin

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Posted 08 July 2010 - 03:37 PM

I thought about that too,but what with countermessures?

50% chance to evade incoming missiles. King Raptor can have 8 missiles and fire one by one (even with countermeasure, it would hit sometimes).
Weapon can be set to burst too (firing two at once). I'm not sure how well it works with ZH aircraft though.

Thats another topic. Countermeasures in real life are odd. When a pilot detects a SAM launch, he can do multiple things. First he will activate his flares. But if this rocket isnt heatseaking, but radarseaking, he still has a problem. He will switch to evasive manoeuvres, like flying very low through streets, or flying strait into a mountain, only to pull up the last second.

He will also try to let his extra fuel drop, because IF the rocket is heatseaking AND didnt see countermeasures, THEN the rocket will for sure go into this fireball.

Flare countermeasure works with Heatseeker. Radar guided missiles can be evaded by using something that jams the Radar, which can be either EM wave or chaff. Chaff is a box contains lots of tiny aluminium pieces. When launched, the box will explode and scatter those pieces around to fool the microwave (which is what Radar uses).
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#3079 Guest_Guest_*

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Posted 09 July 2010 - 09:43 PM

Hello!
Please put an ability for contra that we can listen to our music files while we are playing game.
Thank you for your exelent work.

#3080 Casojin

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Posted 10 July 2010 - 05:26 AM

It must be custom-made because it's not normal for ZH. I can explain to you but you need FinalBIG.

- Assemble your musics (you need 15 of them) in mp3 format
- These files must be named track1 to track15 plus Intro.mp3 and loading.mp3
- Put musics into Data\Audio\Tracks folder
- Get Music.ini from inside the original contra music file
- Put Music.ini into Data\INI folder
- Create a text file "ContraInfo.txt" that contains only a single line of a name you want Contra launcher to see
- Create new BIG file using FinalBIG
- Use FinalBIG to add ContraInfo.txt without any path (the file must be on topmost of the BIG file you create)
- Use FinalBIG to add Data folder into the file
- Put the file into Contra launcher folder
- Launch Contra launcher and select your music playlist
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