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#3921 predator_bg

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Posted 11 December 2016 - 10:33 AM

A word about the difficulty setting in the game:

Rather than just and only enabling more advanced tactics for the AI -or-

granting it more money -or-

more units -or-

a larger base -or-

something actually gameplay related (like allowing / disallowing certain units or upgrades or even super units or different build orders) the difficulty settings are mainly used to buff or nerf unit values for the AI and player.

 

I'd actually like the difficulty setting to not do that but something gameplay related instead, as mentioned. It's simply more fun if the difficulty setting actually means a different gameplay experience rather than always the same but with different unit values. Also different unit values are an issue to honest feedback as due to this value tinkering by the game the feedback is under the impression of these changed values and may be more or less off as certain units / tactics / generals seem stronger or weaker than they really are.

 

So I'd not allow difficulty setting to tinker with unit values because of that but with gameplay and AI behaviour.

What you said is true, but sadly, this would require a lot of time to implement. I'm already working on three new Challenge maps and Campaign all by myself, and other aspects of the game with dce. If I actually got help from someone on this, then something will be done, and AI will be improved. It's nearly impossible to find a skillful person who's willing to help these days. Such people already have mods to work on. Anyone is free to improve the AI or upload fan-made content, but people always want someone else to do it for them. What I will do, is fix smaller bugs and update AI to use new units and abilities coming with new versions, but not major changes.


Edited by predator_bg, 11 December 2016 - 10:40 AM.


#3922 UsernameUsername

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Posted 13 December 2016 - 06:57 PM

Well... my skill in editing things doesn't go beyond simple ini text editing and tinkering with that. I don't know how to create or edit maps, scripts, ai, models, decent looking textures.

Otherwise I'd help instead of bla bla bla.

 

Honestly I'm waiting for your update so that I get a chance to add something to that instead of doing something that might go contrary to what you're currently at - or be obsolete by then.

I'll see what I can do then.

 

Edit:

Currently at that:

-still trying to figure out a way to switch to more than one active weapon from hold fire; maybe there's a command or way as produced unit start in this all weapons active state

-idea of adding overlord contain to command trucks so that their object can provide an additional gps stealth module per truck lead me to this http://sleipnirstuff...ic.php?p=251486

-trying to impletement the stuff I suggested for stealth general as he seems pretty weak if attacked directly and stealth detection is somewhat odd

-still haven't tried if normal weapon and deploy weapon on one unit are possible

-still got no idea what to do with melee attack, just want to make sure that somehow assassins and jarmen kell aren't completely useless against too many units in the game

-upgrades are a bit chaotic to make use of

-there's some crash error with airforce general still, it seems, as some skirmish games with this general either played by myself or ai crash sometimes

-is it intended bomb trucks and saboteurs are capable of suicide bombing helix / comanche if under them while exploding ?


Edited by UsernameUsername, 13 December 2016 - 07:35 PM.


#3923 predator_bg

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Posted 15 December 2016 - 08:34 AM

My comment was directed to all criticizers. We have many of these in ModDB.com. They want a lot of stuff done, but they don't realize our capabilities.

 

I appreciate your feedback. It's always backed up with arguments. Revising a general, in this case Stealth, is not a simple job. We are pushing for release by the end of this month around Holidays. Then we'll probably go more in-depth with GLA.

 

Your .INI knowledge is good. You should stick with that. There are very useful discussions in Sleipnirstuff.

 

- I have in my plans to analyze Air Force challenge scripts. There was a tool which showed which scripts are being executed while playing. I need to search for it again. That crash could be related either to the map scripts or something which the general uses.

- It is intended for Bomb Trucks and Saboteurs to damage aircraft above them. I only made Nemesis resistant to Saboteur some time ago because one strike used to destroy it.



#3924 Kahzei

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Posted 06 July 2018 - 11:07 PM

I want to toss in the idea of each USA general having a unique 4th Strategy that only they can access that does something they specialize in.  The whole point of different Generals is different strategies; it's struck me as odd ever since Zero Hour that all USA subfactions have the same 3 doctrines.

 

Spitballing, but here goes.

 

Air Force

Shock and Awe -  Increases the blast radius of unguided bombs, making them more effective against unit blobs.

 

Cybernetics

Silicon Focus  -  Units do not take penalties when severely damaged, fighting at top condition until death.

 

Laser

I actually have no ideas for this one.

 

Superweapon

Shield Generator -  Strategy Center deploys a shield generator much like the ground unit whose name I can't remember at the moment, but with larger radius.



#3925 predator_bg

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Posted 07 July 2018 - 09:49 AM

I want to toss in the idea of each USA general having a unique 4th Strategy that only they can access that does something they specialize in.  The whole point of different Generals is different strategies; it's struck me as odd ever since Zero Hour that all USA subfactions have the same 3 doctrines.

 

Spitballing, but here goes.

 

Air Force

Shock and Awe -  Increases the blast radius of unguided bombs, making them more effective against unit blobs.

 

Cybernetics

Silicon Focus  -  Units do not take penalties when severely damaged, fighting at top condition until death.

 

Laser

I actually have no ideas for this one.

 

Superweapon

Shield Generator -  Strategy Center deploys a shield generator much like the ground unit whose name I can't remember at the moment, but with larger radius.

Your ideas about Air Force and Cybernetic generals are not possible to implement. We're only able to change units' range, damage and health, or change the weapon used by Strategy Center with Bombardment plan (generals used to have unique weapons in one of the previous versions, but they had too many bugs and got removed).

 

What we actually did after Beta 2 is, we made these bonuses affect different kinds of units/buildings depending on the general:

 

Cyber: bonuses affect infantry and vehicles

Air Force: bonuses affect infantry, vehicles and aircraft

Laser: bonuses affect vehicles

SWG: bonuses affect dozers and structures


#3926 Kahzei

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Posted 08 July 2018 - 12:00 AM

Engine limitations, huh?  That's a shame.  Thanks for trying.   The idea of being able to drop in a new weapon seems like a neat backdoor for bootlegging functions into the structure, but if it's too buggy, then oh well.



#3927 Mephiston1989

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Posted 15 July 2018 - 06:17 PM

...

- I have in my plans to analyze Air Force challenge scripts. There was a tool which showed which scripts are being executed while playing. I need to search for it again. That crash could be related either to the map scripts or something which the general uses.

 

Have you made any progress with this problem? I appreciate you're busy so no pressure. Just want to know before I re-install Contra :)



#3928 predator_bg

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Posted 15 July 2018 - 07:00 PM

 

...

- I have in my plans to analyze Air Force challenge scripts. There was a tool which showed which scripts are being executed while playing. I need to search for it again. That crash could be related either to the map scripts or something which the general uses.

 

Have you made any progress with this problem? I appreciate you're busy so no pressure. Just want to know before I re-install Contra :)

 

Yes, I fixed it long time ago. You can download the fix from https://discord.gg/015E6KXXHmdWFXCtt (either just the fix or the unofficial patch, which includes it).



#3929 valli

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Posted 02 May 2020 - 05:35 PM

Hi,

 

You guys already know this mod quite well, command and conquer evolution and I wouldn´t be surprised if you guys were somehow involved. This mod is clearly something that is needed, as the Generals engine is long past it´s due date and needs a serious overhaul/remastering and/or some other solution, so the most logical conclusion is the Evolution mod, move over to the Red Alert 3 engine.

 

Now, you are probably painfully aware that the creator of the Evolution mod is not doing a good job (my personal opinion), has been promising this mod for 6 or 7 years and no end in sight. So my question is, why do you continue to make mods for severely outdated game (don´t get me wrong, I love C&C Generals ZH), when you could be lending a hand with the Evolution mod or even, create your own Generals total conversion mod with some updates to the game units and so on?

 

I really want to play this game in more stable engine and most of all, co-op with my friends again, it´s been FAR too long since I´ve been able to co-op and not have the game crash every 5 seconds.

 

Please, PLEASE consider making a total conversion mod for the Red Alert 3 or take over the Evolution mod if you can or maybe you are already helping out, don´t know, if so then I have to ask, what the hell is going on there? Anyway, hoping for the best! I will even be willing to pay for a good, stable total conversion mod (or donate).


Edited by valli, 02 May 2020 - 05:41 PM.


#3930 predator_bg

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Posted 03 May 2020 - 11:53 AM

Hi,

 

You guys already know this mod quite well, command and conquer evolution and I wouldn´t be surprised if you guys were somehow involved. This mod is clearly something that is needed, as the Generals engine is long past it´s due date and needs a serious overhaul/remastering and/or some other solution, so the most logical conclusion is the Evolution mod, move over to the Red Alert 3 engine.

 

Now, you are probably painfully aware that the creator of the Evolution mod is not doing a good job (my personal opinion), has been promising this mod for 6 or 7 years and no end in sight. So my question is, why do you continue to make mods for severely outdated game (don´t get me wrong, I love C&C Generals ZH), when you could be lending a hand with the Evolution mod or even, create your own Generals total conversion mod with some updates to the game units and so on?

 

I really want to play this game in more stable engine and most of all, co-op with my friends again, it´s been FAR too long since I´ve been able to co-op and not have the game crash every 5 seconds.

 

Please, PLEASE consider making a total conversion mod for the Red Alert 3 or take over the Evolution mod if you can or maybe you are already helping out, don´t know, if so then I have to ask, what the hell is going on there? Anyway, hoping for the best! I will even be willing to pay for a good, stable total conversion mod (or donate).

We have no experience with RA3 modding and we'll probably stick with ZH, and specifically Contra, in the near future. Modding RA3 is harder than modding ZH, especially when trying to recreate Generals mechanics there. I wouldn't blame the author.

Anyway, Contra is shaping up to be very stable in the next patch. Crashes and mismatches are almost never an occurence anymore and we have an online community of 30+ players daily. You should give it a try if you haven't.



#3931 Zunzero

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Posted 25 May 2021 - 05:12 AM

Hi there

I have some difficulties on Laser General in 009 final patch 3 hotfix 2 and are following:

-Aurora Bomber is too expensive and are easily shut down by light AA

-Lack of upgrades, since advanced training is removed, they dont scale well in late game

-Laser designator and anti-missile laser to avenger is removed, why?






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