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#961 Pendaelose

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Posted 01 August 2006 - 12:39 AM

It works with every version of zerohour. I've tried them from 1.0 to the newest. No problems on any verison. It sounds to me like an install issue with the mod.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#962 Phoenix911

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Posted 01 August 2006 - 02:09 AM

I'll not support humvees climbing cliffs. I've driven real ones and I asure you theres no extream sport cliff climbing going on in a humvee.

That my thoughts aswell.


and we all us ethe updated generals i think the version is 1.04 or 1.40 well somethign like that.
If u go to the offical website for generals/zh u can download the patch and then install the mod on that.
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#963 Ubermedic

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Posted 01 August 2006 - 05:07 AM

I'll not support humvees climbing cliffs. I've driven real ones and I asure you theres no extream sport cliff climbing going on in a humvee.

That my thoughts aswell.


and we all us ethe updated generals i think the version is 1.04 or 1.40 well somethign like that.
If u go to the offical website for generals/zh u can download the patch and then install the mod on that.

Or just hit "Autoplay" and then "Update".
Also maybe some sort of ECM Plane for SW Gen...
Her AF is kinda... Lacking.
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#964 CPT.TIKER

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Posted 01 August 2006 - 01:15 PM

alright if u say it works on all version of zero hour i will try again.
Downloaded from this site right?
k i tryed it again but it doesnt work.
remix.big go into D:\games\Command & Conquer\Command & Conquer Generals Zero Hour\Data
skirmishscripts.scb D:\games\Command & Conquer\Command & Conquer Generals Zero Hour\Data\Scripts
generals.csf D:\games\Command & Conquer\Command & Conquer Generals Zero Hour\Data\English
(am i right?)

what about adding a navy?
the orginal creaters for zero hour made the navy already but we cant build the ship only use them.
For USA:
shipyard at level 3 with destroyer and a anti ship sub.
level 4 battle ship and anti air ship
level 5 curise missile ship and particle cannon sub(faster then the last 1 and attck troops on the land with particle cannon things)and aircraft carrier
For Chinese:
shipyard at level 3 with crusier and battleship
level 4 anti air ship nuke sub(lunches small nuke again troops on land and tropedoes againest ships)
level 5 aircraft carrier heavy battleship(maybe 16 cannon)
For GLA i didnt think of anything execpt suicde ship with a nuke or conventional bomb

Edited by CPT.TIKER, 01 August 2006 - 02:07 PM.


#965 Phoenix911

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Posted 01 August 2006 - 03:12 PM

alright if u say it works on all version of zero hour i will try again.
Downloaded from this site right?
k i tryed it again but it doesnt work.
remix.big go into D:\games\Command & Conquer\Command & Conquer Generals Zero Hour\Data
skirmishscripts.scb D:\games\Command & Conquer\Command & Conquer Generals Zero Hour\Data\Scripts
generals.csf D:\games\Command & Conquer\Command & Conquer Generals Zero Hour\Data\English
(am i right?)

what about adding a navy?
the orginal creaters for zero hour made the navy already but we cant build the ship only use them.
For USA:
shipyard at level 3 with destroyer and a anti ship sub.
level 4 battle ship and anti air ship
level 5 curise missile ship and particle cannon sub(faster then the last 1 and attck troops on the land with particle cannon things)and aircraft carrier
For Chinese:
shipyard at level 3 with crusier and battleship
level 4 anti air ship nuke sub(lunches small nuke again troops on land and tropedoes againest ships)
level 5 aircraft carrier heavy battleship(maybe 16 cannon)
For GLA i didnt think of anything execpt suicde ship with a nuke or conventional bomb


How about NO.
the sage enging does not aloe for controllable ships.
They have been done in mods before but they always have bugs and can cause major problems and crashs.
the game has ships but can u control them? No
u can order them to attack places but they are fixed, they are coded in game not to move there like buildings. Basicly making a building moves comes with alot of bugs some bugs i noticed.
1) the ships mainly the aircraft carrier moves backwards the locomation files i checked meny peaple have checked and it seems that even if coded to go forword it drives backwards kinda odd.
2) upgrades on such vehicals sometimes cause crashs, one mod had a radar upgrad on teh carrier this caursed the game to crash aswell.
3) Ships sometimes drive onto the land and then get stuck, pretty stupid.
and there are more.

also your forgetting some big problems, AI and maps.
Firstly the standard maps do not have enough water on and some do not even have water on them for ships.
Secondly Coding the ai to build a shipyard and ships is pretty hard todo, that in it self is a big herdal(sp?)
thiredly any custom maps with enough water for ships tend to not have ai or wont have good ai or would need altering to let ships be built.

in short that not a great idea, but keep your ideas coming, it liek your a idea whore. :rolleyes:
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#966 Capt.Drake

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Posted 01 August 2006 - 03:36 PM

Yeah, all the ships I've seen so far sucked! Then better make selected units amphibius

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#967 CPT.TIKER

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Posted 01 August 2006 - 03:58 PM

what about a long range unit for the robot general in the beginning of the game of it is easy to assult strong hold at level 1 or 2
when planes get shot down they do damage 2 the troops below but when huge cargo planes gets blown into pieces no damage is done 2 the troops below

(this is off topic)
i still need help with the remix 2.75 thing.
after i installed it and started running ZH something pops up and says technical diffeculty.
i did what pend told me to do last time.

Edited by CPT.TIKER, 01 August 2006 - 05:49 PM.


#968 Pendaelose

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Posted 01 August 2006 - 08:54 PM

Ships:

Basic ship support cannot be made without sucking... BUT custom maps where the shipyard is a captuable unit could be made very cool. I think BFME2 might have stolen my idea off this forum because 6 months after I suggested it here, BFME2 used ship yards EXACTLY the way I sugested, and its worked out well.

The only catch with water maps now is they would have to be custom created for the mod. again, we need a mapper.



As for help with Remix2.75 Do you have ANY other mods installed? You are the only person having this much trouble installing it.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#969 CPT.TIKER

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Posted 01 August 2006 - 09:04 PM

Ships:

Basic ship support cannot be made without sucking... BUT custom maps where the shipyard is a captuable unit could be made very cool. I think BFME2 might have stolen my idea off this forum because 6 months after I suggested it here, BFME2 used ship yards EXACTLY the way I sugested, and its worked out well.

The only catch with water maps now is they would have to be custom created for the mod. again, we need a mapper.



As for help with Remix2.75 Do you have ANY other mods installed? You are the only person having this much trouble installing it.

i have no mods installed
i deleted 004 and repair my zero hour and then tryed to install the remix thing but when i run it the installfinal pic came up and then something that says technical deferecalty
but i dont have a english version of zero hour.
also r there only suppose 2 have 4 files in the downloaded zip?(i have remix.big,generals.csf,readme.txt,skirmishscripts.scb)

Edited by CPT.TIKER, 01 August 2006 - 09:59 PM.


#970 Ironwolf

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Posted 01 August 2006 - 09:16 PM

Well I accually played Remix. Im all for keeping the general-rank thing. I'd like to see more modular defenses in Contra005 those are prety cool.

As for mapping, I'll try out some simple stuff with the World Gen. or whatever it is. Once I get the hang of it, I'll just need someone to model and skin what we'd use. As long as I wont have to do any fancy coding.
Oh yeah... gotta do the AI. How fun....

Also no one's replied to that I cant find my DatGen. It's like not in the directory...

Edited by Ironwolf, 01 August 2006 - 09:17 PM.


#971 Ubermedic

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Posted 02 August 2006 - 03:18 AM

The main problem with most navys is that there is no "water transport only" kinda thing.
so technically a naval unit is an Air unit cant go on land.
And your Idea for capturable Boat yards is also being Implemented in another mod (VGO)
so you could probably ask them for help (That one goes to all the mappers who would map for Contra/Remix)

Ah! also I wanted to ask if it would be possible to have a "Scramble Aircraft" button?
You could click on the Airfield and hit (Say... S) and all aircraft would take off and guard
the area around airfield. to escape Scud/Nukes. It's hard to select all my aircraft and get them off the
ground in time to avoid after the SW warning.

Edited by Ubermedic, 02 August 2006 - 05:00 AM.

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Posted 02 August 2006 - 06:35 AM

The main problem with most navys is that there is no "water transport only" kinda thing.
so technically a naval unit is an Air unit cant go on land.
And your Idea for capturable Boat yards is also being Implemented in another mod (VGO)
so you could probably ask them for help (That one goes to all the mappers who would map for Contra/Remix)

Ah! also I wanted to ask if it would be possible to have a "Scramble Aircraft" button?
You could click on the Airfield and hit (Say... S) and all aircraft would take off and guard
the area around airfield. to escape Scud/Nukes. It's hard to select all my aircraft and get them off the
ground in time to avoid after the SW warning.

Just double tap W and tell them to go to an area away from the airfield.

Nukes and scuds kill air units.

#973 Ubermedic

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Posted 02 August 2006 - 06:45 AM

The main problem with most navys is that there is no "water transport only" kinda thing.
so technically a naval unit is an Air unit cant go on land.
And your Idea for capturable Boat yards is also being Implemented in another mod (VGO)
so you could probably ask them for help (That one goes to all the mappers who would map for Contra/Remix)

Ah! also I wanted to ask if it would be possible to have a "Scramble Aircraft" button?
You could click on the Airfield and hit (Say... S) and all aircraft would take off and guard
the area around airfield. to escape Scud/Nukes. It's hard to select all my aircraft and get them off the
ground in time to avoid after the SW warning.

Just double tap W and tell them to go to an area away from the airfield.

Nukes and scuds kill air units.

That makes all my units. (even the ones I have guarding points.)
go. I meant just for planes at the airfield.
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#974 Phoenix911

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Posted 02 August 2006 - 11:26 AM

The main problem with most navys is that there is no "water transport only" kinda thing.
so technically a naval unit is an Air unit cant go on land.
And your Idea for capturable Boat yards is also being Implemented in another mod (VGO)
so you could probably ask them for help (That one goes to all the mappers who would map for Contra/Remix)

Ah! also I wanted to ask if it would be possible to have a "Scramble Aircraft" button?
You could click on the Airfield and hit (Say... S) and all aircraft would take off and guard
the area around airfield. to escape Scud/Nukes. It's hard to select all my aircraft and get them off the
ground in time to avoid after the SW warning.

Just double tap W and tell them to go to an area away from the airfield.

Nukes and scuds kill air units.

That makes all my units. (even the ones I have guarding points.)
go. I meant just for planes at the airfield.



i don't agree with this.
it would be a usless button its just not needed.

1) u can group your jets and get them airborn via selecting a groupa dn tellign them to move or gaurd. simple i click on keyboard and 1 mouse click.
2) the "w" is your friend.
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#975 Soul

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Posted 02 August 2006 - 02:25 PM

I've heard from alot of people who've played this mod said that Contra has alot of balencing problems, The super units are unkillable, The ranking system sucks, The AI is impossable to beat, And I think there was a couple of other things but I can't remember them well anyway that's what I heard.

Note: I didn't say this I just came across some people who said this just so you know.

Edited by Forgotten_Soul, 02 August 2006 - 02:26 PM.

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#976 CPT.TIKER

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Posted 02 August 2006 - 03:04 PM

I've heard from alot of people who've played this mod said that Contra has alot of balencing problems, The super units are unkillable, The ranking system sucks, The AI is impossable to beat, And I think there was a couple of other things but I can't remember them well anyway that's what I heard.

Note: I didn't say this I just came across some people who said this just so you know.

The ai is not impossible 2 beat it is just harder but it still is beatable.(i didnt think itz that hard)
super units are killable u just got 2 have the counter unit. for example the chinese tank general have a super unit that is a tank so u can take aircraft from 2 airfields and bomb the tank then (if it is still alive)use the anti tank tanks(or u could just use a lot of aircraft to destroy it)

As for the airplane button a bail out botton would be nice.
Another good botton would be recall on the airfield just incase if u discover the enemy got better AA defense then u thought.

Again no 1 is helping me with the remix 2.75 thing it still doesnt work.
should i make a new topic?(since itz off topic here)

Edited by CPT.TIKER, 02 August 2006 - 03:06 PM.


#977 Ubermedic

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Posted 02 August 2006 - 04:02 PM

I've heard from alot of people who've played this mod said that Contra has alot of balencing problems, The super units are unkillable, The ranking system sucks, The AI is impossable to beat, And I think there was a couple of other things but I can't remember them well anyway that's what I heard.

Note: I didn't say this I just came across some people who said this just so you know.

The ai is not impossible 2 beat it is just harder but it still is beatable.(i didnt think itz that hard)
super units are killable u just got 2 have the counter unit. for example the chinese tank general have a super unit that is a tank so u can take aircraft from 2 airfields and bomb the tank then (if it is still alive)use the anti tank tanks(or u could just use a lot of aircraft to destroy it)

As for the airplane button a bail out botton would be nice.
Another good botton would be recall on the airfield just incase if u discover the enemy got better AA defense then u thought.

Again no 1 is helping me with the remix 2.75 thing it still doesnt work.
should i make a new topic?(since itz off topic here)

Yeah you should make a new topic...
Bail out? If the plane is damaged enough to want to bail out it'd probably be destroyed a second later.
I never thought any side was unbalanced. (Except maybe nuke china hahaha.)
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#978 Phoenix911

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Posted 02 August 2006 - 11:31 PM

only the nuke general was unbalanced but that is being or has been done.
Bail out is pointless, the aircraft will die before u get a chanse to press the butten and us aircraft pilots already bail out.

The butten to recall is already there but on the aircraft its called "stop" Group your jets and then u can easly slecte and recall them.
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#979 Ubermedic

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Posted 03 August 2006 - 04:03 AM

only the nuke general was unbalanced but that is being or has been done.
Bail out is pointless, the aircraft will die before u get a chanse to press the butten and us aircraft pilots already bail out.

The butten to recall is already there but on the aircraft its called "stop" Group your jets and then u can easly slecte and recall them.

Hehe.. Didn't I just say that. No offense.
Yeah well back to suggestions...
Give the X-Jet a better name. It makes me think of X-Men too much...
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#980 Phoenix911

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Posted 03 August 2006 - 11:42 AM

only the nuke general was unbalanced but that is being or has been done.
Bail out is pointless, the aircraft will die before u get a chanse to press the butten and us aircraft pilots already bail out.

The butten to recall is already there but on the aircraft its called "stop" Group your jets and then u can easly slecte and recall them.

Hehe.. Didn't I just say that. No offense.
Yeah well back to suggestions...
Give the X-Jet a better name. It makes me think of X-Men too much...

I said it in more english >.> jkjk
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