My patch, my changes.-The mirage tank: it's too game altering putting it on radar level. remember that it is a PATCH. A patch should only do necessary things, not altering the game when it is not really needed to.
Yuri's Revenge BoltPatch
#22
Posted 05 March 2008 - 07:46 PM
#24
Posted 05 March 2008 - 08:43 PM
Well next version has a load of new changes... including some comments posted on PPM such as mind control immune Clegs. Gotta see how this will work out.
I wouldn't make clegs MC immune; it aint gonna help anyway: when fighting yuri mind control was never the real problem; the magnetron was, using magnetrons with ctrl+shift makes magnetrons pick automatically vehicles, scattering the opponents tank force and individual tanks are almost target practice. IMO, you shouldn't had decreased the ROF, but increased it. same for range. having gatt tanks which kill quite easily light armoured vehicles (and infantry, so clegs will not be of much use anyway) and having lashers to kill the heavy armour (or having a mastermind for that part to take them over) makes the yuri force as a mix very hard to beat, more then any other mix in the game. what I would do with the clegs is making the weapon better.
As I said before, I'm just trying to help and you can take or leave it as desired . just some tips from a player who has been playing online for several years and plays game with the top players .
Edited by truefeel, 05 March 2008 - 09:31 PM.
#25
Posted 06 March 2008 - 09:25 AM
that way yuri has the two subs, one for missiles, one for torpedoes
also, did you give yuri the squid, that was a major slip up by westwood/ea
then you need to give the soviets something to replace it...
#26 Guest_Darknessvolt_*
Posted 06 March 2008 - 11:38 AM
#27
Posted 06 March 2008 - 12:05 PM
maybe for the boomer, have two subs, the missile launching one, and the normal one (that shoots torpedoes), thats if you don't want to add a new different looking unit
that way yuri has the two subs, one for missiles, one for torpedoes
also, did you give yuri the squid, that was a major slip up by westwood/ea
then you need to give the soviets something to replace it...
uh boomer is immune to squid attack ..
patches don't add stuff
#28 Guest_Darknessvolt_*
Posted 06 March 2008 - 12:27 PM
maybe for the boomer, have two subs, the missile launching one, and the normal one (that shoots torpedoes), thats if you don't want to add a new different looking unit
that way yuri has the two subs, one for missiles, one for torpedoes
also, did you give yuri the squid, that was a major slip up by westwood/ea
then you need to give the soviets something to replace it...
Jelly Fish?! Maybe because it has Tesla Weapon which is fit to Soviets...
#30
Posted 06 March 2008 - 07:20 PM
Prepare your weapons technology against the worlds most powerful generals.
FREEDOM STUDIOS: http://www.freedomstudios.net
#31
Posted 07 March 2008 - 07:25 AM
admittedly not units usually, but maps, balancing units(so changing them).. which is what is called for with the boomer
and Darknessvolt, what are you talking about, the squid didn't have a tesla weapon...
#32
Posted 08 March 2008 - 07:43 AM
This is a mod...not a patch.
#33
Posted 08 March 2008 - 12:47 PM
Done.This includes fixing bugs
Done.replacing graphics
Oops, done.improving the usability or performance.
*reads above* Do explain. I haven't added new units, buildings, missions or maps. Only "upgraded" the current content as well as adding additional "usability" with the Assault gamemode.This is a mod...not a patch.
#34 Guest_Darknessvolt_*
Posted 08 March 2008 - 12:56 PM
#35
Posted 08 March 2008 - 05:42 PM
Done.This includes fixing bugs
Done.replacing graphics
Oops, done.improving the usability or performance.
*reads above* Do explain. I haven't added new units, buildings, missions or maps. Only "upgraded" the current content as well as adding additional "usability" with the Assault gamemode.This is a mod...not a patch.
And then you alter unit stats…not because of bugs or usability issues but upon your personal interpretation of how the game should work for you. Making infantry self-heal, tank destroyers with rotating turrets, a weaponless nighthawk, shifting tech levels and etc. is about modifying the game. It perverts the original intent of the game.
Modding is a slang expression that is derived from the verb "modify". The term can refer to the act of modifying a piece of hardware or software to perform a function not originally conceived or intended by the designer.
Just because you haven’t changed the name of the parent unit doesn’t mean you didn’t add additional units in. If I created a four barrel, eight treaded tank, gave it a death weapon and made it available with just the factory requisite but placed it with the current title of “apocalypse tank” it would still be within the limits of what you consider to be a “patch.”
#36
Posted 08 March 2008 - 06:23 PM
But maybe if WW did patch YR or Ra2 further they would have made these changes to try and appease balance. If they did it you would still acknowledge it as a YR patch rather than some official mod. For example... Supreme Commander has had patches which change the game structure significantly, even adding new units. C&C has had new maps with it's patches as well as new options etc.And then you alter unit stats…not because of bugs or usability issues but upon your personal interpretation of how the game should work for you. Making infantry self-heal, tank destroyers with rotating turrets, a weaponless nighthawk, shifting tech levels and etc. is about modifying the game. It perverts the original intent of the game.
#37
Posted 08 March 2008 - 06:29 PM
But maybe if WW did patch YR or Ra2 further they would have made these changes to try and appease balance. If they did it you would still acknowledge it as a YR patch rather than some official mod. For example... Supreme Commander has had patches which change the game structure significantly, even adding new units. C&C has had new maps with it's patches as well as new options etc.And then you alter unit stats…not because of bugs or usability issues but upon your personal interpretation of how the game should work for you. Making infantry self-heal, tank destroyers with rotating turrets, a weaponless nighthawk, shifting tech levels and etc. is about modifying the game. It perverts the original intent of the game.
Never played Supreme Commander so I don't understand the justification of it.
It isn't likely that WW would have made such alterations. Changing the price, ROF and etc. seem practical and reasonable but getting rid of the nighthawk's cannon (when it visually has one) doesn't seem reasonable.
Hence this is a RULESMD.ini mod, not a patch.
#38
Posted 08 March 2008 - 07:28 PM
Not likely, but still a possibility and therefore not out of the question entirely.It isn't likely that WW would have made such alterations.
I removed the cannon...getting rid of the nighthawk's cannon (when it visually has one) doesn't seem reasonable.
And yet it has more files than that ini... and if you meant small mod by that then are you saying mods such as RS are small? They still are rulesmd.ini mods technically...Hence this is a RULESMD.ini mod, not a patch.
Obviously we are not going to agree... you just call it what you want, I will still call it a patch.
#39
Posted 08 March 2008 - 08:31 PM
#40
Posted 08 March 2008 - 10:15 PM
To Omegabolt: When you say that people can give critics/comments/whatever on it, you gotta be open for that. This is like the elections on america: many promises but afterwarths nothing comes of it.
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