MO 2.0 - Psi P2: bug report, feedback, and suggestions thread
#62
Posted 19 October 2008 - 04:29 AM
Also, how am I supposed to get money from the soviet mining base on the new epsilon mission?
Hello everyone. I am back.
#63
Posted 20 October 2008 - 05:11 AM
#64
Posted 20 October 2008 - 10:31 AM
Couple of observations/suggestions.
Loading any single player campaign save on windows 2000 SP4 exited the game with a swizzle error.
Worked on winXP though.
On Yuri campaign map 1 the 'virus' unit got stuck in the south wall of the 'reveal all map' building close to the starting point.
Blew up the wall to solve this.
Indeed, not so much fun, but for the expert.. maybe.the AI is supposed to be challenging so yeah
That it certainly is.
China Expert AI rushing me in Skirmish with 2-4 Kirovs before it even builds a Battle Lab is a bit too much in my opinion. If it gets all those resource/production bonuses etc, at least it could respect the Tech-tree progression.
But I didn't expect the easy AI to also pull these stunts.
From: http://mo.cncguild.n...e=other_changes
Easy is now truly easy, despite the fact that AI is smarter and attacks in more intelligent way and bit more often, it still remains on level somewhat easy to be eliminated.
Suggest making easy setting stick to tech tree and same build rules as player (more barracks/factories/airports != more units)
And build the defenses on the level of the current medium AI.
Money multiplier is ok.
The smarter AI that attacks in more intelligent way and a bit more often is great btw.
Maybe leave the medium and hard settings as is.
Or:
medium = stick to tech tree, more production facilities is more units
hard/expert = current hard
Edited by revdog, 20 October 2008 - 10:47 AM.
#65
Posted 20 October 2008 - 12:06 PM
Some campaigns like "Cloak and Dagger" should not need to clear all enemy units to finish as the remaining enemy subs, mirage tanks, shadow tanks and dolphins sometimes hard to find which's really annoying.
Allied Campaign 3: all crates should provide cash instead of something like speed up, veterancy or Prism Tank.
Allied Campaign 4: Destroyer needs a better sight or the psi-sensor should be on a lower terrain - the psi-sensor can't be seem by any ships of the 1st wave( just for it's upon a cliff ).
Allied new Campaign: Something unusual as the infilltrator couldn't be moved while the Yuri Landing force's too weak. And if the player losed in the sea but owned Yuri landing force, the Campaign deadlocked.
Soviet new Campaign - Red: Boris should got a better sight or give the Iron Dragon a better sight - sometimes, boris could be encountered by 2 viruses and instantly killed just because his sight is shorter than virus' range.
Some suggestion about: all country specific units ( Expect British, French, Greek, Chinese, NorthKorean,Chaos Force, Headquarter ones) should all be thrown back to radar level - they're too weak for tech-level units.
Soon Moon`s Minions will overnumber the enemy!
#67
Posted 20 October 2008 - 03:27 PM
Tesla Tank spam could easy stopped by $900 infector, MiG and Mirage Tank. But for Yuri...seems you're right, but may yuri trike could do something.
Maybe some buffs on country specific units are needed. You know, they're even worthless than the useless Apoc.
Edited by Moon Pine, 20 October 2008 - 03:28 PM.
Soon Moon`s Minions will overnumber the enemy!
#68
Posted 20 October 2008 - 06:06 PM
also in paranoic the enforcers can get killed by epsilon dogs even though your description said their plate armor allows them to be immune by attack dogs. thought I bring that up.
ill see if i can find more bugs and report them
"you want to leave when!?"
#69
Posted 20 October 2008 - 07:06 PM
That word is headquarters, not headquaters. I figure its not that big a deal, but I'm just surprised nobody else has said anything.
http://s4.invisionfree.com/MMSFv1/
A Megaman Starforce RPG
#70
Posted 20 October 2008 - 07:28 PM
thank you Moon Pine for bringing up the new allied mission, i found out that when you get a tech center, you can now train snipers, but when you do Iron Curtain and so on with the other future missions, you get the snipers at facuilty, this was really weird to me
also in paranoic the enforcers can get killed by epsilon dogs even though your description said their plate armor allows them to be immune by attack dogs. thought I bring that up.
ill see if i can find more bugs and report them
With that new mission, this is because you are supposed to get snipers in the second part of mission.
Dog bug will be fixed.
#71
Posted 21 October 2008 - 04:29 AM
Great update.
But there is still a problem with the Apocalypse tanks, in both skirmish and campaign.
After a while, they just become incredibly slow as to become useless. They just slow to a crawl. I think it happens after they've been in combat or went over ore. I think I might have seen the same thing for Masterminds, but I'm not sure.
I dont know how many times I've had to simply abandon an Apocalypse because it suddenly became so useless...
And on top of that, I noticed that the Apocalypse tanks wouldnt stop when they reach their destination in soviet mission 2. They bounce from tile to tile even when they reach their destination. It's wierd.
Sounds like when I mentioned about the tanks crawling when I played on the map Elysian Fields. I noticed it happening most when I crossed a bridge. Though to me same happened with Rhinos there too. But I've seen Apocalypses get same behaviour elsewhere too. Painful to move them big distances when some of them suddenly start to nearly go immobile.
#72
Posted 21 October 2008 - 11:22 AM
I noticed this, too. On some maps like "Tour of Egypy", the Apoc crawls.Sounds like when I mentioned about the tanks crawling when I played on the map Elysian Fields. I noticed it happening most when I crossed a bridge. Though to me same happened with Rhinos there too. But I've seen Apocalypses get same behaviour elsewhere too. Painful to move them big distances when some of them suddenly start to nearly go immobile.
And there's a new super uber unit out here - GGI IFV with super range and speed combined by moving firing ability.
Nothing could stop it before radar ( combined with Defender and a SniperFV, Yuri owned even with radar ). Maybe some range decrease is needed.
And a over all effect of 1st veteran nerf is still suggested ( maybe 50% armor bonus reduced to 20%, VeteranArmor=1.5 -> 1.2 ). Just some super vet units like: Mirage, IFV, Trike, MiG, Harrier, Disk, Kirov, ects.
Soon Moon`s Minions will overnumber the enemy!
#73
Posted 21 October 2008 - 02:02 PM
#74
Posted 21 October 2008 - 09:47 PM
i have a sertain bug, rly wierd cause i dont have any Epsilon countries or campains...
any1 knows how i can fix this bug? btw i have YR ver 1001. i thought that was recommended.
#75
Posted 22 October 2008 - 03:09 AM
With the NPSE#0022Hey guys. im kinda new here and i just downloaded MO.
i have a sertain bug, rly wierd cause i dont have any Epsilon countries or campains...
any1 knows how i can fix this bug? btw i have YR ver 1001. i thought that was recommended.
http://mo.cncguild.n.../NP_SE_0022.exe
Soon Moon`s Minions will overnumber the enemy!
#77
Posted 22 October 2008 - 06:22 AM
#78
Posted 22 October 2008 - 06:23 AM
i rly like that music when u start the mod...
can any1 make a long version of that and give it to me?
#79
Posted 22 October 2008 - 02:59 PM
Edited by Moon Pine, 22 October 2008 - 03:16 PM.
Soon Moon`s Minions will overnumber the enemy!
#80
Posted 24 October 2008 - 12:58 PM
I found an big error. In MO Allied 05,I passed the text of the enemy's first attack and I cannot continue this mission. I don't know the reason
Edited by RedOmega, 25 October 2008 - 03:38 PM.
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