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MO 2.0 - Psi P2: bug report, feedback, and suggestions thread


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#181 Beowulf

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Posted 22 June 2009 - 06:19 PM

I already gave Speeder my thoughts.

Hey Speed. Let me get a 2.5 beta for that thar balance testingz.

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#182 Speeder

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Posted 23 June 2009 - 10:08 PM

When new beta is done. I am reconstructing AI atm.

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#183 Unforgiven Pretender

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Posted 24 June 2009 - 06:03 AM

Since I didn't get any reaction:
(Please also look at the last page when a new page is created)


I found two bugs, maybe they can be fixed in the new version.

1. Infiltrators can't enter a IFV (However the IFV combos page says it can, to form a machinegun IFV)
2. Saboteurs are not on the page of IFV combos, however you get a Demolition IFV (So it should be next to Terrorist in the list)

And also some suggestions:

1. I don't know if you can put mind-controlled civilians inside an IFV, but I guess you would get a machinegun IFV.
If this is the case, then you can also put civilians in the page of IFV Combos.

2. In the second allied mission in RA2 you can find Rocketeers standing on the ground.
This brought to me the idea to give rocketeers a deploy ability.
This means land (Not able to move until they go in the air again)
And then fire from the ground.

The advantages would be that they are safe from anti-air units, and that they can deploy in an IFV/APC/Hover Transport/Nighthawk/Flak Track/Battle Fortress
The disadvantage would be that ground units can attack them, and that they can't attack air units.

It might then be nice, if you click X while selecting them (Scatter) that they will undeploy, and go to air then again to avoid being driven over.

3. It might be nice to let Flak Troopers and Enforcers be able to garisson buildings. (Flak Trooper since GGI can also do it, Enforcer since Tesla Trooper can also do it)

4. Virus and Sniper can attack air units (Rocketeers, airborned units)
I think they should only be able to attack ground units (They are no anti-air units)

5. I think Harpoon's gun should get less firepower (It has more firepower then the first lvl of a Gattling tank!)
Since it also has the advantage to attack air-units, I think he should have just as much firepower as the first lvl of Gattling Tank. (It's quite overpowered right now)

6. And last but not least, I think Flak IFV and Harpoon IFV should be able to attack Air and Ground units.
This due to that the GGI IFV can do this also, and that they can do it from Battle Fortress.
Also because Harpoon and GGI can fire both from Garissoned Buildings.


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#184 Speeder

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Posted 24 June 2009 - 10:55 AM

No worries, I've seen the post. I'll comment on it later.

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#185 Darkstorm

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Posted 25 June 2009 - 04:06 AM

Commenting on suggestions

1 Mind controlled units can't enter anything.

2 isn't possible...

3 GI/GGI - Cons/Tesla - Init/Harp, They are balanced, though soviets don't have garrisonable AA however I heard they had AA targeting issues while garrisoned anyway, so they are not very effective in buildings.

4 This change is going to happen. (next version)

5 He is a similar counterpart to the Navy SEAL and he's higher in the tech tree, so I find this fine as it is.

6 This I entirely agree with for balance sake.

Oh and Speeder, although the Chinese troops aren't skirmish worthy and aren't don't fit in that well it would be awesome to have a mission with more under your command, I like them but never get to use them since they are dead or maybe 1 or 2 left in Red. Maybe make them buildable in one mission. (Possibly just use Red Guard or Minigunner icon for Soldier and Tank Hunter icon for RPG soldier)

Edited by Darkstorm, 25 June 2009 - 05:12 AM.


#186 Sturm-Korpsman

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Posted 26 June 2009 - 02:51 AM

Was it on an MO map? I have the same problem, I can't play MO on new maps only YR maps.


Sorry for lack of response. The site wouldn't let me log back in, even after having my password changed. So yeah, new account. Don't know what the hell.

Anyway, the problem seems to persist on ALL maps; YR and MO. Also of important note, my brother has recently tried playing vanilla YR online, and he says it consistently gives him reconnection errors nearly five seconds into each game.

I'm not sure what the error is; bear in mind, it has all worked fine before, and has only recently become buggy. I may attempt to fix these problems by reinstalling all mod-related files (such as NPatch).

Another important note; I've been running this on a TFD installation, rather than RA2+YR, with the TFD Unofficial 1.03 patch installed.

#187 Darkstorm

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Posted 26 June 2009 - 07:10 AM

The unofficial patch is probably his problem, different game versions can't play with each other.

#188 Sturm-Korpsman

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Posted 26 June 2009 - 06:28 PM

The unofficial patch is probably his problem, different game versions can't play with each other.

I'd imagine so. However, bear in mind that the game worked just fine with the 1.03 patch before, and only started bugging out a few days later.

Oh, and another note: the friend I'm playing with over Hamachi is using the original RA2/YR discs, rather than TFD.


EDIT: After reinstalling all the mod-essential files, the Reconnection Error still persists, and on top of that, I'm having some other strange errors; namely, Specials (ei: Paradrop, Spy Plane, etc.) won't let me target select. Instead, I simply click on the icon after it's been fully charge, and the thing just restarts, with no effect.

Edited by Sturm-Korpsman, 26 June 2009 - 06:34 PM.


#189 Darkstorm

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Posted 26 June 2009 - 11:23 PM

Dude it's the patch. There is no way that patch is compadable with one that doesn't. Realize that some things may be compadable so it may let you play for a while but when the two games don't match = reconnection error. A reconnection error specifically is when one of the two computers goes out of sync with the other. Aka extra mod file (affecting the game), different game version, different mod files.

#190 Dupl3xxx

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Posted 11 July 2009 - 12:20 PM

I have sen quite a lot of people complain about lag. If you open ArtMD and use the "replace all" feature of notepad, and change "Translucent=yes" to "Translucent=no" there is less lag. Some minor things will not look as good as with Translucent=yes, but it helps speed up the game.

#191 Speeder

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Posted 11 July 2009 - 12:39 PM

This has already been done. :p

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#192 NDNG

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Posted 15 August 2009 - 08:05 AM

I don't know if this one is a bug or not, but can you please check this out ? I recorded my desktop in case.



I played a single player campaign, save, and quit the program. Then restart OM, load the saved game, and every time a tower attack (tesla or prism), the game crash. It happened to me every time.
If "somehow", the game won't crash when these towers attacks,then all the tesla tank, tesla tower, prism tower, prism tank won't do any damage to enemy.
I found a way to avoid this bug, but I still hope you can fix it.
If I load the savegame, then restart the mission, and load the save game again, everything's fine.

Hope this will help. I really love this mod :p Especially the cutscenes when "Brute" jump out of the bio pool. Very creative :)

Edited by NDNG, 15 August 2009 - 08:14 AM.


#193 Zenothist

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Posted 15 August 2009 - 10:14 AM

I don't know if this one is a bug or not, but can you please check this out ? I recorded my desktop in case.



I played a single player campaign, save, and quit the program. Then restart OM, load the saved game, and every time a tower attack (tesla or prism), the game crash. It happened to me every time.
If "somehow", the game won't crash when these towers attacks,then all the tesla tank, tesla tower, prism tower, prism tank won't do any damage to enemy.
I found a way to avoid this bug, but I still hope you can fix it.
If I load the savegame, then restart the mission, and load the save game again, everything's fine.

Hope this will help. I really love this mod :p Especially the cutscenes when "Brute" jump out of the bio pool. Very creative :)


Ah, I've had this problem before on the Hound and the Fox mission.

#194 Nelsonxianling

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Posted 18 August 2009 - 06:31 PM

It says "Driller takes 6 space points in amphibious transports, Halftrack takes 5 (transport balance)" in 2.0psi CHANGES.But why my driller only takes 5?

My mod is 2.0 psi, I really like it.

#195 Dud3man

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Posted 20 August 2009 - 05:42 PM

I have tried re-installing Npatch, but I still cannot use any of the yuri sides, or china.

#196 Nelsonxianling

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Posted 22 August 2009 - 10:13 PM

Hi, speeder! I already have yuri's revenge v1.001, but I am wondering whether I also need a yuri 1.001 patch to enable the mod to run normally. Could you or anyone give me an exact answer?

#197 franky3

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Posted 24 August 2009 - 12:07 AM

I'm still new to this mod but I think that it's way too slow on internet and I don't really like the fat that appocalypse are enormous could you put them the same scale of every other tanks. Centurion tanks could cost something like 6 000$ and take a lot more time to build just like a superweapon.

but seriously the more important thing is the online speed !! it's my most precious wish for that mod wich is awesome btw !!

thank you

#198 Darkstorm

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Posted 24 August 2009 - 02:00 AM

Speeder is rewriting mo for 3.0, this should help with online speed since it doesn't use Npatch.

#199 Speeder

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Posted 24 August 2009 - 10:32 AM

Leave the Apocalypse Tank alone!!

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#200 Nelsonxianling

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Posted 24 August 2009 - 02:17 PM

Hi, speeder! I already have yuri's revenge v1.001, but I am wondering whether I also need a yuri 1.001 patch to enable the mod to run normally? AND, DO I NEED RA2 1.006 AS WELL?Could you or anyone give me an exact answer? Thank you!!!!




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