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


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#321 Dreadlord

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Posted 25 January 2011 - 04:30 AM

So, this is one of numerous RA2 engine oddities...When I was modding RA2, I didn't use stealthed units much so I couldn't know about this. Thanks for the information.

#322 Galacticruler

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Posted 25 January 2011 - 05:18 AM

any chance that we might get to see some support for Launch Base?

also,i have that installed,so how do i use this mod at the same time?

Edited by Galacticruler, 25 January 2011 - 10:20 PM.

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#323 Speeder

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Posted 25 January 2011 - 06:56 AM

No plans for Launchbase support atm.

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#324 Stiletto

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Posted 15 February 2011 - 05:14 AM

Found some bugs in Allied mission 08-Devoted.
The chinese soldiers i encounter seems to be immune to the prism tank's beam, and the abrams's laser. They can only be killed by machine guns, or rockets.
Also, the Enforcers which i get as a reinforcement, fail to do any damage on structures and units. After loading the mission a few times though this problem dissapeared, but those chinese soldiers were still imune to my Prism tanks.
Using PSI patch 2.

#325 Zenothist

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Posted 15 February 2011 - 09:04 AM

Will be fixed in 3.0.

#326 black_beret007

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Posted 24 February 2011 - 04:10 PM

hello. i seem to encounter problems with Tank Drop and the spy plane. both of them are not working properly. please advise! This is an issue whenever I play soviet forces in skirmish mode.


Mental Omega rocks!

#327 Speeder

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Posted 24 February 2011 - 04:40 PM

Did you install NPSE0022?

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#328 black_beret007

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Posted 28 February 2011 - 12:17 PM

Did you install NPSE0022?


yes i did. one more thing. I actually cant play the old YR anymore. every time I open it, it automatically becomes Mental Omega. I don't really mind but the spy plane and tank drop really bothers me.. Oh BTW, this might help, I'm running a 64-bit Windows XP SP3 with and AMD Turion processor.

#329 Zenothist

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Posted 28 February 2011 - 12:34 PM

Did you install NPSE0022?


yes i did. one more thing. I actually cant play the old YR anymore. every time I open it, it automatically becomes Mental Omega. I don't really mind but the spy plane and tank drop really bothers me.. Oh BTW, this might help, I'm running a 64-bit Windows XP SP3 with and AMD Turion processor.


Sounds like you closed the mod launcher incorrectly. Start the mod launcher, keep it running when the game starts, and exit the game. Only then should you close the mod launcher. If this doesn't work, use Marshall's Clean up program, which can be found here.

#330 black_beret007

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Posted 28 February 2011 - 12:50 PM

Did you install NPSE0022?


yes i did. one more thing. I actually cant play the old YR anymore. every time I open it, it automatically becomes Mental Omega. I don't really mind but the spy plane and tank drop really bothers me.. Oh BTW, this might help, I'm running a 64-bit Windows XP SP3 with and AMD Turion processor.


Sounds like you closed the mod launcher incorrectly. Start the mod launcher, keep it running when the game starts, and exit the game. Only then should you close the mod launcher. If this doesn't work, use Marshall's Clean up program, which can be found here.


thanks. I'll give you an update what works. BTW, i upgraded my RA2 to 1.006, as the mod said i should do; something i didn't the first time i used it.

#331 Zenothist

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Posted 28 February 2011 - 03:33 PM

Odd, shouldn't it have been upgraded when you installed Yuri's Revenge? No matter, as long as YR is version 1.001, it's all good I guess.

#332 black_beret007

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Posted 01 March 2011 - 06:19 PM

UPDATE: I used the cleanup program and now, I can now play the old YR again. problem is whenever I open the mod launcher, everything freezes! I even modified it to run compatible to windows 98/ME but to no avail. Any advice?

#333 Zenothist

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Posted 02 March 2011 - 08:29 AM

UPDATE: I used the cleanup program and now, I can now play the old YR again. problem is whenever I open the mod launcher, everything freezes! I even modified it to run compatible to windows 98/ME but to no avail. Any advice?


This is a common problem for Windows XP and older and is Mod Launcher related. There's not really anything you can do about it until we use our own launcher for 3.0.

What I used to do was go to the Task Manager, cancel the mod launcher, bring up the YR executable which should be on your taskbar now, and once it's running, activate the mod launcher again to remove the mod when I exit the game.

#334 eil

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Posted 04 March 2011 - 12:15 PM

north-east soviet gates are much weaker than the north-west one(at least they have much smaller life span).
sorry if it was posted already- didn't find it with search.

#335 Speeder

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Posted 04 March 2011 - 12:29 PM

north-east soviet gates are much weaker than the north-west one(at least they have much smaller life span).
sorry if it was posted already- didn't find it with search.


Um, no. Length of the lifespan doesn't define strength.

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#336 mattywise

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Posted 07 March 2011 - 02:20 AM

***Suggestion***

apologies if any of this has been mentioned before hand but i only read the first and last pages assuming the bulk of this would be entirly new suggestions and bug reports...this is a suggestion but it kind of involves a little bit of going backwards in order to go forwards if you know what i mean. I will be sure to add a positive comment at the end of any critical just to remind people that i am actually a fan not just a troll :p

1.) Boomers (bring them back), i know many ra2 fans hate them because they are just so good at what they are but really there not as fantasic as they may seem. Firstly I admit in mass there is very little you can do to stop them without the help of maybe a nuke but if they do appear in mass it is entirely your fault. why? they cost $2000 and *were* yuri's only offensive naval unit an allied opponant could easily prevent this by building a load of cheap, fast and in bulk powerful dolphins. Which brings me onto my next point of taking them out, simply with dolphins perhaps backed up by destroyers or for soviets u could immobilize them with squids (of course that applies to the original yr in MO im sure there are far more ways to counter them). I do appreciate though that it can be a pain to have missles coming out from nowhere ripping up your base but with the mental omega mod all sides have a decent airforce and boomers have no anti aircraft protection built in but if people really hate them that much perhaps make them cost $2500 instead which would prevent it from clashing with the current MO super naval unit and it increases the variety of yuri's navy. I am very happy however with the idea of giving the squid to yuri why westwood didnt originally do this i will never know.

2.) psychic towers and yuri (again bring them back) how can you have a psychic faction without psychic weapons :unsure: ok the psy towers were a daunting opponant but easilly countered by prism tanks, robot tanks and v3 rockets and they wernt masivly different to the other more powerful defences its just instead of destroying things within their radius they converted it (which is the whole point of yuri isnt it?) and unlike the others they had no enhancements (tesla coils get extra power and range from tesla troopers and prism towers get bonus power from fellow prism towers). however once again i appreciate they can be a pain as it is v hard to just smash your way through with rhino, armageddon tanks or battle fortresses but they did add a new tactical element. I appreciate the graphics of the railgun have been completed and you must be proud of them but can we not at the good old psychic towers perhaps just costing a little more maybe $1750 that way they would be used a lot less in battles due to expenses and the efficiency of your own railguns but at least it enhances the possible tactical play further. I am very impressed however with the idea of gates in walls and the railgun itself :p lastly on this subject though, WHERE IS YURI did not see him on units list he was such a fun charicter floating on water converting stuff not all that powerful but a deadly anoyance on the battlefield at a safe distance id strongly advise he be brought back!

3.) minor things, i should point out now that if any of the above ideas are considered i can overlook anything from this point on. The armageddon tank's anti aircraft missles on top of its power is what made it so expensive so u take half of that away and who would have it to a prism tank which has far superior range, i liked the armageddon tanks for its simple superiority to anything on the battlefield and would like it to stay that way. But very impressed with the new look could perhaps consider using the old one to revive the mamoth tank for the allies?. I also like the new colourful rockets but i think that if all units with explosive weaponry use this graphic then it will all look a bit chaoctic and so it my be a good idea to keep units with smaller rockets such as the gaurdian gi's with just the basic graphical look and give them their normal weapon for moving around, what would be the point in deploying it if not for that cool rocket launcher.

4.) a little question about the laggyness of the game when to many things are built on the map, i apreciate the game was supposed to be for fast and furious gameplay but when fighting an equal human opponant battles tend to develop into standoffs and mass unit battles due to both being afraid to attack first (although this is usually only an issue on maps where there is only one way to your opponants base). I think everyone is aware of the problems to do with mass building and i was hoping you would find a way to fix it but no biggy if you can't just a thought is all.

5.) Ill make this my last point otherwise ill end up asking to change all sorts lol (i should mention the last time i actually played this mode was the old v2.0 which to be honest wasnt all that great in my opinion just in general but i really like the look of the latest version changes and have downloaded and am also anticipating 3.0 but i havnt actually played this yet as i used tfd no cd patch and my cd is in the workplace so this is all based on the infomation you gave on the site). My last point is Britain, being british i feel it is only right i ask you why you went for the 'we love prism tech stuff' as opposed to some units which could be better associated with the British forces. I think snipers, harriers/battle fortress' (just for their Scottish esq accent) and battleships/aircraft carriers but prism tanks should be more of a german thing, i realise some of the things i said there clash with the korean veteran units but they could easilly have the secondary aircraft the allies have aswell as aircraft carriers if britain have battleships. its just a thought as you must remember britain is an island so our main forces reside in the sea and the sky and our very well trained elite soldiers perhaps not so much our tanks. The unique unit looks good but again im not sure how british it is and could perhaps be used as a global allied unit depending on its power, maybe instead britain could get royal marines or something that act like mirage tanks in that they cant be seen when standing still and they get one hit kills against all infantry and c4 for tanks plus the ability to swim and perhaps even paradropped and then for buildings they could infiltrate them much like engineers but can also ejecet thus giving the building back to the original owner. effectivly it would be the ultimate infantry but seeing as most battles are done with tanks these days i dont think it is an overpowered unit for a unique one especially. maybe price it at $2000 if it sounds too dangerous but hey its just a thought.

i do v v v much love the look of this mod though the closest I've seen to a truely balanced yuri's revenge with good quality graphics well done and keep it up :cool2: :thumbsupsmiley:
Matt W!Z3

#337 Speeder

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Posted 07 March 2011 - 10:05 AM

Welcome to the forums mattywise and thanks for your suggestions.

1) Boomer is back as Epsilon T3 unit. Since Epsilon received three other naval units, it will remain as their counterpart of Dreadnought and Aircraft Carrier. It's torpedoes are now a support weapon, rather than something that pierces through enemy navy easily. It is not the "Apocalypse of the sea", however it's missiles remain deadly as ever.

2) Psychic Tower will not return. While I agree that human player has no problems with taking them out, AI does have some problems. And I just don't like the idea. Epsilon Adepts, Mastermind and the stolen tech mind control units should be enough. MC is not people's favourite aspect of Yuri's Revenge so we had it toned down a bit.

Also, Yuri will not return as a hero either, because there's Rahn and he's awesome. :p

3) In Mental Omega, Prism Tank is no longer an effective unit against tanks so it's only natural to take Apocalypses against Prisms. However, in 3.0 Apocalypse will be able to attack aircrafts. What's more - it will most likely use fire-on-the-move feature.

We're not changing the missile projectile back to YR version. It really, really sucked.

4) Yeah, we are working on that.

5) Everything was changed, as far as countries go. Some people may like the changes, some may not but we'll be realizing our new concept for countries.

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#338 Zenothist

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Posted 07 March 2011 - 11:01 AM

I still thoroughly disapprove of giving torpedo's to the Boomer. It's a submersible, unlike the other siege ships, so it's mostly undetectable anyway. Giving it weapons for it to attack other ships with relative impunity makes the new T1 ship redundant.

Edited by Alien55234, 07 March 2011 - 11:02 AM.


#339 black_beret007

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Posted 07 March 2011 - 11:54 AM

hi. it's me again. Still no luck with the installation of MO. The task manager thing still doesn't work. Anyway, hope you release the 3.0 soon. Thanks!

#340 Zenothist

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Posted 07 March 2011 - 01:58 PM

Hmm, that's not very good. Unfortunately, I have never come across a problem that couldn't be solved via the task manager. This might need looking into.

On the other hand. MO 3.0 will most likely have it's own installer, so that should hopefully avoid this problem.




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