MO 2.0 - Psi P2: bug report, feedback, and suggestions thread
#201
Posted 24 August 2009 - 02:49 PM
#202
Posted 25 August 2009 - 12:10 AM
#203
Posted 25 August 2009 - 12:12 AM
#204
Posted 25 August 2009 - 09:25 PM
Just like this:
http://i183.photobuc...T22/swizzle.jpg
Let me show you what says in my except. txt:
EDIT by Speeder: No need to post whole except here. Anyway. copied the file.
Any body can help me? thanks so much in advance!!!!!!!!!!!!!
Edited by Speeder, 25 August 2009 - 09:29 PM.
#206
Posted 04 September 2009 - 03:41 AM
#207
Posted 08 October 2009 - 02:11 PM
Every time it shots a very very large and big beam appears across the map and slows down the performance enormously.
Next time I have this bug I'll make a screenshot.
And btw, will MO 3.0 have a better performance? With +4 players and/or stealthed bases it's just not possible to play normally...
#210
Posted 13 October 2009 - 05:26 AM
1. Take a look at CnC Apocalypse, omegabolt switched the repair button with a power on/off button. He also made buildings and defenses autorepair. Is there any chance of this feature being implemented?
2. The Centurion Siege Crawler is boring, its not horrible, but I think a better choice for a top tier unit would be Volkov.
3. As pointless as more colors are, I'd like a few more I don't much care what they are, I just want to have a few more choices in 8 player matches.
4. I think the chrono tank should be put in, preferably as germanys unique unit.
5. You're gonna ignore this one but ill say it anyway. Give yuri a mind control static defense? Maybe a YR:Squared style propaganda tower, or high cost and power consumption. I'd settle for putting the mastermind in a tank bunker.
6. For some reason I cannot select my custom maps by default. I've been adding them to the RA2 folder after I activate the mod.
7. On maps with no land connection to your opponents, sometimes the AI will have 3 Kirovs in your base before I can rush out the 5 IFVs/Flak Tracks/Gatling Tanks.
8. Yuris navy is really bad. Honestly there isn't a single good unit in his entire navy. Squid- It will not attach to a moving ship, ever. Sea sled- id does so practically no damage compared to the typhoon or even destroyer. Gatling boat- It isn't as bad as the rest but it should get higher defense, or maybe switch over to a sub version. Kraken-This is by far the worst naval unit in any mod I've played it takes 5 of them 2 volleys to destroy a single tesla reactor. 2 of them couldn't destroy a single thing. I was targetting a pillbox with 2 of them and without the enemy having any AA it was repairing damage faster than I could dish it out. 1750 for this?
9. Why don't the Soviets and Epsilon have gates? This one seems like a no brainer to me.
Bugs:
1. Some maps(DC Uprising) cause the AI to break. All they will do is build a mediocre base and use superweapons/aircraft/paradrops. This is obviously not much fun.
EDIT: Just out of curiousity, why ARE you ditching the expanded patches?
Edited by Gamr973, 13 October 2009 - 11:15 PM.
#211
Posted 13 October 2009 - 10:56 PM
2.) Volkov is in MO, but tis a secret unit but able to be acquired in a normal MO game.
3.) NP feature, so no again. However, it would be nice to have your favorite color in MO.
4.) A chrono tank unit is in, just more secret then Volkov. I do believe you can acquire it though.
5.) There is a reason the Psychic Tower was removed and I personally believe it should stay that way. (I did toy around a while back on my own mod with it being a specific unit.)
6.) This might just be a YR type thing, because it isn't in a mix or something.
7.) The AI can sometimes do that simply because they choose. One problem with the AI. If this is fixable without downgrading the AI, I have no idea.
Speeder is ditching NP because it has TONS of coding errors which equals many unfixable bugs. However when Ares is released it will run on that which, due to Dcoder's correct methods, will have fewer coding errors and subsequently much less bugs.
#212
Posted 13 October 2009 - 11:28 PM
As for the autorepair, I like it mostly because I don't always notice a certain building gets damaged, especially if its not smoking, and because I hate having to jump back to base mid-assault to repair or force shield.
As for this Ares patch, I've not been around for a while(~15 months) can you link me to the dcoders site/blog/twitter if he's updating his progress? Also any idea when this Ares is coming out? Or MO3.0 for that matter? I'm itching for some challanging AI and allied spys that work.
#213
Posted 14 October 2009 - 02:27 AM
8.) Seasled is relatively good, just should be able to detect subs, (I don't think it can) The Kraken is has junk for missiles, but the Gattling Boat is AA and doesn't really need armor, it's basically a sea scorpion. However, in 3.0 this is all changing, no Seasled, Kraken, or Gattling Boat.
9.) They were getting gates in cancelled version, the Allied gate was for the fact that Allies didn't have a Tank Bunker or Battle Bunker. (and no Speeder wasn't going to give them an Allied version of one)
Ares is a while from release, MO 3.0 is on its way but IDK when it will be ready.
Edited by Darkstorm, 14 October 2009 - 02:28 AM.
#214
Posted 14 October 2009 - 07:59 AM
#215
Posted 14 October 2009 - 08:31 AM
I can vouch for him on this one, I tried testing with initiates brutes and lashers. I would put 2 of each 10 cells away from each other and inject 1 of them. Than I would use waypoints to make them fight each other. The lashers killed eachother and whichever brute or initiate got the first strike won.The Psi Corps "drug needle" power is broken. Completely useless.
#216
Posted 14 October 2009 - 10:21 PM
#218
Posted 15 October 2009 - 07:39 PM
I was doing a 2vs2 on Sea of Isolation
Me____________China_____________Orange_______1_____A
Expert AI______USSR_____________Red___________2_____A
Expert AI______South Korea______Cyan_________3_____D
Expert AI______Chaos Force______Purple_______4_____D
Short Game: ON__________________Game Speed: 4
MCV Repacks: ON________________Credits: 15000
Crates: OFF_______________________Unit Count: 10
Superweapons: OFF______________Tech Level: 10
Build Off Ally ConYards: On
Multi-Engineer:OFF
Damnit! I had that /\ Formatted nicely before the post. I'm not allowed more than 1 space? Let's try this with underscores.
It was probably 15 minutes in, and i had a Nuke Reactor and I was building an Industrial Plant. I had 10 Half Tracks and 6ish War Miners. I had the 2 TechOil Derricks and he built a few kirovs, suddenly I hear "Our base is under attack" and I see 2 Kirovs floating away from the Rubble that used to be my Conyard.
Now for a couple suggestions.
1. The Industrial Plant needs to be souped up. I thought about it and yuri basically gets 50% off his infantry, compared to the 25% off the Soviets get on their overpriced vehicles. The way I see it, the soviets have only mediocre vehicles anyway, why charge almost as much as allied vehicles?
2. The Chrono Prison is evil. An Elite Chrono Prison can BAMF a Rhino Tank in like, 3/5 of a second, maybe give it slower lock-on? I don't wanna know what that thing coulda done to my base if the AI ever used ChronoSphere.
3. The Allied Spy shoulf get a bonus, the Soviet Sabateur blows up on death clearing that dog for the next sabeteur.
4. Yuris stealth is really, very frustrating. It makes my base lag and I need at least 5 to cover my base. Not to mention the spys and Stealth Tanks don't stay cloaked. I can't tell you how many times I've had my spys shot by a GGi by their Barracks, or a tree growing on cement. Those darn Stealth Tanks randomly unstealth, which can get the group killed. I never had any lag from stealth in Tiberian Sun, and I was just playing as NOD a few days ago.
Edit:
Oh, Oh this is cool. I think Chinas Emperor Tank needs to be removed. I got some of them and I iron curtained them. I took my opponents conyard, both his war factorys and his barracks, plus a few defenses and I sold them. He could do nothing to stop me.
Yuri has both of the worst supers in my opinion. The genetic mutator basically kills a few infantry, most humans don't leave clusters of infantry around. And even if they do, how hard is it to stop 10-15 brutes? The Dominator could be ok, if it activated a little faster, its pretty easy to miss your opponents units if they are moving. the best use I've found is dominating their navy(battleships especially) and turning it on their base. Maybe you should replace the genetic mutator? Permhaps putting in a chaos missle? Barely any damage, but causes the chaos effect in an area a little bigger than the mutator size. Or an EMP device?
All I know, is that yuri is pretty underpowered in 2.0psi. I remember him being better in 1.2, although I cannot remember why he was better.
Edited by Gamr973, 15 October 2009 - 08:44 PM.
#219
Posted 15 October 2009 - 09:59 PM
#220
Posted 15 October 2009 - 11:23 PM
Can anybody tell me how yuri is supposed to kill a Centurion with boris and 2 tesla troopers in it and a 5 half trak guard? It takes 8 stealth tanks almost a minute of continuous firing to kill a non-veteran centurion.
The soviets get that battle bunker, Allies get mirage tanks and grand cannons, what sort of decent defenses does yuri get? You can only garison a few units in that crapsack of a tank bunker. Would it be possible to emit 2 gravitron beams at once from a stationary defence.
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