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Changes/Additions for V1.1(next version)


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#1 Sydr0

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Posted 23 December 2003 - 02:48 AM

-Slightly changed the Serbian mini Flag for reasons.
-Chrono Reactor power doubled.
-Fixed the T-90 tank, so it's turret is alot lower, it was resized in the last minute with me not looking at it ingame(my bad)
-Fixed the Apache so it does not cause internal errors when built(its like this unit has a life of it's own, it always does this)
-Fixed the V4 so it didnt create alot of lag.
-All landing pad planes cannot be droned anymore by Terror Drones.
-Made a new flag for Serbia, China, Iran, Bio and Psy Corps(the ingame flags on poles)(will reveal some later).
-Changed the voices of the Marine Commandos
-Increased terrorists speed by one, however for some reasons Terrorists cannot auto pickup targets(unfourtunately you will have to micro them).
-Increased the buildtime of the Humvee by 15% so when more than one built, the one after the first one might not have a chance to come out of the War Factory because the first one didnt come out already

-Made a distinction between different speedtypes, like normal tracked units and wheeled ones like Humvee and IFV and others, this would change their speeds on different terrains and would not be the same as the ones for the wheeled units
-Greatly increased the firepower of the Elite Humvee's TOW Missiles, they are real tank killers(still not that strong but otherwise good).
-Fixed the Superweapons Mayhem gamemode so Genetic Mutators can be built. Also ForceShield in this gamemode will recharge 2 minutes earlier than in normal modes.
-AI will now build Chrono Reactors as well as the Naval Defences.
-The Psychatron has now been properly balanced, I accidentaly put it to use its Elite weapon as the primary weapon but this has now been fixed.
-Changed Sea Sled's turret, it now gets it's turret positioned correctly(graphically). Fixed Sea Sled's weapon so it fires at structures too, also decreased it's range by 2, fixed it's elite weapon and firing position.

-Renamed the World Dominance gamemode to Allied Unification because there is already a World Dominance gamemode in Ra2(thx Blade, I forgot).
-Reduced the number of crates per human player to 2 instead of it being 5 so players wont spend all game hunting for crates like I used to.
-Increased Apaches and Mi-35 Hind's armor up by a 100 since its very light so it can withstand fire from AA, also decreased their firepower vs miners.
-Fixed the Dreadnought so it too didn't cause lag. Dreadnoughts will no longer be required to turn around to fire, their small missiles are now faster, have alot more range, Dreadnoughts will also fire back at units that fire at them.
-Fixed the Airport so sometimes aircraft on the landing pads would not be covered by the animation.
-Increased the firepower of the Sky Hunter vs armored units and plated infantry, also changed their move sound so they dont sound like jets when they are moving.
-Increased Dragon Artillery's firepower a bit vs heavy armored tanks and lighter tanks as well as plated Infantry.
-Increased Kirov's climb speed and normal speed.
-Fixed so AI does not build he Tech Naval Yard, it was my mistake when I was copying and pasting codes from other shipyards they had AIBuildThis=yes and I didnt notice that and did not change it however.
-Made a new loading screen, a new menu screen and a new skirmish/coop customize screens.

-AI will now protect their Assault Flag with walls.
-Elite Grand Cannons fire Nuked Shells, they will also do more damage in cellspread.
-Changed the aftergame Chrono Legionnaire, Virus and Desolator screens to F-35 Hawk, Gattling Tank and Dreadnought, new and cool. The exiting screen where it asks you if you want to quit or not has been changed to a Chaos Drone.
-The F-35 Sea hawk(Carrier plane) has its speed increased tremendously and it is less likely to miss moving away units.
-Aegis Cruiser now uses it's middle launcher only vs Infantry(Rockies) and and it's two side launchers vs Aircraft. Elite Aegis Cruiser has a an elite firing animation.
-Made some clarification regarding the Dolphin and the Squid. Dolphin's firepower remains unchanged at the most except vs structures it is weaker(also fixed its weapon).
-Increased Wasp's armor by a 100(still 100 lower than Hind's and Apache's)
-Added the Crates War Gamemode, in this gamemode over 10 crates appear/human player. Although in here the booby traps will appear more often in this gamemode.
-Increased Tu-160's and B-2s firepower so 2 of them could destroy a Shipyard in one shot.
-Removed Mastermind's elite ability to fire mind blasts and now Masterminds will not auto pickup targets, they will only attack back, they will not attack alone unless you command them to.
-Properly centered the Voxels of many new units to their center of the cell and properly adjusted firing positions of many other units.
-Removed the Bay of Pigs map, it was really pointless because there were no bugs just some balances made on the map, I could've made millions of balances on millions of YR maps, so no point and I took it out.
-Increased all Basic Tank's firepower vs defensive structures, so it's a bit harder to mega turtle, and decreased their firepower vs normal structures, for some reason it was never changed but in SS they are alot stronger vs these structures, a lot of things are messed up that I cannot fix, like the firing positions of the Dred's missiles and the firing positions of the Mirage Tank, alot of things just happen that I never touched and that I cannot fix, same with the Magnetrons.

-Renamed Lasher Battle Tank to Lasher Light Tank and resized it so it was a bit smaller than the original Grizzly and Rhino, now its a bit smaller than the Abrams. This also fixes the little graphic glitch from the Lasher Tank where you could see the bluish turret of the Ra2 Light Tank.
-Made a few gamemodes. Combined Meat Grinder and Assault as one gamemode, also there is a Team Assault Meat Grinder version too.
-Fixed the Team Assault Gamemode so it works properly now.
-Added the new Survivor Gamemode, in this mode there are no bases just plain starting units that you must use to attack your enemy, you start out with a Commanding Tank which is the Nuke Artillery and depending on settings, if you set short game the very last unit of that side that gets destroyed that player looses, if Short Game is NOT on then if your Commanding Tank gets destroyed you loose anyway regardless of how many other units you have.(All the info on Gamemodes and Maps Page)
-Increased the Range by 10 of all the capital ships weapons for Naval War Gamemode only against land targets NOT against Naval Targets.(They all have a land targeting range of 35 now)
-Added a new Sound Pack featuring 6 new themes(Techno)
-Transport Disk no longer spins when it is in the air.
-Increased normal Boomer's Missile Range to 25 on par with the Dreadnought and the Aircraft Carrier.
-Made many changes to maps (Standard Gamemodes are FFA, Battle, Superweapons Mayhem, Allied Unification, Crates War, Meat Grinder)(Note: Meat Grinder is no longer a seperate gamemode that uses different maps but rather all normal standard maps because really there was no difference between the Meatgrind Maps and Standard Maps). Team Alliance and Naval War as well as Mega Wealth are seperate map types.

Enabled Maps for Standard Gamemodes:
-Alaskan Oil Spill(2)
-Siberian Wastes(2-6)
-La Reservoir(2-4)(new map)
-Siberian Wastes 2(2-8)(new map)
-Official Tournament Map(2-8)(new map)
-Glasnot(2-4)(new map)
-Campaign 1 Map 2 which has been renamed to Hollywood(2-4)
-Campaign 2 Map 2 which has been renamed to Mongolian Desert(2-4)
-Campaign 3 Map 1 which has been renamed to Islamabad(2-4)
-Campaign 3 Map 3 which has been renamed to Sao Paulo(2-4)
-Campaign 4 Map 1 which has been renamed to Cape Town(2-4)

Disabled Maps for Standard Gamemodes
NONE
--------------------------------------------------

Enabled Maps for Naval War Gamemode:
-Let there be Fight(2)
-Isle of War(2)
-Little Big Lake(2)
-Little Piece of Dune(2)
-Twin Peaks(2)
-Breakaway(2-3)
-Canyon Fodder(2-3)
-Yuri's Plot(2-3)
-Face Down(2-4)
-Frost Bite(2-4)
-Isle of Oades(2-4)
-Lake Blitzen(2-4)
-Lost Lake(2-4)
-No Rest for the Wicked(2-4)
-Oceanside(2-4)
-Tsunami(2-4)
-Bay of Pigs(2-6)
-Streets of Gold(2-6)
-Death Trap(2-8)
-A Path Beyond II(2-8)
-Official Tournament Map(2-8)(new map)
-South Pacific(2-4)

Disabled Maps for Naval War:
-Siberian Wastes(2-6)
-May Day(2)
-Hammer & Sickle(2-4)
-Wild Animal Park(2-6)
--------------------------------------------------

Enabled Maps for Team Alliance:
-Siberian Wastes 2(2-8)(new map)
-Official Tournament Map(2-8)(new map)
-Sudden Strike(2-4)(new map)
-Campaign 1 Map 1 which has been renamed to Havana(2-4)
-Campaign 1 Map 3 which has been renamed to Barents Sea Coastline(2-4)
-Campaign 2 Map 1 which has been renamed to Belgrade(2-4)
-Campaign 2 Map 2 which has been renamed to Mongolian Desert(2-4)
-Campaign 2 Map 3 which has been renamed to Vladivostok(2-4)
-Campaign 3 Map 1 which has been renamed to Islamabad(2-4)
-Campaign 3 Map 2 which has been renamed to Fiji(2-4)
-Campaign 3 Map 3 which has been renamed to Sao Paulo(2-4)
-Campaign 4 Map 1 which has been renamed to Cape Town(2-4)
-Brink of Disaster(2-4)
-Carville's Convoy(2-4)
-DC Uprising(2-4)
-Face Down(2-4)
-Four Corners(2-4)
-Golden State Freeway(2-4)
-Head over Hills(2-4)
-Heartland(2-4)
-Invasion Confirmed(2-4)
-Isle of Oades(2-4)
-Montana DMZ(2-4)
-Mount Olympus(2-4)
-No Rest for the Wicked(2-4)
-Oceanside(2-4)
-Paris Revisited(2-4)
-Sharpnel Mountain(2-4)
-Sinkhole(2-4)
-South Pacific(2-4)
-Tower of Power(2-4)
-Arena 33 Forever(2-6)
-Bridging the Gap(2-6)
-Kalifornia(2-6)
-Malibu Cliffs(2-6)
-Monument Valley(2-6)
-Sedona Pass(2-6)
-Streets of Gold(2-6)
-Wild Animal Park(2-6)
-Near Ore Far(2-8)

Disabled Maps for Team Alliance Gamemode:
-Dry Heat(2-4)
--------------------------------------------------

-New Gattling Cameo(which will be posted later on)

#2 zuegma

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Posted 23 December 2003 - 09:05 AM

nice changes btw are there going to be some assault maps?

#3 navalfreak

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Posted 23 December 2003 - 10:26 AM

nice one sydro im abit pissed off u took out bay of pigs but hopefully you will include it at some poit later on other than that nice work

#4 Sydr0

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Posted 23 December 2003 - 05:22 PM

well I just took out the modified Bay of Pigs, which I modified but I took it now cuz it was really pointless, you could just play the old BOP.

As for Assault Maps, I will include one Assault Map and one Survivor Map so people can get a preview of how they both work.

#5 Melakey

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Posted 04 February 2004 - 01:17 PM

Hi Sydro0, I'm looking forward to v1.1. Will I still be able to play it with the C-GEN Assault Maps? Thanks in advance. :D
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#6 Az3r^

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Posted 04 February 2004 - 01:40 PM

when are we expected to see the V1.1 ?
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#7 Andre27

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Posted 04 February 2004 - 06:48 PM

When the final bugs are filtered out i guess ( for now i concider the AI a bug as well :D)

This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Andre 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.


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#8 Natus

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Posted 04 February 2004 - 07:26 PM

Aint np chance of a Bullet War mode is there? Love bullet wars. :D
Natus 3.4

Corrupt program now requires constant reboots and does not function at all in majority of instances. Designed with a web browser component to replace AOL, it has exceeded our expectations by being more crashy and unreliable and with worse tech support. We didn't think it was physically possible! A general product recall is advised; when it does function it seems to require background processes Girl 0.1Beta to stave off further crashes. Will someone PLEASE remove that code, and insert Backbone 1.9 in its place? That's assuming we even bother to continue this prog.

#9 Az3r^

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Posted 04 February 2004 - 07:39 PM

lol andre , we cant all be perfect :D
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#10 Andre27

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Posted 04 February 2004 - 07:40 PM

Wrong attitude for an Ai writer :oops:

This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Andre 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.


Posted Image

- The mathemathical probability of God existing is 67% -

"We are the Borg. Existence as you know it is over. We will add your biological and technological distinctiveness to our own. Resistance is futile."

#11 Sydr0

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Posted 04 February 2004 - 08:51 PM

well SS has been perfected pretty much, or so I think, I am now distributing the V1.1 with buildable tech buildings now for testing all the tech units and just going to wait for Andre to finish up the AI.

#12 chemical ali

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Posted 05 February 2004 - 04:22 PM

so when can this be downloaded?
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#13 Az3r^

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Posted 05 February 2004 - 04:28 PM

wewt ! :)! i liked V1.0 and i like the changes listed above, so im looking forward to the release
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#14 Sydr0

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Posted 05 February 2004 - 08:33 PM

I didn't like the V1.0 because it was a bit too buggy and the AI sucked. This is mostly to blame for the failing beta testing and my older AI writer AJBxxx who just didn't do much for it. However V1.1 will be very good.

#15 Andre27

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Posted 05 February 2004 - 08:43 PM

AJBxxx put in a lot of work, but a bit of fine tuning is always possible. :)

This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Andre 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.


Posted Image

- The mathemathical probability of God existing is 67% -

"We are the Borg. Existence as you know it is over. We will add your biological and technological distinctiveness to our own. Resistance is futile."

#16 Melakey

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Posted 10 February 2004 - 06:18 PM

Looking forward to it.
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#17 Natus

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Posted 11 February 2004 - 10:07 PM

Trust me, this will be a grande finale' of mods. Just keep an eye on this baby.
Natus 3.4

Corrupt program now requires constant reboots and does not function at all in majority of instances. Designed with a web browser component to replace AOL, it has exceeded our expectations by being more crashy and unreliable and with worse tech support. We didn't think it was physically possible! A general product recall is advised; when it does function it seems to require background processes Girl 0.1Beta to stave off further crashes. Will someone PLEASE remove that code, and insert Backbone 1.9 in its place? That's assuming we even bother to continue this prog.

#18 Ash

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Posted 29 February 2004 - 01:40 PM

On a note: Wb Melakey :D

I eagerly await the next version, Sydr0. I know you've put an assload of work into it, and I expect it will be as good as it promises to be! ;)

#19 Allied General

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Posted 18 March 2004 - 02:55 PM

should shut up crap reviews :roll: :D
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#20 Verrückt

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Posted 18 March 2004 - 11:50 PM

You are doing a more than fab. job on this mod but you kinda ruined with the fury tank, in generals the overlord owned every other tank its cannons blew the hell outta everything when u got the higher rank(nuclear shells)....................so i think the cell spread should be a tad bigger, a short end radation effect (very small)........and heavily increased armor.......for god sakes...the over lord is huge as hell....not to sond like an A**h**e but please fix that.........and the prism tower is far two powerful since its firing rate is amazing for a heavy base defense.......the v4,v3's,and dreadknoughts missile launch speed should be tweaked, considering they have nitomethanol....make it thrust though(slow take off acceleration....but gains alot of speed)....the abrams should possibly have a weak anti aircraft...like a firecracker(lol) consideringf abrams have side rocket pacs(the new ones).....and the ifv need to be slowed down a tad.......please think reasonably about this post see ya guys later...Sydro u kick A**




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