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Changes/Additions for V1.1(next version)


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#21 Sydr0

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Posted 25 March 2004 - 01:59 AM

thx, I will post the current changes

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-Slightly changed the Serbian mini Flag for reasons.
-Chrono Reactor power doubled.
-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 back 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.
-Aircraft Carriers can no longer detect and destroy submerged units, I figured they were too powerfull with this especially now that Sea Hawks are so fast.
-Decreased F-35s Hawk's, Harrier's, Yak-141's and Mig-40 Foxhawk's air ranges so they dont have the same range as Air Defence Ships and Air Defence Tanks.
-Made Robot Tank's firepower twice as weaker vs Naval Units so they dont slaughter them that easily. It was really pathetic that they owned Destroyers so easily and along with Dolphins slaughtered Subs.
-Replaced the old Sky Hunter image with a newer one.
-Machine Gunner no longer has it's own IFV slot but shares the one with the GI, Conscript and Others.
-All 3 Naval Yards can be captured including the Tech Naval Yard
-Engineers can now swim, this doesnt include Technicians.
-Restored the Old Images of Grizzly and Rhino, really there was no point to T-90 or Abrams.
-Repair Tanks are also amphibious now. It is renamed to Amphibious Repair Vehicle.
-Once again changed the name of the Yuri Hover Transport. From Jet Transport to Turbo Transport
-Changed the V4 a bit, it has been renamed now to V4 Ballistic Missile Launcher, basically the changes are that it's missiles will be kind of like Ballistic Missiles, they are launched vertically(90 degrees) and fly very high before going down. Also increased the range and minimum firing range.
-Dreadnought's missiles do not tilt up before launching, they just stay in the same spot, also there are no pause frames when launching.
-Fixed Mirage Tank's firing position.
-Yuri's Psychic Tower no longer is a base normal meaning you cannot build stuff off of it like from other defensive structures.
-Spies no longer get cursor over Terror Drones and Missiles.
-Brutes and Mummies no longer get range bonuses from heights.
-Tech Power Plant's tech flag is always animted even when not powered.
-Sudden Strike will not include the big Tech Expansion file, this has to be downloaded from the Terrain Expansion site and put into the Ra2/YR folder along with TX maps.

#22 jnengland77

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Posted 07 April 2004 - 01:00 AM

One recomemdation?! It needs a launcher for it. Its anyon to pick out the files.

#23 LebaneseKid

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Posted 28 April 2004 - 05:31 PM

Apache shouldn't land since it doesn't carry infantry. It should fly constantly like kirov and undeployed siege chopper.

#24 Sydr0

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Posted 29 April 2004 - 09:33 PM

I tried to get Apaches and Hinds not to land at all but the problem with them is that if I make them never land, when they stop moving in the air and hover above one spot their animation stops too therefore their rotors stop spinning, but if I want them to be like the Siege Chopper then they'd have to deploy.

if anyone has a different solution to this problem please say it.

#25 Major_Gilbear

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Posted 30 April 2004 - 10:50 AM

Make the blades a turret, and use "TurretSpins=yes". You will also need to add the Omnifire tag to its weapons.

Aside from the deploy-to-land code in the Seige Chopper (as you mentioned) there is no other way AFAIK.

#26 Allied General

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Posted 01 May 2004 - 10:07 AM

I encounter that problem too, cheers Major_Gilbear :lol:
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#27 Sydr0

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Posted 01 May 2004 - 06:17 PM

yes but then I need someone to seperate the rotors from the main body for me.

#28 Major_Gilbear

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Posted 01 May 2004 - 07:55 PM

PM me the vxl, It'll take me seconds :lol:

#29 Apollo

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Posted 01 May 2004 - 08:31 PM

That is not necessary!

just use these entries in the chopper codings and the blade will keep spinning even when it aint moving and has no actual deploy either.

HoverAttack=yes
DeployToLand=yes ;yes i know it says deploy..u need it tho
JumpJetTurn=yes ;not necessary, just something ive been testing
BalloonHover=yes

by now youll say i dont want it deploy since i had deploytoland=yes added there well fear not, since we have not added following from siege choppers code:
IsSimpleDeployer=yes
UnloadingClass=SCHP ;or SCHD the unit it turns to...

if we dont add these then the chopper has no deploy option,and balloonhover=yes makes it sure it wont land ever and deploytoland=yes makes sure the blade/rotor spins when just hovering/stationery...

and it works for me 100% so not gonna argue if works or not :lol:
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EAApoc wrote:
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#30 Major_Gilbear

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Posted 01 May 2004 - 08:55 PM

((Psst! Apollo, that's already been mentioned!)) :roll:

#31 Apollo

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Posted 02 May 2004 - 05:49 AM

Aside from the deploy-to-land code in the Seige Chopper (as you mentioned) there is no other way AFAIK.


I assume you refer to this little comment of yours of it, right you did mention but didn't go into details... :roll:

anyway my method is flawless unlike this turret method.. you messup firing offset by doing so which is bad when you want fire rockets from the chopper... ooh rockets from rotors... :lol:
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EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC

#32 Major_Gilbear

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Posted 02 May 2004 - 09:40 AM

Well, yes, but also to this:

I tried to get Apaches and Hinds not to land at all but the problem with them is that if I make them never land, when they stop moving in the air and hover above one spot their animation stops too therefore their rotors stop spinning, but if I want them to be like the Siege Chopper then they'd have to deploy.

if anyone has a different solution to this problem please say it.


:lol:


And you can set up rockets/whatever to fire from the centre of the vxl, not necessarily the turret. Indeed, the weapons can fire from any point at all on the vxl...

I know this, as far wiser ppl than me advised me on this method, being the only way the Harpy in TS can have spinning rotors... :D

#33 Sydr0

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Posted 14 May 2004 - 11:33 PM

so Apollo, in your method the chopper stays up in the air and when it stops moving in the air, it's rotors still spin and they don't stop?




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