Pre-release Suggestions Thread
#721
Posted 13 February 2012 - 03:39 PM
IRC: #menthosogma (Rizon)
#722
Posted 23 February 2012 - 06:44 PM
Edited by DoMoNiC_HuNtEr, 23 February 2012 - 09:08 PM.
#723
Posted 24 February 2012 - 09:52 AM
We've made powering up Coils a bit more attractive now, but unfortunately, TT's will still acquire a target first instead of charging the coil.
IRC: #menthosogma (Rizon)
#724
Posted 25 February 2012 - 08:22 PM
#725
Posted 01 March 2012 - 10:18 AM
#726
Posted 01 March 2012 - 01:42 PM
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#727
Posted 01 March 2012 - 03:05 PM
However, what is true is that sometimes the early attacks are too powerful - but the later attacks are WAY too easy and could easily be tougher.
Is there a way to code that the AI's attacks will become (much) stronger over time?
Edited by Aasgier, 01 March 2012 - 03:07 PM.
#728
Posted 06 March 2012 - 05:39 AM
I dont know what this game type would be called, maybe just simply Siege Mode. A few years back I found myself doing this type of testing on CPU's when looking for bugs and design indiscrepencies. I would usually make a game with me vs some CPU's and wait to get things rolling late game before attacking. (it was fun)
In Siege Mode, the computer will not attack, but simply base walk a little bit as thier base becomes enormous.
So, how about it speed? want to make all of our dreams come true and make a Siege Mode?
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#729
Posted 23 March 2012 - 01:36 AM
"spec ops/special forces" which drop 2-4 navy seals alongside the others "Airborne and Bloodhounds" or is that too much? lol anyway neverhless i'm loving the 3.0 changes so far
#731
Posted 24 March 2012 - 02:42 PM
Edited by Zenothist, 24 March 2012 - 02:42 PM.
IRC: #menthosogma (Rizon)
#732
Posted 24 August 2012 - 01:23 PM
also, since the russians have the centurion, what about a mech or mobile suit esque weapon for the allies side? not as strong of course, but maybe a build limit of two...
Edited by syn, 24 August 2012 - 01:24 PM.
#733
Posted 24 August 2012 - 01:45 PM
on the map, unbearable, which is a large section of land at the bottom, a large expansion continent rich with oil fields in the north west, and a single lone island in the north east, the russian sides and possibly yuri as well are at a extreme disadvantage...since the entire southern section is cliffed off, and since amphips are built at factories, not docks, though i dunno if that matters anyway, due to cliffs, but since its cliffed off, no unit can make it to the other two land areas unless it flies, and russia and yuri have no aerial transports...so, since this seems like a glaring disadvantage, as a allied player could easily conquer those two sections with a mcv and engineers flown in, but the russians and yuri cannot do a thing...
I suppose that listing the map name or providing a copy of the map will help a lot, although AFAIK I doubt that any map that matches your description (especially with an entire section "cliffed off") will make it to version 3.0, so it should not be a problem in the future.
Edited by lovalmidas, 24 August 2012 - 02:07 PM.
#734
Posted 24 August 2012 - 02:28 PM
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#735
Posted 25 August 2012 - 05:24 AM
#736
Posted 25 August 2012 - 08:47 AM
#737
Posted 25 August 2012 - 09:21 AM
oh...heres an idea/suggestion i had...what about additional superweapons for each power/faction, that can be chosen during the game...instead of the allies always having to make the weather machine, either have that as the american or german superweapon, with the other sides having different ones, or, have each available during the game, but only one can be built at a time, forcing you to choose your superweapon until its either sold or destroyed...allies could have icbms, or irbms, their own version of the russian nuke, since they have them at the very beginning of red alert 2, with the north koreans maybe having a super version of the hammer, the earthquake generator, and maybe a tsunami machine, no reference to japan or haiti, but they are famous sci fi weapons...and maybe a satellite drop like gundam or red alert 3...a kinetic strike or some sort of high powered floating fortress or helicopter wave might also be interesting. maybe even a metal gear or mobile suit like weapon for japan...
Meh. One SW is enough. That would just be a waste of a good building/vehicle model. However, I was wondering if Weather Control Device could create a different weather based on the subfactions.
European Alliance having a giant Tornado, Pacific Front having a blizzard. etc.
And do not double post. There is a reason Revora has an Edit button.
Edited by Jargalhurts, 25 August 2012 - 09:21 AM.
Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.
#738
Posted 25 August 2012 - 10:20 AM
(◉ ᗝ ◉)
#739
Posted 25 August 2012 - 06:10 PM
Ares allows SW.RequiresHouse=
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#740
Posted 25 August 2012 - 06:12 PM
the game was on tech, and i was playing as north korea, so every unit from every country of your faction is available, so i dunno who has the centurian, and as i stated, the map is called UNBEARABLE, and its a 2-6 player map, artic. as for not being included, it seems to actually be a great map, just that the russians were a little crippled on it...a beach, or aerial transport for heavies and lights would be great for them...someone mentioned something called the borillo, but i dunno what that is...
Well, in 2.0, all Soviet factions have the Centurion. In 3.0, this will be different.
My apologies for not seeing the word 'unbearable'; I honestly thought it meant you found it unbearable. :S
Well, I agree that the map is pretty good (one of my favorite missions happened on this map). It probably has be to tweaked though to allow all factions to reach everywhere.
The borillo is the Soviet transport. It is amphibious, although it still fails to traverse through cliffs.
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