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#41 taramas

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Posted 11 February 2010 - 09:09 PM

i love how it is done, the units everything..... and i like how USA Robots is done, with tiny and light drones for a start, but with HEAVY weapon full mechs for later, as he should be :)

I agree 100% on that

But Pendaelose, i think you should consider making the game more slower paced, i mean you should either make the buildings stronger (more life), or increase the cost of the units !!!

hmmmm, i would rather say the first one, but i wouldn't be bothered for the second too now that i'm thinking about it, something similar to Contra, less units in the map, is always better

those units will be available in the next version or they are discarded ?

I think they will be available in the next version, there are others too, the advanced helicopter for Flame lets say :rolleyes:

#42 olli

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Posted 12 February 2010 - 02:17 PM

Make the game more slower paced? Have you played the original ZH? Where you could get a superweapon up and running in under 5 minutes?

The game is already stretched out as much as it can be, with 3 tech levels you need to research before being able to build the next tier of structures and units. Not to mention that there are many things tied with Generals Rank...

Everything is balanced just right at the moment, but will be reviewed before final releases...
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#43 Pendaelose

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Posted 13 February 2010 - 11:52 AM

In the origainl ZH you could actualy have your superweapon up and running in 3 minutes if you pushed it.

I could raise the research time on escalation levels... that would slow down the tech tree for every faction without changing the other balance aspects of the game, but honestly, in 2/3rds of the rounds I play I don't even research Global escalation, by the time I have Stratiegic escalation I'm already rolling through the enemy base.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#44 Mike69

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Posted 13 February 2010 - 04:25 PM

In the origainl ZH you could actualy have your superweapon up and running in 3 minutes if you pushed it.

I could raise the research time on escalation levels... that would slow down the tech tree for every faction without changing the other balance aspects of the game, but honestly, in 2/3rds of the rounds I play I don't even research Global escalation, by the time I have Stratiegic escalation I'm already rolling through the enemy base.


Pendaelose, I don't say to not take into consideration the forum opinions....but please do like you know the best...you are the first who introduce escalation levels in a ZH mod, and these are quite well balanced. About cost of the buildings, units I'm safe you already taken into consideration a balance of them.

#45 Guest_guest again_*

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Posted 13 February 2010 - 04:46 PM

well, i wasn't talking about making the game slower, i mean it takes time to reach a good escalation and build a Tech center, but once you build it, everything ruins, MY ENTIRE base, is filled with enemies generals powers, and i mean everywhere....
Complete chaos, if you could ask me... i build 2 times an AI lab lets say, and i got hit in 4 minutes with A10 cluster tomahawks, and all sorts of generals powers....

and at the end, the units simply DONT last... i mean their health (all of the units) is too low, that even a superunit cannot reach half the distance between my base and the enemies (and please dont start talking about vanilla ZH again, because im playing Contra and REMIX for years, im not a vanilla zh PLAYER....)

I STRUGGLE all the time to reach to the point to build a superunit (which is GOOD, because being hard and competitive is good) BUT... but when i reach this point and finally have let's say 2 Anubis tanks or 2 fafnirs, and launch an attack with them, they always got blown, by the MOST simple units: Tomahawk launcher or tomcat planes.... I mean common ! It's a superunit and when it gets hit by a tomahawk missile (tier 1 unit) it looses 1/5 of his life ?

#46 olli

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Posted 13 February 2010 - 07:45 PM

What difficulty of AI are you playing on?

When you play against the AI, robot general seems so strong, when in fact he isn't actually as powerful as the AI makes him out to be. The AI gets damage boosts, (by lowering the HP of all your units) and it cheats. Also it can micromanage everything at once.

I can't help but giggle at your building of 2 fanfirs or 2 anubus tanks. You need a shit load more than that to crush the AI. You need to refine your play tactics. Mix in your attacking force with Aircraft, Artillery, loads of infantry, AA, and lots of low tech cheap tanks.

It depends on the general you have. Some can wipe the floor with robot but others find it more of a challenge.
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#47 Pendaelose

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Posted 15 February 2010 - 12:15 PM

In Remix its less an idea of "Super" unit, but rather Tier3 unit... a T1 tank is likely to die it 1 or 2 hits from an AT weapon, as opposed to 5 or 6 hits.

Also, the idea of rolling 2 or 3 units in to the base shouldn't ever work.. it may be a late game unit, but its still just one unit. An attack force that only cost you 5,000$ or even 10,000$ (thats 3-6 anubis or 1-2 Fafnirs) should never be able to destroy an entire base that costs 100,000$. I recomend investing ALOT more on your units and only using super weapons as a utility. For example, I spen more than 50,000$ on a late game force. Thats closer to 15 Anubis/Osirus tanks with a Mithril to escort each of them. If playing Robot General I only use probably 2 Fafners, but each one has 2 heavy drone controlers (one for repair, one for laser point defense) and atleast 2 of the Avenger drones set to escort it. I also contenue to invest in basic units such as Tomahawk launchers.

One of the secrets to Remix is that Low tech units have excelent value, especialy infantry. Cheap units give you by far the most firepower for your money... Late game units are less cost effective, but pack alot more punch per unit, can survive a short beating, and usualy have either long range or high splash damage etc. The trick is to use both togeather. I use low cost units to do most of the damage while high cost units attack high priority targets. Some specialty units such as Heavy Lighting tanks or Heavy artillery units have so much splash potential that they can keep large hordes of little units under your heel, but keep in mind, that for the same cost of the right cheap units you can do a hell of alot more damage, and if you can get them close enough to engage a late game unit they will own it.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#48 Guest_Guest111_*

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Posted 16 February 2010 - 04:15 PM

Cheap units give you by far the most firepower for your money...

got that ^_^

Will try various combinations today, and we'll see....
Thanks anyway, but have in mind that there is no use on buying something that costs 5 or 6 thousands if someone can achieve it with 3 thousands......So a small power up on Super Units will not be that bad :p

#49 Pendaelose

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Posted 18 February 2010 - 07:16 PM

late game units don't need a boost... keep this in mind also, if you have a strong in-game economy and are rolling in cash, but need to field as much firepower as quickly as possible you can buy a ton of T3 units. While not as cost effective to buy Fafnirs you might find it challenging to spend 150000$ on just infantry.

All units have thier time and place, like I sid, I use a mix of T1, 2, and 3 units at the same time.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#50 Thats me!

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Posted 20 February 2010 - 10:05 PM

.......(by lowering the HP of all your units)........

wow,i never knew that,i only tought he did a money and powers cheat

#51 olli

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Posted 23 February 2010 - 10:42 AM

For those of you that look here for news, check the Sub forum on the main Remix page... entitled "Remix 3 News"

Edited by olli, 23 February 2010 - 10:43 AM.

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#52 wolfshadow

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Posted 04 March 2010 - 07:51 AM

Got me interested again Pend. :-) Looking forward to playing again.

Got to remember how to install mods on C&C Generals. If I can't find my discs, I'll just go out and buy a new copy. :-)




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