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Contra 008-009 Changelog Topic


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#1 Creator

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Posted 31 October 2009 - 12:27 PM

First part of work made:

Contra 008 change log (part 1)

Fixed errors:

- Flame general: Flame turret did not attack automatically. Fixed.
- Artillery Caller, Nuke Cannon and Demolisher could not move backwards. Fixed.
- Infantry general: ATGM operator did not get promotion from infantry training generl's power. Fixed.
- Toxin General: He could get Inflammable Acids upgrade at rank 1 by researching Black Napalm in captured China War factory. Fixed.
- All China: Hackers could get experience when they disabled buildings. It allowed player to get 5th rank quickly. Fixed.
- SW general: Power Plant Mine Detonation ability does not detonate friendly mines any more.
- SW general: Avenger does not require 1 electricity point any more.
- Tank general: Artillery shells (general's power) don't hang in air any more.

Balance Fixes:

- All: Rank 1 soldiers (rebels, rangers, red guards) have equal firepower, cost and health now. Further starting condidtions balancing is planned too: Minigunner, Toxin Rebel, Cyborg and Flamethrower will be weak in the very beginning, but they will recieve upgrade later.
- All USA: Microwave tanks kill building garrisons slower now.
- AF general: Special airfield requires Supply Center only now. It does not require small airfield.
- AF general: SLID fires 2 times slower.
- Cyber general: Cluster Tomahawks general's power reload time lowered from 7 to 6 minutes.
- Cyber general: Cyber Commando requires both rank 3 Data Upload and rank 3 Drop pods now.
- Cyber general: Drone Controller respawns lost Medusas 2 times faster.
- SW general: Burton can install up to 10 disabling devices now.
- Laser general: All mines removed.
- Laser general: Laser Comanche have another damage type now. They will not destroy AA units so quickly any more.
- All China: Supply Trucks can not crush infantry any more (except Tank general's supply truck).
- All China: Jammer Trooper has higher reaction time and longer attack range.
- Tank general: War Factory deployment general's power reload time decreased from 6 to 5 minutes.
- Tank general: Tank Hunters cost 400 (was 500).
- Tank general: Automatic rifles upgrade moved to Barracks and available at rank 3.
- Tank general: Supply truck has less armor.
- Infantry general: Barracks deployment general's power reload time decreased from 5 to 4 minutes.
- Nuke general: Stable Isotopes upgrade costs 1500 now (was 2500).
- Nuke general: Nuclear Bullets upgrade gives a bit less firepower bonus now, its cost increased to 4000 and research time - to 2 minutes.
- Flame general: Science Lab requires 10 electricity points now (was 15).
- All GLA: Shoes upgrade moved to rank 1.
- All GLA: Kill Garrison general's power reload time decreased from 4 to 2 minutes.
- All GLA: Radar Van moves slower.
- All GLA: Supply Truck moves faster.
- Demo general: Impairment general's power can steal up to $3000 money now (was $1000).
- Stealth general: Antiradar missiles upgrade moved to Palace and available at rank 3.
- Stealth general: Fake Units general's power reload time decreased from 5 to 3 minutes.
- Stealth general: Fake Base general's power reload time decreased from 6 to 5 minutes.
- Stealth general: Radar Van is invisible from the beginning.

Other changes:

- SW general: SSM Site attacks buildings automatically now.
- SW general: Particle Armor upgrade has been removed.
- Demo general: Dirty Bomb upgrade has been removed.
- Trees cracking sound was made quiet.
- Missile trail has been redrawn.

Part 2: http://forums.revora...pic=74379&st=30
Part 3: http://forums.revora...pic=74379&st=96
Part 4: http://forums.revora...p...4379&st=147
Part 5: http://forums.revora...p...4379&st=193
Part 6: http://forums.revora...p...4379&st=268
Part 7: http://forums.revora...p...4379&st=407
Part 8: http://forums.revora...p...4379&st=467
Part 9: http://forums.revora...p...4379&st=520
Part 10: http://forums.revora...p...4379&st=553
Part 11: http://forums.revora...p...4379&st=608

Edited by Creator, 04 November 2010 - 08:52 PM.


#2 Thats me!

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Posted 31 October 2009 - 01:08 PM

everything is good,but:

All: Rank 1 soldiers (rebels, rangers, red guards) have equal firepower, cost and health now. Further starting condidtions balancing is planned too: Minigunner, Toxin Rebel, Cyborg and Flamethrower will be weak in the very beginning, but they will recieve upgrade later.

why that?we don"t need copy paste units.

Nuclear Bullets upgrade gives a bit less firepower bonus now, its cost increased to 4000 and research time - to 2 minutes

triple nerf?omg,one is enough,i think just cost will be ok.

Cyber general: Cyber Commando requires both rank 3 Data Upload and rank 3 Drop pods now

i think it will be better if cyborg commando starts promoted if data upload power purchased will be better,or?

#3 dcesarec

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Posted 31 October 2009 - 01:42 PM

- All: Rank 1 soldiers (rebels, rangers, red guards) have equal firepower, cost and health now. Further starting condidtions balancing is planned too: Minigunner, Toxin Rebel, Cyborg and Flamethrower will be weak in the very beginning, but they will recieve upgrade later.

(really, why? They should be stronger in the beginning, and equal later in game when other units gets their upgrades like nuclear bullets and stuff)

- Cyber general: Cyber Commando requires both rank 3 Data Upload and rank 3 Drop pods now.

(not bad, so you wont be able tu get cluster mines and cyborg drop units which was a bit overpowered)

- Cyber general: Drone Controller respawns lost Medusas 2 times faster.

(good, and medusas should be faster, they are too slow, and they start to follow drone controller few seconds after he starts to move)

- Nuke general: Nuclear Bullets upgrade gives a bit less firepower bonus now, its cost increased to 4000 and research time - to 2 minutes.

(its enough to with increased cost, dont need to take firepower, who is gonna spend 4000 just to upgrade a little bit the basic infantry?)
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#4 Casojin

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Posted 31 October 2009 - 04:21 PM

No major improvement for Infantry Gen....hmmm...
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#5 Creator

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Posted 31 October 2009 - 06:40 PM

why that?we don"t need copy paste units.

It is starting disbalance. Some generals have more chances to capture oil derricks, another generals - less chances. It is not good. For example, if you play as Laser gen against Infantry, all Oil Derricks will belong to your enemy because of minigunners. It will give good starting money bonus to him and he will probably win.

triple nerf?omg,one is enough,i think just cost will be ok.

If you play against good player, upgraded Red Guards will come very soon and kill your Dozer which builds War Factory. This is all. You are doomed since this moment. This is why I weakened this upgrade so much. But it remained powerful anyway.

i think it will be better if cyborg commando starts promoted if data upload power purchased will be better,or?

It is impossible.

No major improvement for Infantry Gen....hmmm...

The list of planned stuff contains 125 points. Infantry Gen will be changed in the future too.

Edited by Creator, 31 October 2009 - 06:42 PM.


#6 dcesarec

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Posted 31 October 2009 - 08:04 PM

Creator, i really cant figure why all starting inf should be same with armor, health and firepower. Toxin rebel should be stronger than ranger, obviously. Minigunner should be stronger than regular red guard, cause its weapon ofcourse. Cyborgs have his drone upgrade which increase its firepower. Some other units gets their firepower if upgraded with nuclear bullets or anti infantry lasers. Its just the way it is. Each unit has its own weakness, or his good thing. Some of them can capture tech buildings faster, so what!?

GLA worker can faster explore or take map, and place some buildings like tunnels nerby tech buildings, so should worker cost same as dozer!?
Cyborg dozer can move over the water, and upgrade itself with drone to defeat gla worker if building one next to each other, should you remove this ability!?

I just think, making units same as units from other factions will remove their special purpose.
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#7 Casojin

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Posted 31 October 2009 - 08:22 PM

Will the cost of those basic infantries be the same as well?
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#8 Creator

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Posted 01 November 2009 - 10:05 AM

Creator, i really cant figure why all starting inf should be same with armor, health and firepower.

They will be equal in the very beginning. But you will research upgrades and make then different in 2 minutes of playing. In particular, toxin rebel will be armed with weak toxin spitter and have the same firepower as ranger. But you will research "Toxin Pump" and "Camouflage" upgrades later to make him different and more powerful.

#9 dcesarec

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Posted 01 November 2009 - 10:21 AM

Creator, i really cant figure why all starting inf should be same with armor, health and firepower.

They will be equal in the very beginning. But you will research upgrades and make then different in 2 minutes of playing. In particular, toxin rebel will be armed with weak toxin spitter and have the same firepower as ranger. But you will research "Toxin Pump" and "Camouflage" upgrades later to make him different and more powerful.

I c, that makes sense...but didnt you say there are no more available upgrades slots...and now every inf will have one additional?
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#10 Creator

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Posted 01 November 2009 - 11:38 AM

Will the cost of those basic infantries be the same as well?

Almost. It will be 2 variants:
1) Normal soldier which costs $225 and has equal firepower and health as all others who cost $225.
2) Strong soldier which costs $450 and equal to 2 normal soldiers. Two normal soldiers cost $450 too.

I c, that makes sense...but didnt you say there are no more available upgrades slots...and now every inf will have one additional?

Yes, there are no more upgrade slots. But 2 upgrades were removed. I plan to remove some other upgrades too to free some slots.

Edited by Creator, 01 November 2009 - 11:43 AM.


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Posted 01 November 2009 - 04:43 PM

after the upgrade will be as the same as now or more powerfull or weaker?

#12 stewox

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Posted 02 November 2009 - 01:17 AM

Remove All mines from SuperWeapon general. That's what I call overpowered.

#13 Casojin

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Posted 02 November 2009 - 03:41 AM

Remove All mines from SuperWeapon general. That's what I call overpowered.

Mines are not overpowered. All SWG units are weak. The only way to defend and attack effectively is to use def structures (which are quite weak in Contra unlike in original ZH). Thus, mine upgrade would help protecting these things. Also, mine clearer is easier to use now. It won't be much problem attacking the SWG if you've survived long enough to create a combined taskforce.
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#14 Creator

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Posted 02 November 2009 - 08:22 AM

after the upgrade will be as the same as now or more powerfull or weaker?

The same as now.

#15 dcesarec

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Posted 02 November 2009 - 09:28 AM

i have one question about cyborgs. Are they gonna be as same powerfull as other units in the beginning, but what it does means on drone upgrades, are they gonna be disabled in the beginning?
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Posted 02 November 2009 - 10:08 AM

jus a suggestion bcos of the upgrade limit,i think all the new infantry upgrade(which make early inf like now) shall have the same upgrade slot,or?

#17 Creator

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Posted 03 November 2009 - 06:59 AM

i have one question about cyborgs. Are they gonna be as same powerfull as other units in the beginning, but what it does means on drone upgrades, are they gonna be disabled in the beginning?

As for their firepower, they will be turned into "strong" type of soldiers without firepower upgrades.

Ad for drone upgrades, it is complex thing. They are overpowered in early game because they allow to make universal soldiers. A pack of Missile Cyborgs with MG drones are effctive vs both infantry and tanks. Normal Cyborgs with Stinger Drones can shot down Chinooks and other aircrafts. I'm thinking about to remove this ability from the beginning to avoid starting disbalance, but allow them to build drones in later game. But I'm not sute how to make it exactly. There are 3 variants:
1) Player must get rank 3. Drones for infantry become available automatically.
2) Player must get rank 3 and purchase general's power to unlock this ability.
3) Player must research an upgrade after rank 3. But this way is not welcome because of small number of upgrade slots available.

It will also solve the problem with Chinook. Cyborgs will not turn it into flying death as earlier.

jus a suggestion bcos of the upgrade limit,i think all the new infantry upgrade(which make early inf like now) shall have the same upgrade slot,or?

Good idea.

Edited by Creator, 03 November 2009 - 07:03 AM.


#18 dcesarec

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Posted 03 November 2009 - 12:21 PM

Oh.. i c...so you deceided to give chinook ability to transport units afterall?

As for drones upgrade for cyborgs, make it unlockable at rank 2, cause cyborgs dont have any upgrade for firepower while other units will have, so making this unlockable at rank 2 will remove their advantage at rank 1 and drones will not be removed from the game for this units. Rank 3 is too long to wait.

And also as for buildings, i suggest to remove drones upgrade and give them security systems as sw gen and af gen has. Every security system from them is multi purpose, against inf, tanks and planes and cyborgs can build only ai, aa and at (after rank 3). Its a bit unfair.

Edited by dcesarec, 03 November 2009 - 12:22 PM.

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#19 Casojin

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Posted 03 November 2009 - 02:57 PM

I suggest only combat drones move to rank 2 while spy drone stay on rank 1. Cyber gen still needs stealth detector.
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Posted 03 November 2009 - 05:02 PM

But I'm not sute how to make it exactly. There are 3 variants:
1) Player must get rank 3. Drones for infantry become available automatically.
2) Player must get rank 3 and purchase general's power to unlock this ability.
3) Player must research an upgrade after rank 3. But this way is not welcome because of small number of upgrade slots available.

or make it so,that inf can"t build a drone wich is effective vs. its counters(for example:missile cyborgs can"t build mg drones,cyborgs can't build hellfire drone or stinger drone,and so on...)

jus a suggestion bcos of the upgrade limit,i think all the new infantry upgrade(which make early inf like now) shall have the same upgrade slot,or?

Good idea.

now you don"t need too remove more upgrades :mellow: .

also another thing,what about making minnigunners,flamethrowers and toxin rebel,jikhad warrior from strong type soliders too(like cyborgs)?

Edited by Thats me!, 03 November 2009 - 05:05 PM.





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