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Contra 008-009 Changelog Topic


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#741 predator_bg

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Posted 02 January 2014 - 11:04 AM

Changelog:

These are all changes, ranging from 008 Beta to 008 Beta 2.

 

Bugs fixed:

- Tech buildings block projectiles. Fixed.
- Saturn and Nemesis did not have hero signs on mini-map. Fixed.
- Yan Wang could not attack helicopters. Fixed.
- Music was not playing. Fixed.
- Flame general Artillery Training cameo had wrong coordinates. Fixed.
- China Bunkers had missing cameos. Fixed.
- Tank Hunters fire missiles from their feet. Fixed.
- USA Missile Defender had a visual glitch with feet. Fixed.
- Some maps were not available in multiplayer. Fixed.
- Some GLA units use English voices. Fixed.
- Some GLA voices were missing. Fixed.
- Some GLA voices were delayed after unit action. Fixed.
- Medic Droid was affected by Exoskeletons, but upgrade icon was missing. Fixed.
- Nuclear Battlemaster was affected by Nuclear Tanks, but upgrade icon was missing. Fixed.
- Cyborg uses Ranger voice for building capturing. Fixed.
- Terminator uses Burton voice when planting charges. Fixed.
- Raven uses Comanche voices when destroyed. Fixed.
- Internet Centers use Command Center preview sound. Fixed.
- Omega Cannon could be attacked by light weapons. Fixed.
- GLA Worker had selection glitch. Fixed.

 

Changes:

Global:
- Power production at game start removed.
All USA:
- Command Centers have more health and are limited to one at a time.
SW general:
- Dozer moves 20% faster.
- Security Systems upgrade added.
- Hybrid Engine upgrade moved to Command Center.
- Tomahawk Storm has +20% more firepower.
- Web Defense System removed.
- Heavy Construction Dozer requires Strategy Center and rank 3.
- Saturn is now a unit built at War Factory in order to eliminate all bugs.
- Blackout Missile System is built by Dozer only (was Saturn only).
- Garrisoned infantry in Fire Base and SSM Site auto-heal. The point of auto-heal was to give infantry inside those defenses a chance to survive since they get killed by everything in Contra. Don't try to kill infantry with anti-personnel weapons. Focus your fire on the building.
AF general:
- Dozer moves 20% faster.
- Security Systems upgrade added.
- Hybrid Engine upgrade moved to Command Center.
- Hydra (EMP Artillery) removed.
- Colossus was changed. Sparrowhawk flies around Colossus and fires missiles at enemies around it. There is a designation effect on the targeted unit.
- F16XL firepower increased slightly.
Laser general
- Dozer moves 20% faster.
- Security Systems upgrade added.
- Hybrid Engine upgrade moved to Command Center.
Cyber general:
- Cyborgs move as fast as other infantry from the start. After Exoskeletons upgrade, they move +50% faster.
- Cyborgs are resistant to toxins and radiation. They take damage very slowly.
- Drone Controllers' drones have 50% less life time.
- Nemesis has less speed, more health and more firepower
- Pegasus is armed with one bomb. Firepower and particle effect from Contra 007 have been returned.
- Cepheus shoots one shell with double firepower and double reload time.
- Cyborg Drop, Missile Cyborg Drop and Medic Drop have been removed.
- Cylon firepower increased, armor decreased.
All China:
- Command Centers have more health and are limited to one at a time.
- Airfield is available at rank 3.
Nuclear general:
- Radioactive Shells and Chain Guns upgrades moved from Internet Center to War Factory.
- Nuclear Battlemaster health was decreased by 10% and the chance to fire a nuclear shell has been returned (all the same as in 007).
Infantry general:
- Minigun upgrade moved from Internet Center to Barracks.
- Chain Guns upgrade moved from Internet Center to War Factory.
- Sniper is now stealth while moving.
- Troop Crawlers move 10% faster.
- Mongoose removed.
- Dragon Tank range is now the same as other Dragon Tanks (was less). It also fires continuously now.
- J-10 costs $1100 (was $1750), but also has 30% less health
Flame general:
- Fire Wall and Thermite Shells upgrades moved from Internet Center to War Factory.
- J-10 removed.
- MiGs have 2 missiles instead of 4. Missiles don't spread anymore.
- Artillery Barrage has a slight flame effect, not for destruction, but for possible fuel ignition.
Tank general:
- Fire Wall, Black Napalm and Improved Autocannon Shells upgrades moved from Internet Center to War Factory.
- J-10 costs $1500 (was $1750), but also has 30% less health. A strike of 4 J-10s creates a firestorm (was 6).
All GLA:
- All Bomb Trucks are stealth while standing still and moving.
- All Angry Mobs are as usual. Cost returned, build time reduced, built at Barracks.
Demolition general:
- Efreet is stealth while standing still and moving.
- Airfield holds 3 planes instead of 4.
- Cockroach jump/boost into suicide action was removed.
Stealth general:
- Hazael damage increased by 30%.
Toxin general:
- Bomb Truck removed.
- Default Toxin Rebel's firepower was lowered to match other generals' infantry. Also, he doesn't clear buildings anymore.
- Toxin Rebel gains the ability to clear buildings with Anthrax Gamma (Difosgen) upgrade.
- Toxin Pump upgrade was moved from Black Market to Barracks.
Assault general:
- Katyusha was moved at rank 3.
- Dana was moved at rank 1.
- Sneak Attack general's power was moved at rank 3.

 

Graphics:

- USA Thor 3D model inserted.
- USA Laser Turret 3D model was changed.
- USA Annihilator 3D model was changed.
- USA Cyborg 3D model was changed.
- USA Super Weapon Burton (Splinter Cell) 3D model inserted.
- USA Air Force Burton (Duke Nukem) 3D model inserted.
- USA Seraphim 3D model inserted.
- USA Nemesis 3D model size increased.
- USA Phobos 3D model inserted.
- USA Cepheus 3D model inserted.
- USA Lancer 3D model inserted.
- USA Female Ranger 3D model inserted (for SW general).
- USA Comanche texture was improved.
- USA Robo Raptor texture was improved.
- USA Drop Pod texture was improved.

- China infantry textures improved.
- China Sniper 3D model was changed.
- China Flamethrower Turret 3D model was changed.
- China Flame Battlemaster 3D model was changed.
- China Nuclear Battlemaster 3D model was changed.
- China Bunker's garrisoned version is easily recognizable now.

- GLA Rebels 3D models inserted.
- GLA Airfield 3D model inserted.

- New trees inserted.
- Bushes enabled.
- Ice objects added.
- Coconut objects added.

- Rocks objects' textures improved.
- Some textures in vanilla Generals have higher resolution than these in Zero Hour. Some of them were added in Contra (DrainPipe, DrainPipeFlowing, CargoLoadingCranes, damaged Chinese Command Center, damaged Chinese War Factory and some others).
- Snow version of supplies fully inserted now.
- Some Contra terrain textures were replaced with better ones.
- Some vanilla Generals and Contra terrain textures improved.

- Many cameos have been improved.
- Inserted Fixed Cameo Pack by n5p29 (thanks for making this public)
Moddb.com

 

Challenge mode:

- Challenge mode enabled.
- Assault and Cybernetic challenge maps added.
- Infantry challenge map removed.
- All Challenge maps were updated. Bug fixes, balance changes, visual enhancements.

 

Maps:

- All maps have a new depth of field (fog) effect.
- All maps have new realistic water effects.
- Some unblended tiles (terrain textures) were blended.
- Long Range Radar tech building and new Civilian Bunker were added on some maps.
Notable changes on most played maps:
- Defcon and Tournament Island were completely overhauled visually. New terrain textures used.
- Tournament Island has wider entrances now.
- You couldn't capture USA and China dozers on Europe Raptor map. Fixed.
Hostile Dawn:
- The Artillery Platforms in the middle were removed.
- The Oil Refinery in the middle was replaced with a Long Range Radar.
- There are two Reinforcement Pads now (was one Reinforcement Pad and one Repair Bay).

 

Other changes:

- Added new select/preview sounds for Cepheus, Azarakhsh, Communications Center, GLA Airfield, Cyborg Factory, Chemical Bunker.
- Added new voices for Saturn, Heavy Construction Dozer and Female Ranger.
- Inserted new sounds for Jihad Warrior's shotgun, Huang Zhong and Aladdin's guns.
- Many text changes. Misspellings, wrong information and conflicting hotkeys fixed.
- Shellmap from Contra 007 was returned with some changes.
- Main menu interface was updated.
- New music plays on shellmap and menus.
- GLA announcer speaks English again.

 

Download: http://www.moddb.com...ntra-008-beta-2 :)


Edited by predator_bg, 02 January 2014 - 11:06 AM.


#742 Madin

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Posted 02 January 2014 - 05:08 PM

Excellent work guys!

:closedeyes:



#743 Thats me!

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Posted 04 January 2014 - 12:16 AM

Thx guys :)

 

*dl'ing*



#744 Sechs

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Posted 04 January 2014 - 08:20 PM

Hello, just a big thanks from a player base in france ! It's a very good job and i'm waiting it from long month ago ^^

I just have a little bug left, the game is full install with 1.04 patch, in a french instal.

I try your tips but i got again purple square at the place of icon of building and unit... I have done the folder "French" in the C&C Heur H directory and put in the unpack file from !Contra008Beta2.big and !Contra008Beta2EN.big but it didn't work... I also type "Scripts1" in Data folder

Any clue ?



#745 predator_bg

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Posted 26 December 2014 - 09:04 AM

Contra 008 FINAL Changelog:

 

Fixed errors:

- Fixed upgrade cameos for some units (added missing ones, removed wrong ones).

- Super Weapon general’s Particle Cannon uses the wrong Particle Cannon cameo. Fixed.

- USA EMP Mines used ordinary China Land Mine cameos in build queue. Fixed.

- Jihad Warrior and Sentry Droid in “Fire at Will” mode did not automatically target enemies when idle. Fixed. To hold fire, choose “Hold Fire” mode.

- Some heroes automatically engaged enemies while stealth, therefore revealed themselves. Fixed. To make them engage, use Guard Mode on location.

- Azarakhsh (Anti-Radar Missile Launcher) repaired itself. Fixed. GLA buildings do not repair automatically.

- Azarakhsh (Anti-Radar Missile Launcher) did not spawn hole when destroyed. Fixed.

- GLA Airfield had selection problems. Fixed.

- Stealth General’s Worker Biker used Saboteur death effects (saboteur model flied off the bike instead of worker). Fixed.

- Seraph had a bug with his weapons which caused a game mismatch error. Fixed.

- Super Weapon Burton did not reveal himself when marking coordinates for Ion Strike. Fixed.

- Omega Cannon, Drone Controller and Phobos could be sniped by Jarmen Kell and cleared out by neutron weapons. Fixed.

- Laser Turret had a shadow glitch. Fixed (shadows removed).

- Poisoned infantry died like normal infantry (instead of toxin texture and choking animation). Fixed.

- After attacking once, A.M.O.S. turret did not pack up before moving. Fixed.

- Toxin: Player could spam building Contamination On/Off by continuously clicking on the button very fast, which resulted in slightly increased damage. Fixed. Switching Contamination on and off has a 2 second delay.

- Toxin Tunnel Network did not have a “Stop” button. Added.

- There were difficulties when clicking on the two leftmost buttons next to the minimap because of their new positions in the command bar. For example, Power Plant could not be selected if you clicked on the left half of the button. Fixed.

- There were some conflicting hotkeys again. Fixed.

- World Builder gave some errors at startup. Fixed.

- CommandSet changes. Some button locations changed.

- Some Multiplayer Beacons used wrong housecolor. Fixed.

- When loading a Challenge map, “Versus” voice played. Fixed.

- Cybernetic General used China Boss portrait and taunts in Challenge mode (victorious and defeated screen). Fixed.

 

Balance changes:

- All: Super weapon requirements removed for all super units.

- All: Enable small arms (infantry, machine guns, droids, etc.) to fire at vehicles.

- All: Unit build time and cost similar to 007.

- All: Supply sources have the same amount as in 007.

- All: Economy same as in 007 (removed limits for Black Markets, Hackers, etc.).

- All: Super units rebalanced. Changes to range, firepower and health. Some of them regenerate health slower.

- Super Weapons: Saturn firing range increased by 25%.

- Super Weapons: Burton Ion Cannon firepower increased twice. Reload time decreased by 1/3.

- Air Force: Burton’s A-10 Thunderbolt has more health.

- Air Force: Avenger is available at rank 3.

- Air Force: King Raptor cost decreased to $1200.

- Air Force: Comanches can fire at aircraft as well. Firepower reduced.

- Air Force: Sparrowhawk has 10% more health.

- Air Force: Combat Chinook health reduced.

- Laser: Burton weapon is slightly stronger than other Burtons’ weapons.

- Laser: Microwave general’s power brings damage.

- Cyber: Leech is now stealth when idle. Detection range increased.

- Cyber: Cylon firepower slightly reduced.

- Cyber: Terminator has slightly more health.

- Cyber: Cyborg Commando general’s power does not require 3rd Level Data Upload anymore.

- Cyber: Cyborg Commando firepower increased.

- Cyber: Removed Automatized Production and Advanced AI upgrades.

- All China: Jammer Trooper range increased, ECM disabling time reduced.

- All China: Gattling tank armor is slightly less resistant against aircraft.

- Nuclear: Removed Neutron fire mode for MiG-31 Interceptor, Nuclear Tank Hunter and Yan Wang. Kept for Nuke Cannon.

- Nuclear: Carpet Bombing brings 35% less damage.

- Nuclear: Battlemaster fires nuclear shells at heroic level.

- Nuclear: Black Lotus’ nuke charge is slightly more powerful.

- Nuclear: Nuke Cannon range decreased by 15%.

- Nuclear: Hadron Collider (Apocalypse Device) build time decreased.

- Infantry: Feng Yong rebalanced.

- Infantry: Black Lotus is built slightly faster than other generals’ Black Lotuses (23 < 25 seconds).

- Infantry: Red Arrow is stealth while not moving.

- Infantry: Minigunner’s upgraded weapon is more effective vs. anti-infantry vehicles.

- Infantry: Neutron Cannon range decreased by 15%.

- Infantry: Minigunners are now as fast as Red Guards. They move slower after Minigun upgrade.

- Infantry: Dragon Tank from 007 returned with all its parameters (less firepower, more range – less effective vs. buildings, more effective vs. fast units). Has a fire launcher instead of a flamethrower.

- Flame: Huo Qi Lin (Immolator) firepower increased by 25%, health increased by 15%, cost decreased by 20%.

- Flame: Fuel Truck cost reduced to $500 (was $800) and is always stealth unless taking damage.

- Flame: Dragon Tank cost reduced to $1000 (was $1100).

- Tank: Black Lotus uses ECM power faster.

- Tank: Engineering Crawler now has bigger mine clearing radius.

- Tank: Sniper Cannon cost reduced to $1200 (was $1400). Firepower increased by 10%.

- All GLA: Scorpion tank does not have rocket upgrade by default now.

- All GLA: Scorpion Rocket upgrade is slightly stronger now.

- All GLA: Aladdin health reduced by 25%. It is now equal to Quad Cannon.

- All GLA: Elbrus Storm super weapon firepower slightly increased.

- All GLA: Terrorist Bikers health reduced. They die from one tank or one rocket shot. They are still effective (the player must send a group of bikers at enemy units, just issue move orders at the enemy’s location for more effectiveness).

- Demolition: Rebel Biker costs 50% more (as other generals' Rebel Bikers).

- Demolition: Terrorist Biker and 4x Terrorist Biker are built slower now (15%).

- Demolition: Technical (full of terrorists) now costs $1200, build time is 13.5 seconds.

- Stealth: Bomb Truck costs $1200 (was $900), also built for 12 seconds (was 9).

- Toxin: Brought toxin sprayer weapon back. Removed Toxin Pump upgrade.

- Toxin: Toxin Tractor cost reduced to $750 (was $950).

- Assault: Obstacle armor changed. Tanks and infantry rockets can deal small damage to obstacles.

- Assault: Alshain unit removed and replaced with Rebel Biker. Alshain had bugs such as enemies targeting the area below him.

- Tech: Oil Refinery health increased twice. Discount increased to 30%.

 

Other changes:

- Text fixes for English and Russian localization.

- Stealth: Added “Hold Fire” and “Fire at Will” weapon modes for RPG Trooper, Toxin Tractor, Rocket Buggy, Mortar Buggy and Anti-Radar Missile Launcher (not added for all units because of bugs with multiple weapons).

- Toxin: Added “Hold Fire” and “Fire at Will” weapon modes for Toxin Tractor and Scolopendra (Acid Tank).

- Flame Dragon Tank model from 007 given to Flame general, new Dragon Tank model given to Tank general.

- Nuclear: Added weapon switch to Nuke Cannon (Nuclear/Neutron Shells).

- Changed Saturn crushing physics. Saturn no longer climbs over tanks when crushing them.

- Omega Cannon now has sounds when going in and out of stealth (like Sentry Droid, Listening Outpost, etc.).

- Lancer now uses the robot move start sounds (same as Crab and Spider Tank) instead of Sentry Droid sounds.

 

Graphics:

- Assault general’s cartoon portrait was replaced with a normal one.

- New models for burned, poisoned and squashed infantry.

- Inserted radiation effect from 007.

- Some regular infantry cameos appeared different compared to their x4 versions. Fixed.

- Rescaled Cockroach's destroyed model to fit its other model.

- Rescaled Command Truck's destroyed model to fit its other model.

- Sturm-S' destroyed model was larger than normal model. They must be equal. Fixed.

 

- Male Ranger cameo was changed.

- Chinook cameo was changed.

- Combat Chinook cameo was changed.

- Comanche cameo was changed.

- Comanche Reinforcement general’s powers cameos was changed.

- RQ-9 Dark Star cameo was improved.

- Air Force Burton cameo was improved.

- A.M.O.S. cameo was changed.

- SSM Site cameo was changed.

- Super Weapon Burton’s Ion Cannon Strike cameo was changed.

- Super Weapon Burton’s Cancel Power Disabler cameo was changed.

- Laser Defender cameo was changed.

- Cyborg cameo was changed.

- Red Guard cameo was changed.

- Minigunner cameo was changed.

- Flame Battlemaster cameo was changed.

- Flamethrower infantry cameo was improved.

- Bunker addon cameo was changed.

- Mass Production War Factories’ cameos were changed.

- Mobile Supply Stash cameo was changed.

- RPG Trooper cameo was improved.

- Acid Carpet Bombing general’s power cameo was changed.

- Toxin Technical (anti-air) cameo was changed.

- Demo Technical cameo was changed.

- Dana cameo was changed.

 

- Cyborg Factory 3D model was inserted.

- Underground Command Post 3D model was changed.

- Mad Mob (Suicide Squad) 3D models were changed.

- USA flying drones 3D models were changed.

 

Audio:

- Some GLA units still played English voices. Fixed.

- New voice sets for Thor, Harbinger, Heavy Construction Dozer, Bixi and Fuel Truck (English version).

- New sounds for Thor: ambient, autocannon and missiles.

- New ambient sounds for Bixi.

- GLA Factory now uses Command Center preview sounds (used Barracks).

- Worker Bikers and Demolishers used “out of breath” voices which didn't fit vehicles. Voice kept for workers on feet only.

- Dong Feng (King of Fire) speaks when launching incendiary missile.

- Brought back firing sound for GLA Anti-Tank Defense Site from 007 and added one more similar sound for more variation.

- New sound effect for Efreet explosion.

- New preview sounds for Communications Center (Strategic Bombing).

- New sound effect for Earth Shaker and Rig Launcher digger impact.

 

Interface:

- Changes to Observer interface. Uses its own command bar (edited USA command bar). USA faction logo removed. Player statistics coordinates now properly match the interface. Icons now display generals instead of vanilla factions. As an addition, the general's portrait can be seen when a player is selected.

- Changed Cybernetic, Flame, Assault and Demolition Generals’ icons in Challenge mode General selection screen.

- Updated Challenge interface (selection and loading screens).

- Fixes for some buttons and text colors.

 

Challenge mode:

- China Boss removed from challenge rotation.

- All: Updated old object lists scripts (each unit falls into an Object List group).

- Demolition Challenge: Elbrus Storm now takes some time before going live (time depends on difficulty).

- Demolition Challenge: Added a Neutral Bunker on the bottom side near the Oil Derrick and Artillery Platform.

- Demolition Challenge: Added an Artillery Platform on the upper side near the Oil Derrick (only for Easy difficulty).

- Demolition Challenge: Small visual and balance adjustments.

- Laser Challenge: Fixed win\loss conditions.

- Laser Challenge: Added activation timers for Particle Cannons (time depends on difficulty). Particle Cannons are now delayed.

- Laser Challenge: Added missing soundtracks.

- Laser Challenge: Added General Townes missing taunts.

- Laser Challenge: Replaced “General, our opponent has a stronghold in the middle of the city…” taunt with other taunts and deleted its strings. The reason is that General Townes does not divert his power to one point of defense at a time in Contra.

- Air Force Challenge: Fixed the crash that occurred ten minutes into the game.

- Air Force Challenge: Removed the FPS Control button as it was not functioning.

- Stealth Challenge: Removed “===” strings which appeared when Prince Kassad was laughing.

- Toxin Challenge: Defiler no longer activates when you have aircraft in its area. This prevents Tank Drop from activating Defiler (cargo plane reaches the area).

- Assault Challenge: Ambush general’s power removed.

- Assault Challenge: Temple of Jihad countdown start delayed.

- Assault Challenge: AI attempted to rebuild some Demo Traps in the combat zone unlimited amount of times. Fixed.

- Assault Challenge: Karkadanns were moved away from Demo Traps as they would deal great damage to them if detonated.

- Cybernetic Challenge: Removed the unneeded neutral Particle Cannon countdown timer

- Cybernetic Challenge: Added Leeches on some places. They detect stealth units.

- Cybernetic Challenge: Patriot Missile Systems have scout drones now.

- Cybernetic Challenge: Added various enemy units around the map.

- Super Weapons Challenge: The player and General Alexander had the same colors. Fixed. Alexander is now yellow.

- Super Weapons Challenge: GLA players could not use Sneak Attack on islands. Fixed.

- Tank Challenge: Guan Yu removed from attack waves (was on Hard difficulty).

- Tank Challenge: Base Guan Yu attacks delayed.

 

Maps:

- Freezing Rain and Downpour: Removed lightnings as they could sometimes cause the game to freeze.

- Football Pitch: Details are now visible on minimap (map does not appear plain green anymore, white field markings have been added).

- Flash Effect: Fixed a small impassable area in the middle, flattened terrain near southwest player’s supply docks and updated visuals.

- Cairo Commandos: Sun reflection on water is no longer visible out of map boundaries.

- Fallen Empire: Deleted some parts of the wall because passages were too small.

- Golden Oasis: Fixed terrain showing over bridges and added impassable areas underneath bridges, so that units don’t get stuck under bridges.

- Fixed shores on Seaside Mutiny, Tournament Continent and Bombardment Beach. Amphibious units could not enter water.


Edited by predator_bg, 27 December 2014 - 09:04 AM.


#746 Treble

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Posted 31 December 2014 - 01:45 AM

Hello Predator. Long time no see.

Thanks for 008 Final.

I Installed Generals Zero hour from The First Decade. (I hope its 1.04 or after).

Then I opened 'Contra008FINAL' folder into C://Program Files (x86)/EA Games/Command & Conquer The First Decade/Command & Conquer™ Generals Zero Hour folder (default).

I Opened 'Contra Launcher' Application and showed the new window with options and picture of Seraphim.

I clicked Launch Button but opened vanilla Zero Hour.

What's the problem?

 

Still you haven't solved the problem of Infantry General without non-missile anti-tank arsenal just like Stealth General until introducing Scorpion II.


Edited by Treble, 31 December 2014 - 01:47 AM.


#747 predator_bg

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Posted 31 December 2014 - 12:37 PM

Hello Predator. Long time no see.

Thanks for 008 Final.

I Installed Generals Zero hour from The First Decade. (I hope its 1.04 or after).

Then I opened 'Contra008FINAL' folder into C://Program Files (x86)/EA Games/Command & Conquer The First Decade/Command & Conquer™ Generals Zero Hour folder (default).

I Opened 'Contra Launcher' Application and showed the new window with options and picture of Seraphim.

I clicked Launch Button but opened vanilla Zero Hour.

What's the problem?

 

Still you haven't solved the problem of Infantry General without non-missile anti-tank arsenal just like Stealth General until introducing Scorpion II.

Launcher does not seem to work with The First Decade and Origin version of Zero Hour.

 

Manual installation instructions for those having problems with launcher:
1. Put all files from Contra008FINAL into your Zero Hour folder.
2. Rename !Contra008.ctr to !Contra008.big.
3. Rename !Contra008EN.ctr to !Contra008EN.big OR rename !Contra008RU.ctr to !Contra008RU.big if you want Russian language.
4. Rename !Contra008VOrig.ctr to !Contra008VOrig.big OR rename !Contra008VLoc.ctr to !Contra008VLoc.big if you want English unit voices.
5. Rename !Contra008MNew.ctr to !Contra008MNew.big OR rename !Contra008MStandard.ctr to !Contra008MStandard.big if you want vanilla soundtracks.
6. Rename Scripts folder to Scripts1 (which is located inside Data folder).
7. Launch the game from generals.exe.

 

Infantry General's Tank Hunter rockets are not deviated by ECM after Tandem Charge Warhead upgrade.



#748 Gene

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Posted 01 January 2015 - 02:39 AM

Hi Predator, played with you like 4 years ago along with casojin and dce. I missed this game so much i decided I wanted to come back, I have a few general questions such as: do you guys still use hamachi? I tried Tunngle but it had about 8 users. If so I just need Zero hour and then contra 008 or do i need 007 too? Kind of some noobish questions here, thanks again in advance



#749 predator_bg

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Posted 01 January 2015 - 06:36 PM

Hi Predator, played with you like 4 years ago along with casojin and dce. I missed this game so much i decided I wanted to come back, I have a few general questions such as: do you guys still use hamachi? I tried Tunngle but it had about 8 users. If so I just need Zero hour and then contra 008 or do i need 007 too? Kind of some noobish questions here, thanks again in advance

Welcome back, Gene! I remember you. We play with Tunngle right now. You need Zero Hour and Contra 008 Final. Join Contra 008 room in Tunngle. I hope we meet there soon. :D



#750 Treble

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Posted 02 January 2015 - 10:22 PM

Thank you  Predator. I can play Contra 008 final.

 

When Earth Shaker shoots demotraps (anti-tank, cluster, etc), it files away like other units. Why?

How can I remove Silicon clouds and clouds from defiler with detox units (ambulance, field engineer, etc)?

Tandem Charge Warhead upgrade needs description for not be deviated by ECM.

Is ATGM operator's attack count as missiles or artillery? (can be deviated by ECM or reduced by explosion proof armor)

Can you make planes from General's powers or reinforcement pad cannot be shot down after drop units/payload? I found the shooting those could easily gain levels especially for reinforcement pad planes.

Tank General's Battle master Tank's long range combat has way too much penalty for just a small range bonus. Could you please reduce the penalty or increase the range bonus?

Its unfair for Sniper Tanks for not just they cannot shoot when there's buildings, other units or cliffs, but even a small hills could block their path. (like when in challenge mode Tank vs Toxin after passing the bridge to the right and go north to encounter defenses just before 3 artillery defenses behind, a small hill can block sniper tank to shoot far to attack anti-tank defenses) Could you reduce the penalty of shooting long distances for Sniper tank?

Commander truck and Jarman Kell requires more description about their auras. I'm not fully understand how their auras work.

If Underground Command post can't increase power with multiples of them, why not restricting them to build only once?

When the campaign will be playable?

Is Nuclear General's Uranium Shells and Nuclear Tank upgrade is different to the other general's ones? Is other general's ones doesn't emit radiation when shoots or gets destroyed? Also are they are separate upgrades? (like Isotope stability from Nuke and Laser)



#751 predator_bg

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Posted 05 January 2015 - 05:26 PM

When Earth Shaker shoots demotraps (anti-tank, cluster, etc), it files away like other units. Why?

It's not intended. That's a glitch.

 

How can I remove Silicon clouds and clouds from defiler with detox units (ambulance, field engineer, etc)?

You have to avoid them. Defiler clouds are slow, but they can harm your structures. You need to destroy Defiler. Silicon clouds disappear shortly.

 

Tandem Charge Warhead upgrade needs description for not be deviated by ECM.

True.

 

Is ATGM operator's attack count as missiles or artillery? (can be deviated by ECM or reduced by explosion proof armor)

Missiles.

 

Can you make planes from General's powers or reinforcement pad cannot be shot down after drop units/payload? I found the shooting those could easily gain levels especially for reinforcement pad planes.

Do they give much rank? We will have to check them.

 

Tank General's Battle master Tank's long range combat has way too much penalty for just a small range bonus. Could you please reduce the penalty or increase the range bonus?

We will discuss this.

 

Its unfair for Sniper Tanks for not just they cannot shoot when there's buildings, other units or cliffs, but even a small hills could block their path. (like when in challenge mode Tank vs Toxin after passing the bridge to the right and go north to encounter defenses just before 3 artillery defenses behind, a small hill can block sniper tank to shoot far to attack anti-tank defenses) Could you reduce the penalty of shooting long distances for Sniper tank?

Sniper Tank as well as Libra are frontline artillery. They do not shoot over buildings. But uneven ground can be a problem on some maps. And it's unfair. If we have time for this, we will see if we can do something.

 

Commander truck and Jarman Kell requires more description about their auras. I'm not fully understand how their auras work.

They heal and give firepower bonus to units inside the aura.

 

If Underground Command post can't increase power with multiples of them, why not restricting them to build only once?

If one Underground Command Post is destroyed and you have many of them, you will not lose bonus. It's personal preferance how many you want to build. You can build more if you have money.

 

When the campaign will be playable?

Campaign was planned and work had started when we had more people in our team. But now it's just me. There are many unfinished missions packed in archives. I'm afraid I can't complete Campaign missions alone.

 

Is Nuclear General's Uranium Shells and Nuclear Tank upgrade is different to the other general's ones? Is other general's ones doesn't emit radiation when shoots or gets destroyed? Also are they are separate upgrades? (like Isotope stability from Nuke and Laser)

Uranium Shells gives 25% firepower bonus. I think the upgrade which adds a small nuclear explosion when tank is destroyed is Nuclear Tanks upgrade.


Edited by predator_bg, 05 January 2015 - 05:27 PM.


#752 ZHepic

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Posted 17 February 2015 - 10:44 PM

so its just you left? well thats a shame since this mod is so damned awesome. I noticed a few funny glitches, like cylons when hit with certain explosives will fly into the air shooting, then come back down still able to fight like nothing happend, Cyborg commandos cant attack certain targets on the ground when you try to give it the attack order with normal click while using drones built while airborn, this doesnt seem to happen with most drones baring the zodiac and hellfire drones when they are built on the ground. Demo general is very.....difficult to beat with nuke general and vice versa for infantry vrs nuke, I think I just suck at it but I cant seem to figure out how to stop that zerg rush with no def buildings, I would love to see a simple bunker given to him, or a mine despenser building/power that renews its self. The hadron should have a function to enable its count down since its pretty damned hard to use unless you are trying just cheese it up in ai or with a friend since everyone everywhere fucks that thing up as soon as they see it, maybe make it have a radar jaming or give it lots of armor while inert but low armor while in count down. super weapon general is annoying to fight in challange because the map but over all I like her, but I noticed that she doesnt seem to replace her anti super cannon things when destroyed. The pnumatic cusion ability for the chinese suuuuuuuuuccckkkkkksssssss, I mean its a neat concept onyl you never ever need to send em across water, like ever, and even then chopers are safer usualy, maybe give em the base defense machine gun the use buildings get, or a mine layer ability or hell make em super armored and it would be better. Gla cant target "tunnel strike" ability anywhere the command vehical cant reach, IE SWG main base island cant be targeted with anyones hole ability, well assaults can but idk if it is a glitch or intended either way it is a nuisence.

I would love to help with your mod if I could, dont know where to start though.



#753 predator_bg

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Posted 14 March 2015 - 12:27 PM

so its just you left? well thats a shame since this mod is so damned awesome. I noticed a few funny glitches, like cylons when hit with certain explosives will fly into the air shooting, then come back down still able to fight like nothing happend, Cyborg commandos cant attack certain targets on the ground when you try to give it the attack order with normal click while using drones built while airborn, this doesnt seem to happen with most drones baring the zodiac and hellfire drones when they are built on the ground. Demo general is very.....difficult to beat with nuke general and vice versa for infantry vrs nuke, I think I just suck at it but I cant seem to figure out how to stop that zerg rush with no def buildings, I would love to see a simple bunker given to him, or a mine despenser building/power that renews its self. The hadron should have a function to enable its count down since its pretty damned hard to use unless you are trying just cheese it up in ai or with a friend since everyone everywhere fucks that thing up as soon as they see it, maybe make it have a radar jaming or give it lots of armor while inert but low armor while in count down. super weapon general is annoying to fight in challange because the map but over all I like her, but I noticed that she doesnt seem to replace her anti super cannon things when destroyed. The pnumatic cusion ability for the chinese suuuuuuuuuccckkkkkksssssss, I mean its a neat concept onyl you never ever need to send em across water, like ever, and even then chopers are safer usualy, maybe give em the base defense machine gun the use buildings get, or a mine layer ability or hell make em super armored and it would be better. Gla cant target "tunnel strike" ability anywhere the command vehical cant reach, IE SWG main base island cant be targeted with anyones hole ability, well assaults can but idk if it is a glitch or intended either way it is a nuisence.

I would love to help with your mod if I could, dont know where to start though.

It's me and dcesarec left. Cylons don't really take fall damage. Cyborg Commando does not attack targets right below him because of his minimum fire range. Pneumocushion can be made to give a little armor bonus. As Nuke, garrison nearby civilian buildings with Nuke Tank Hunters and repair them. Create a few small groups consisting of Battlemasters and Irradiators to defend your base from enemies breaking through defenses. Your tanks are fast enough.

 

Sneak Attack, launched by Command Truck, is not fixable unless it's deployed from a building. This was fixed for GLA generals in Challenge against SWG by changing map.ini code so that Sneak Attack is not deployed by Command Truck, but from Factory.



#754 Amahinto

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Posted 28 March 2015 - 10:52 AM

Ok, so I have an issue I guess you could say. I've tried looking for a way to fix this and what not, but haven't found one sadly. The game launches fine, but when I get in game I can't scroll around the map unless I hold the right mouse button down. I can click on units and the map to move around but it just won't let me scroll in any direction. Have I missed an easy fix to this somewhere?



#755 Treble

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Posted 30 March 2015 - 10:22 PM

 

- All GLA: Scorpion tank does not have rocket upgrade by default now.

- All GLA: Scorpion Rocket upgrade is slightly stronger now.

I don't understand. This tells me that I can no longer upgrade the rockets for Scorpion tank but its upgrades are improved.

Why you make the stronger while it's no longer available?

 

Is Nuclear General's Uranium Shells and Nuclear Tank upgrade is different to the other general's ones? Is other general's ones doesn't emit radiation when shoots or gets destroyed? Also are they are separate upgrades? (like Isotope stability from Nuke and Laser)

Uranium Shells gives 25% firepower bonus. I think the upgrade which adds a small nuclear explosion when tank is destroyed is Nuclear Tanks upgrade.

I mean not that:

In Vanilla Generals: 'Uranium Shells' applies 25% fire power and emits radiation from the bullets, and 'Nuclear Tanks' makes tanks move faster but it emits radiation when destroyed.

Does in Contra still uses radiations of both upgrades for Generals other than Nuclear General?

 

 

 

ECM disabling time reduced.

What does it mean? Do you mean the ECM can disable vehicles of a short time and must reload to disable again?

 

Which do you prefer? : Sparrowhawk flying around when idle or landing on the Colossus when idle?

 

 

 

- Infantry: Minigunner’s upgraded weapon is more effective vs. anti-infantry vehicles.

Could you list up the anti-infantry vehicles?

 

 

 

- All China: Gattling tank armor is slightly less resistant against aircraft.

Could you list up the units that are resistance against aircraft and how much damage they can reduce?

 

Saturn's beam attack looks very powerful although it deals small damage.

 

Saturn is struggling to build structures. Can you make it able to build from short distances?

 

Can you list up all the Chinese and Arabian names of units and show the meanings of the names?

 

Where is the Super Red Arrow from 007? They conflict with upgraded Minigunners. Please bring the 007 Red Arrow Back.

 

When artillery is deploying and other units try to squeeze though them, the artillery moves while in deployed mode.

 

When I'm playing challenge mode vs Demolition, they attack so early and in four different directions that I can't protect and got defeated many times, even in easy mode, especially for mortar buggy. I need to move up my slow tanks to deal with it and after that, I need to deal the next wave right after that without repairing or reinforcing my defense. Any advice?

 

Why you removed mines from Laser General? I can use it to lure super tanks from Tank General Challenge to destroy them easily.



#756 predator_bg

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Posted 08 December 2015 - 06:49 PM

Contra 009 BETA 1 Changelog:

 

Fixed errors:

- Text fixes for English and Russian localization.

- CommandSet changes. Some button locations changed. Fixed “Evacuate” buttons disappearing when different Troop Crawlers were selected. Removed Security Systems upgrade icon from Blackout Missile System as it was not buildable.

- Music did not replay after all soundtracks have been played. Fixed.

- In multiplayer games, all players heard the music of the host’s faction. Fixed.

- There was a bug with Nuke Cannon and Neutron Cannon deploy ability. After clicking on “Deploy”, the unit would move backwards and fire a shot on the spot it was when “Deploy” was clicked. Fixed.

- USA Super Weapon general’s Thor hulk (debris) did not appear. Fixed.

- You could not target Thors to attack infantry. Fixed.

- You could not target Drone Controller to attack Stinger Sites. Fixed.

- Omega Cannon automatically fired at enemy base buildings. Fixed.

- Terrorist Bikers often got stuck while attacking. Fixed. They are more reliable now.

- When crossing water, Chinese Dozer and Builder Mech went below the surface. Fixed.

 

Balance changes:

- Global: Ranking up requires less experience.

- All: Changed transport slots requirement for some units. Mobile Barracks can no longer enter transport helicopters. Cybernetic units require less slots. Bomb Truck takes 4 slots.

- All USA: Increased health of Command Centers.

- All USA: Valanx parameters from older versions returned. It’s weaker again.

- All USA: TOW Missile cost increased by $400 ($1600 > $2000).

- All USA: Flash-bangs upgrade is built faster. Increased damage and attack range, decreased damage radius.

- Super Weapons: Patriot damage increased.

- Super Weapons: Saturn build time decreased.

- Super Weapons: Mine and Toxin clearing abilities reload time decreased (2:00 > 1:20).

- Super Weapons: Normal Dozer moves 20% faster by default.

- Air Force: Chinook cost decreased by $200 ($1200 > $1000).

- Air Force: Coyote cost and build time decreased ($900 > $600); (9 sec > 6 sec). Weapon damage slightly increased.

- Air Force: F-18 Hornets have non-retargeting missiles by default (as in 007). They are able to retarget after Frog Missile upgrade.

- Air Force: Combat Chinook removed. Bunker and grenade launcher assigned to Pave Low.

- Air Force: Dark Star available at rank 1. Removed ECM.

- Laser: Avenger damage slightly increased.

- Laser: Annihilator cost decreased by $500.

- Laser: Crusader speed and turn rate increased.

- Laser: Paladin cost increased by $400. Health increased by 25%. Point Defense Laser damage and range increased. Speed and turn rate increased.

- Laser: Laser Defender damage increased. Range slightly increased.

- Laser: MTHEL shoots down other small projectiles.

- Laser: Laser Defense Turret turns faster.

- Cyber: Exoskeletons upgrade costs $1000 less ($3000 > $2000).

- Cyber: Cylon firepower and movement speed increased. Health reduced. When killed, gives more experience to the enemy.

- Cyber: Terminator anti-tank weapon nerfed. Damage and rate of fire decreased, range decreased too, but slightly. Cost increased by $500 ($2000 > $2500).

- Cyber: It will be more difficult to target enemies while Cyborg Commando is in the air. This will make the flying mode preferable only when he needs to escape.

- All China: Increased health of Command Centers.

- All China: Increased health of Listening Outposts.

- All China: Heal rate of super units decreased.

- All China: Ionization is twice stronger.

- Nuclear: Red Arrow no longer requires War Factory.

- Nuclear: Nuke Cannon range decreased with Nuclear Shells equipped. Neutron Shells’ range remains unchanged.

- Nuclear: Hadron Collider (Apocalypse Device) costs $5000 (was $9001). Requires only Power Plant.

- Infantry: J-10s fire incendiary missiles.

- Flame: Starts with Flame Wall upgrade built.

- Flame: Vortex Tank weapon damage decreased. Vortex Cannon defense structure’s damage not changed.

- Flame: Thermite Shells upgrade moved to Propaganda Center.

- Flame: Dragon Tank costs $200 less ($1000 > $800).

- Flame: Immolator has less resistance vs. rockets.

- Tank: Nuclear Tanks and Uranium Shells upgrades moved from Nuclear Missile to Overlord Headquarters.

- Tank: Sniper Cannon damage decreased.

- All GLA: Build speed on everything decreased. To build faster as GLA, you have to capture a Power Plant as before. GLA built ridiculously fast in 008 final.

- All GLA: Tunnel Networks don’t spawn infantry when built and cost less.

- All GLA: Sneak Attack reload time increased by 1 minute (3 min > 4 min).

- Stealth and Assault: Aladdin range decreased.

- Stealth and Assault: Missile Silo Explosive Warhead damage slightly decreased. Reload time increased. Stats of Toxin Warhead unchanged.

- Demolition: Bomb Truck moves slower.

- Demolition: Changed countdown timer of each mine drop special power. AT Mines – 5 minutes; Demo Traps – 6 minutes; Cluster Mines – 7 minutes.

- Demolition: Doplhin (anti-ground kamikaze plane) weapon damage increased.

- Demolition: Technical does not come with Terrorists, costs less and has 3 sitplaces.

- Stealth: Radar Van’s Anti-radar missile range decreased by 20%.

- Toxin: Scolopendra range increased. Damage slightly decreased.

- Toxin: Toxin Tractor does not demoralize infantry.

- Toxin & Assault: Scorpion cannon damage increased.

- Assault: Marauder damage and health increased.

- Assault: Dana Artillery Cannon range decreased (increases with salvage levels). Damage decreased too, but very slightly.

- Assault: Demolisher (Battle Dozer) can be built from Arms Dealer too.

 

Other changes:

- Laser, Cyber and Super Weapon generals have new bombardment plans for their Strategy Centers – Railgun Turret for Laser, Shark Drone for Cyber and Ion Tower for SW.

- Super Weapons: New defense structure: Grendel. Effective vs. ECM.

- Super Weapons: New defense structure: Ion Defense Tower. Replaces Fire Base.

- Laser: Replaced Burton’s knife with a lightsaber. Effective vs. tanks and buildings.

- Cyber: New general’s power: Mosquito Swarm. The swarm attacks infantry only. Replaces A-10 Thunderbolt Strike.

- Cyber: Nemesis role changed. It’s now a heavy transport. Weapons nerfed. Moving speed increased. Has 16 slots.

- Cyber: Replaced all structures’ drones with a new Security Drone, which is effective vs. all light ground targets.

- Laser: Carbon Lasers upgrade attaches a blue laser turret to Paladin.

- Tank: New building: Overlord Headquarters. Reduces the cost of all heavy tanks by 15% and auto-repairs them. With one exception - Guan Yu does not auto-repair.

- Tank: Mass Production War Factories removed.

- Tank: Guan Yu Immortality ability removed.

- Infantry: New Troop Crawlers. They replace the wheeled ECM Tank, Feng Yong artillery, Assault Transport and Gattling Assault Transport. Introducing two new crawlers - Grenade Troop Crawler and Anti-Tank Troop Crawler. All Troop Crawlers are garrisonable by infantry who can shoot from inside.

- Flame: New addon for Huo Qi Lin (Immolator) – Dragon Tail. Effective vs. tanks.

- Stealth: New general’s powers: Hijacker Ambush and Jamming Field. Panic power removed.

- GLA holes are not stealth anymore.

- Rebels get “Hold Fire” and “Fire at Will” buttons after Camouflage upgrade.

- Saboteur’s special disabling ability no longer destroys Nemesis.

- Propaganda Centers and Palaces are now always limited to 1 (independent of Tournament Mode).

- GLA Command Truck weapon upgrade removed.

- TOW Missiles no longer fire at infantry.

- Added reload indicator to Drone Controller. It allows the player to see reloading process and select targets to attack.

- Hedges don’t block units from firing over them anymore. They were very annoying in challenge vs. Laser and Cyber.

- You can now click through a SoccerStadiumField object. It was very inconvenient when you clicked on it when moving your units, because this selected the field instead.

- Seraph has different weapons.

- Added missing weapon recoil to many units (visual effect).

 

Graphics:

- New scorch marks.

- New water texture for tropical maps.

- Animals inserted in Contra. Added on popular maps.

- New textures for GLA buildings (in progress).

 

- Marauder 3D model and cameo were changed.

- Bomb Truck 3D model and cameo were changed.

- Scorpion and Scorpion II 3D models and cameos were changed.

- Zhu Rong 3D model and cameo were changed.

- Cyborg Commando 3D model and cameo were changed.

- Old Flamethrower cameo brought back with small changes.

- Scorpion Rockets upgrade cameo was changed.

- Stealth Angry Mob cameo was changed.

- Flame Battlemaster cameo was changed.

- Drone Controller cameo was changed.

- Laser ARV cameo was changed (made by Damfoos).

- Tank Hunter cameo was changed.

- Red Guard and Minigunner cameos edited.

- Fafnir used Seraph’s cameo. Fixed.

- Some cameos had incorrect coordinates. Fixed.

 

Audio:

- New voice set for Medic Droid.

- New explosion sounds for Bomb Trucks.

- New firing sounds for Huang Zhong (Manticore).

- New preview sounds for Colossus, Blackout Missile System and Grendel.

- New turning sounds for GLA Boss Canister Cannon and GLA Stealth ARML (Azarakhsh).

- Laser Defender: Replaced “Got my missile launcher right here!” voice with “Laser systems online.” and removed “Let me launch one, huh?” voice.

- Added one unused China soundtrack (part of our “New” music).

- All units and buildings with speaker towers play ambient sounds.

- Added ambient sounds for some animals.

- Adjusted the volume of some sounds.

 

Particle effects:

- New particle effects for Bomb Truck explosion.

- New particle effects for Oil Derrick explosion.

- Replaced Supply Drop Zone’s beacon effect with a better looking one.

- Testing new smoke effects. They can be seen mostly on Power Plants.

- Other WIP effects can be seen on big vehicles’ destruction and Juhziz’s Demo Bikers explosion.

 

Technical:

- Built-in localization fix. Users with non-English version of Generals should no longer have missing strings, images and voices. (Native voices conversion is still in progress. It is recommended to use Standard (English) voices in this version.)

 

Challenge mode:

- Brand new Challenge map: Infantry general.

- All: New music rotations.

- All: Super weapons and super units limited to 1 at a time. This prevents the player from spamming lots of SW and super units to win easily.

- Assault Challenge: Workers didn’t collect money with Mobile Supply Stashes. Fixed.

- Assault Challenge: AI did not build Scorpion Rockets upgrade. Fixed.

- Assault Challenge: AI did not garrison Palace. Fixed.

- Assault Challenge: Added Obstacles and more Tunnel Networks.

- Assault Challenge: Possible fix for Hijacker Bikers getting stuck.

- Assault Challenge: Added speech scripts to the AI. General Huchum will now speak.

- Demolition Challenge: Time between attacks delayed with 1 minute on Easy difficulty. Also, the AI attacks will consist of less units on Easy.

- Demolition Challenge: Command Center structure replaced with a Factory (making a total of 2 Factories). They will produce 2 Command Trucks.

- Stealth Challenge: Attacks consist of more enemies.

- Toxin Challenge: Defiler will activate if you have aircraft in its vicinity again, but this time it will ignore only Cargo Planes.

- Air Force Challenge: Added Communications Center. The AI will start Strategic Bombardment countdown as you gain higher ranks.

- Air Force Challenge: New Global Lightning settings.

- Cybernetic Challenge: Added speech scripts to the AI. General Ironhand will now speak.

- Cybernetic Challenge: Fixes to passable and impassable areas.

- Cybernetic Challenge: Some cybernetic units around the map were sleeping and never fought back. Fixed.

- Cybernetic Challenge: Changes to attack waves.

- Cybernetic Challenge: AI will now use Cylon Drop general’s power.

- Super Weapons Challenge: Replaced Web Defense Systems with Ion Defense Towers.

- Tank Challenge: Fixed strings, saying that Kwai is sending his Guan Yus on you, which appeared even after Guan Yus were destroyed.

- Tank Challenge: Added Overlord Headquarters building in his base.

- Nuke Challenge: Fixed challenge getting stuck on intro.

- Nuke Challenge: Yan Wang should now go aggressive.

 

AI (CPU bots):

- AI did not build War Factories in some occasions (very common with GLA Toxin and GLA Demo AIs). Fixed.

- Laser AI could sometimes run out of power when producing many units, but did not build more Power Plants. Fixed.

- Nuke AI will send units around buildings in order to compensate for the lack of defense structures.

- Flame AI built two airfields which were clipping with each other. Fixed. AI will no longer build more than one airfield.

- AI used interceptors to guard enemy inner perimeter even if there was no enemy aircraft, which usually resulted in sacrifice. Fixed.

- AI did not build some new units and buildings. Fixed.

- AI did not build some upgrades. Fixed.

 

World Builder content for mapmakers:

- Added Tech Obstacles (Tech > STRUCTURE > TechObstacle). Used to block paths. Hard to destroy. Uncapturable.

- Added Sequoia trees (Civilian > STRUCTURE > Sequoia). When they take enough damage, they fall like towers and destroy anything below them.

 

Maps:

- Tournament Desert: Fixed pathfinding issues when entering bunkers on flanks. Inspired by the famous mapper ReLaX.

- Freezing Rain (a remake of Tournament Desert): Fixed pathfinding, added Sequoia trees and Tech Field Bunkers. Made some visual improvements.

- Winter Wolf: Inserted Winter Wolf Balanced by ReLaX. Terrain is more flat, so it’s easier to construct buildings.

- Fallen Empire: Units could not pass through the far right entrance. Fixed.

- Fixed shores on North America. Amphibious units could not enter water.

 

Contra Launcher:

- New launcher design.

- Launcher was not compatible with Windows XP. Fixed.

- Launcher now saves and loads your preferences. For example, if you used Russian language setting last time, it will be selected automatically.

- Launcher is more compact. No batch files used. The nasty console window does not appear.

- Added minimize and exit buttons on the top right.

- You can drag the launcher window from anywhere.

- Multiplayer Info button added.


Edited by predator_bg, 08 December 2015 - 06:50 PM.


#757 predator_bg

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Posted 26 December 2016 - 03:23 PM

Contra 009 BETA 2 Changelog:

 
Fixed errors:
- Text fixes for English and Russian localization.
- Special powers such as Barracks Deployment and War Factory Deployment displayed “Cost:” yet they cost nothing. Fixed (cost string removed).
- CommandSet changes and fixes. Rearranged some buttons.
- Drop powers such as Comanche Drop, Stinger Drop, etc. caused mismatch when dropped on water. Fixed.
- Possible fix for Seraph mismatch.
- Some GLA units were speaking English when they should be speaking their native language (bug since 009 Beta). Fixed.
- Artillery units would sometimes get stuck while shooting and would not obey orders. Fixed.
- Cyber General’s Dominator missiles destroyed each other on ground impact when two or more Dominators fired on the same spot, resulting in less damage dealt to the target. Fixed.
- Assault General's Temple displayed “Elbrus Storm” countdown in the top right corner of the screen. Fixed. It now says “Hatf-III Missile”.
- GLA AI Supply Beacon damaged nearby allies. Fixed.
- There was leftover code of removed maps which caused crash when attempting to load them. Fixed.
- Guardian Droid TOW, Valanx TOW and Hazael AT cannon weapons dealt less damage to anti-air vehicles. Fixed.
- Tank General’s Huang Zhong (Manticore) had increased weapon range when force-fired. Fixed.
- Cyber General’s Builder Mech did not trigger Demo Traps and Nuclear Defense Sites. Fixed.
- Mosquitoes spawned from the ground. Fixed.
- Reinforcement general’s powers (Comanche Drop, Zipper Call, etc.) triggered land mines when used. Fixed.
- Infantry General’s Troop Crawlers did not use the proper death behaviour when they got destroyed by poison (wheels went flying). Fixed.
- Ion Defense Tower took longer to fire a shot in some cases (old Fire Base turret turn and pitch rate settings were left over). Fixed.
- Cyclone and SSM Site did not require Supply Center. Player could get in a case where he can’t build Ion Defense Towers, but build Cyclones and SSM Sites. Fixed.
- Flame General’s Thermite Shells upgrade button disappeared when Propaganda Center was upgraded with land mines. Fixed.
- Mobile Barracks (Artillery Caller): Artillery Barrage ability got reset by propaganda. Fixed.
- Demo Command Truck had a Demo Trap attached to its back after HE Bomb upgrade. Fixed.
- Demo Trap Group was stealth while being constructed unlike single Demo Trap. Fixed.
- Cockroach’s destroyed model did not appear when player used Suicide Now ability. Fixed.
- Karakourt did not have sounds when going in and out of stealth. Fixed.
- Players could target Palace for capture. Fixed.
- Improved Spy Satellite did not detect camouflaged infantry. Fixed.
- Drone Controller’s drones disappeared when sent directly toward a tall structure. Fixed.
- Group of Terrorist Bikers’ cost was not reduced by Oil Refinery. Fixed.
- GLA Airfield scaffolding used wrong texture. Fixed.
- Incendiary weapons automatically fired at fuel pools. Fixed.
- Nuke General’s White Dragon plane automatically returned to airfield and kept a parking space when airborne. It was very inconvenient because White Dragon rearms in the air. Fixed.
- Thors and Angry Mob could target units they couldn’t attack (for ex. Demo Traps). Fixed.
- Battle Bunker was still available for purchase after upgrading Immolator with Dragon Tail. Fixed.
- Tuna fish, Butterflies and Fireflies blocked units’ way. Fixed.
- Suan Ni Gattling Cannons did not benefit from Chain Guns upgrade. Fixed.
- Raven anti-air missiles did not benefit from Laser Guidance upgrade. Fixed.
- Sparrowhawk was not affected by Countermeasures upgrade. Fixed.
- Game crashed when a Fake Command Truck was built. Fixed. There was leftover code from Command Truck weapon.
- Demo General’s Saboteur and Saboteur Biker disabler ability was available the other way around (Biker had it, but Saboteur on foot didn’t). Fixed. 
- Jarmen Kell had problems with targeting infantry. You had to manually target each soldier. Fixed.
- Nuke Carpet Bomb decal got downsized after confirming target. Fixed.
- Infantry General’s Artillery Training did not affect Artillery Troop Crawler. Fixed.
- Security Systems did not trigger a blood effect on the infantry attacked by them. Fixed.
- Katyusha, Luna, Spider Tank, Dominator and USA Boss Tomahawk did not spawn salvage crates. Fixed.
- Troop Crawlers, Militia Tank, UN Soldier and UN Humvee could shoot through buildings without line of sight. Fixed.
- Civilian PT Boat gunner did not use correct bone. It appeared at the object origin instead. Fixed.
- Battle Fortress and Zhu Rong geometries did not match their physical size. Fixed.
- GLA Cargo Train’s wagons got destroyed as soon as the train started moving. Fixed.
- Selfdestruct could not be used by China Boss Supply Center. Fixed.
- Walking bears used wrong animation. Fixed.
 
Balance changes:
- Air Force: Coyote cost and build time increased.
- Air Force: Pave Low damage type changed. Less effective vs. units, even less effective vs. AA units.
- Air Force: Valanx comes with TOW by default.
- Super Weapons: Ion Defense Tower now has a 1-second pre-attack delay and slower recharge.
- Super Weapons: Grendel damage decreased.
- Super Weapons: Saturn moving speed increased.
- Super Weapons: Thor missile damage increased.
- Super Weapons: Valanx comes with TOW by default.
- Laser: Paladin damage increased, health decreased.
- Laser: Valanx comes with Blue Lasers by default.
- Cyber: Nemesis armor resistance to AA decreased.
- Cyber: Raven cost and build time decreased.
- Cyber: Mosquito Paradrop spawns one less mosquito at each level. Mosquitoes have less health.
- Cyber: Terminator health increased.
- Cyber: Cylon health decreased.
- Tank: ECM Tank does not disable vehicles by default. Ability comes with upgrade at rank 3.
- Infantry: Some Troop Crawlers have less transport slots.
- Infantry: AT and MG Troop Crawlers cost slightly less.
- Infantry: Artillery Troop Crawler armor slightly decreased.
- Infantry: Minigunners have more range against aircraft.
- Infantry: Dragon Tank damage increased.
- All GLA: Command Trucks limited to 1 at a time.
- All GLA: Toxin Tractor damage and range increased.
- All GLA: Rebel Ambush spawns less soldiers.
- All GLA Tunnels hold more units, but no longer have weapons. They are built faster, cost less and have more vision range.
- Stealth: Elbrus Launcher countdown decreased to 1 minute (was 3).
- Stealth: Hijacker Ambush spawns 3 Hijackers (was 2).
- Assault: Marauder cost increased.
- Toxin: Pollution powers’ countdowns decreased.
- Toxin: Silicon Clouds weakened.
And many other adjustments…
 
General's powers changes:
- Air Force: Removed Pilot Training, Helicopter Training and Shockwave Bomb powers.
- Air Force: Fighter Training affects Comanche as well.
- Air Force: Bomber Training affects Chimera and Pave Low as well.
- Air Force: New power: SEAL Drop. Three Black Hawks deliver nine SEALs at a target area. SEALs are armed with grenade launchers. Effective vs. all ground targets. Stealth when standing still.
- Laser: New power: Lasers Training. All laser units are built as veterans.
- Super Weapons: Zone Capture power separated into 4 powers. R1: 1 Patriot; R2: 1 Patriot and 1 Grendel; R3: 2 Patriots and 2 Grendels; R4: 2 Patriots, 2 Grendels and 1 Ion Defense System.
- Super Weapons: Removed A-10 Thunderbolt Missile Strike powers.
- Nuke: Emergency Repair 1 available at rank 1.
- Flame: Artillery Training removed.
- Flame: New power: Flame Mixtures Training at rank 1. Affects flame firing units.
- Infantry: Hacker Training removed.
- Infantry: Infantry Training affects Hackers and Lotus too.
- Demo: Demo Trap Deployment and Cluster Mine Deployment both split into 3 powers.
- Demo: New power: AA Mine Deployment. Requires AT Mine Deployment.
 
Other changes:
- Players can now rank up to rank 6. In case players play for hours and game gets boring, they get a good opportunity to make the game less boring and possibly end the game. 6th rank grants 3 science points, but requires a lot of experience to reach.
- China Field Engineers, Earth Shakers, GLA Katyushas and USA Drone Controllers now have a “Hold Fire” option.
- Added “Fire at Will” and “Hold Fire” to terrorists so that the player can stop them from attacking aggressively (they auto-acquire targets).
- Added reload indicators to Artillery and Grenade Troop Crawlers.
- Aircraft missiles (F-18 Hornet, Thor, Comanche) can now damage Obstacles.
- Cyber General’s Lancers have their guns pointed up by default.
- Laser units gain more powerful lasers as they rank up.
- Blue laser turret removed from Paladin.
- Zhu Rong has a new weapon replacing the old one.
- Stealth and Assault have been given the Quad, AT and Artillery Defense Sites. Stinger Sites removed.
- Assault: Demolisher (Attack Dozer) cannot attack moving units anymore.
- Toxin Tractor added to Demo General.
- Gun Buggy passengers can no longer fire from inside.
- Changed how Burton lightsaber works. You can’t switch between rifle and lightsaber. Instead, you only have a button for lightsaber. Player needs to click on it and select an enemy target to attack (like the way Knife worked in ZH). This prevents Burton from attacking enemies from long distance once he gets to swing once (when targets had a lot of health and didn’t die from one swing like Overlords and super units). He now has to move next to the enemy target each time he swings.
- Infantry cannot fire from inside Valanx now.
- Saturn can now fire over buildings.
- Flame: Fuel Truck moved from Command Center to War Factory.
- Demo: Mad Mob (Suicide Squad) removed.
- Tank General’s Black Lotus can now use Vehicle Hack (disabling ability).
- Colonel Burtons can now swim.
- Terminator can crush infantry. Physical size increased.
- Returned experience given when a player destroys a worker/dozer or a supply collector. However, they don’t give much experience.
- Radar Van Disintegrator ability removed (destroyed fake units around).
- Scorpion rockets do not attack infantry anymore.
- Returned Death Hand with its original stats. Changes to it may come in the future.
- Returned default Strategy Center cannon for all generals.
- GLA Spies upgrade changed. It now appears as a shortcut icon on the screen. Each time it is activated, Supply Centers on the map get revealed for a short amount of time. Players have to wait for the countdown until they can use it again. This change fixes the problem where Supply Centers constructed after the upgrade research did not get revealed.
- Command Centers can now use “Selfdestruct” ability. Helps players fix a glitch in-game where players could not use general’s powers caused by having multiple Command Centers or change the location of the Command Center without having to manually destroy it with units.
- F-35 armament revised. Fires 5 high-explosive missiles which have a large spread. Effective vs. all ground targets.
- White Dragon armament revised. Fires nuclear bullets and nuclear missiles now. Still reloads in the air.
 
New units, buildings, upgrades and abilities:
- New trap for Toxin General: Chemical Pump. Spills toxins and acids. Gains self-protection (from acids) after Neutralizers upgrade. Replaces Demo Traps.
- New defense structures for Cyber: Gatling Defense System and Missile Defense System. They replace Pop-up Patriots.
- New unit for Cyber: Cybernetic Dog. Strong but pricey early game unit. Kills infantry with one bite. Resistant vs. infantry fire, but very vulnerable to anti-tank weapons.
- Cyber Spider-class units replaced with Angel-class units – Uriel, Remiel and Hadriel.
- Laser Avenger is a brand new AA unit. It has better armor by default, and also benefits from Composite Armor upgrade. New 3D model.
- New power plant for Super Weapons: Ion Plant. Supplies less power, but takes less time to build.
- New unit for Super Weapons: Centurion tank. Moves on ground and water. Receives damage bonus from nearby Ion Plants. Available at rank 1. Unlockable via the general’s powers menu.
- New unit for Demolition: Ratel. Available at rank 3. Can suicide. Can transport 6 infantry.
- New unit for Stealth: Ratel II. Available at rank 3. Can transport 4 infantry.
- New upgrade for Tank: Tank Armor. Available at rank 3. Affects tier 1 tanks.
- New upgrade for Super Weapons: Advanced Energy Capacitors. Increases Centurion’s damage, but consumes energy.
- New ability for Jarmen Kell: Sandstorm.
- New ability for Black Lotus: Hologram.
 
Graphics:
- Some scorch marks were edited.
- Seismic explosions now leave cracked ground scorch marks only, not random ones which included craters too.
- Area jamming effect was made more transparent.
- Tropical water texture reverted back to previous one.
- Laser Crusader texture improved.
- Flame Tower snow and damaged snow textures improved.
- New textures for vanilla GLA buildings completed.
- Temple 3D model edited, new cameo and new textures.
- Nemesis lost texture quality in the distance. Fixed.
- New decal for Comanche Drop.
- New decal for Satellite Hack 3 and Data Upload.
- Battle Mechanic drone cameo was changed.
- Robo Raptor cameo was changed.
- Improved some unit training cameos.
- New cameo for Inflammable Acids upgrade.
 
Audio:
- Jamming Field special power now uses proper initiate sound.
- GLA_11 music track (from the new music pack) removed. It was insulting to some people’s religion.
- Burning infantry sounds limited to 3 at a time on screen and volume slightly decreased.
- Propaganda ambient sounds removed from propaganda buildings, units and unit addons.
- Bears now have death sounds.
- Wyvern no longer plays Raptor death voices. Wyvern death voices added.
- New ambient sounds for hovering units.
 
Particle Effects:
- Adjusted blue fire ring color.
- Flamethrower fire ring size decreased to match the actual damage radius.
- A-100 MLRS missiles didn’t have a flame exhaust. Added.
- Some units upgraded with Black Napalm left yellow fire rings instead of blue ones. Fixed.
- Optimized some particles.
 
Challenge mode:
- Players can now change the game speed using a shortcut button on the right side of the screen.
- Brand new Challenge maps: Flame and Demolition.
- Some AI opponents did not build super units. Fixed.
- Air Force Challenge: Potential crash fix.
- Air Force Challenge: Fixed units going under bridge.
- Super Weapons Challenge: Added a bridge to her base.
- Nuke Challenge: Fixed challenge getting stuck on intro. This time for real.
- Infantry: Added rocky terrain to water areas.
 
AI (CPU bots):
- AI players often didn’t capture Tech buildings inside base perimeter. Fixed.
- Tank General does not have a Carpet Bomb special power, but AI used it. Fixed.
- AI did not use some powers. Fixed.
- Laser AI almost never attacks. Units were stuck in base. Fixed.
- Changed the placement angle of some buildings.
- Updated AI to use new units, buildings, upgrades and special powers.
 
Maps:
- New map: Sequoia Forest (2v2) - Huge destructible trees in the center of the map.
- New map: Operation Dry Storm (2v2) - Neutral units around the map.
- New map: Operation Hot Oasis (2v2) - Neutral units around the map.
- New map: Iron Fist (2v2) - Two small neutral USA Boss bases and a hostile USA Boss base in the middle. Some neutral units as well.
- New map: Railed Woods (2v2) - Three capturable trains on the map.
- New map: Tournament Island Storm (2v2) - Visual remake of Tournament Island.
- New map: Lagoon (1v1).
- New map: Melting Snow (1v1).
- Oak Valley: Added more supplies and fixed impassable areas on random places.
- Winter Wolf: Added two Sequoia trees in the middle area.
- A Tale of Two Generals map removed. It was badly designed.
 
Contra Launcher:
- Fixed some unhandled exceptions preventing the launcher from starting Contra.
- Error message box will now display the exact error reason.
- Added a button which leads to Contra’s official Discord chat.





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