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Change Log for v0.72 to v.075


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#1 Pendaelose

Pendaelose

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Posted 25 June 2010 - 07:56 AM

I've just released a bug fix version with all of these changes. I'm closing the topic but leaving the list available on the pinned topic for a short while.

Fixes and Balancing since the Beta.072 release so far:

Small Drone units for Micro can no longer build drones of their own. This was exploitable in PvP.

Stealth Monument now has stealth, but has a longer reload, 90 seconds.

All Tier1 and Tier2 tech buildings have the same build times for all generals. Assault is the exception. He can hit T2 20 seconds sooner, but but reaches Tier3 30 seconds late. This is because he upgrades one structure instead of building a new one each time.

Cobra Tank, I deleted the camo netting entirely, so it shouldn't display when dead.

Cybr Reserve Strategy Center now uses correct command sets after toggling a strategy.

Cybr Mech Factory now has proper build time for a tech center.

Removed SharedTimer from Stealth Missile Silos. They now have independent timers with correct behavior.

Edited by Pendaelose, 29 June 2010 - 08:52 PM.

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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.


#2 Pendaelose

Pendaelose

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Posted 26 June 2010 - 10:25 AM

Cybr Strategic Reserve command sets and buttons fixed

Fixed Game crash when changing Strategies while SpiderWeb is built.

Fixed Cybr Macro builder command sets when changing to/from drone command set.

Fixed Aslt Oil Refinery game crash.

AirF A10's now fly "Low and Slow" all the time and drop their payload faster. They will now always make 1 pass only, unless their target dies before they unload fully.

AirF A10's no longer have the "Guard Air" command.

Assault's MLRS trailer now has the same build requirements as the defense site.

Strategic Reserve centers no long grant the wide vision radius of a real Strat center with Search and Destroy.

AirF C27 Spartan now has correct description and tooltip

Demo and Aslt Biker lists now match their infantry choices correctly. Build times and costs of Bikers have also been corrected.

Chemical exports upgrade moved from "Powers Selector" to Black Market to fix band-select problem on dozers near the command center.



**************************
As I mentioned in the Bugs topic, I'll release by the end of the week. I want a few more bug reports so I can include as much as possible.

Edited by Pendaelose, 26 June 2010 - 12:12 PM.

Posted Image
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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.


#3 Pendaelose

Pendaelose

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Posted 29 June 2010 - 12:53 PM

Assault GLA super Cannons now create GLA hole when destroyed

Demo GLA Bomber, Interceptor, and suicide plane tooltips and mouseovers fixed

Removed excess "subtlety upgrade" from Demo command truck. It is now at the palace only.

Demo Suicide plane behavior fixed. it now attacks and dies correctly.

Leonidas Mech no longer shoots while being built, no longer shakes, and the main cannon has been rebalanced with shorter range (still long, but not super) and less splash radius (still large, but not super)

All ground units (except walkers and infantry) can now move backwards

Laser General Artillery units now have less shroud clearing

AirF B4 icon fixed.

AirF LongBow guided missiles upgrade will no longer say "Air Field full"

Infantry General Dragon troop uses correct flame thrower

Infantry General Officers grant frenzy less often, but it lasts longer. This will reduce the impact on mini-gunners

All advanced dozers can build power plants.

Fixed labels for Su47 R&D buttons

added Mouse over for SU47 black

SU47 Black now drops missiles faster and in a more narrow field of fire, they should hit more consistently now.

Heavy command tank *should* no longer have accelerated animations after combat.

Laser General super tank treads should no longer bounce.

AirF Designator base defense has corrected tooltip, name, and mouse over. The Air strike is determined by your escalation level.

Stealth GLA purchased powers prices cut in half.

Tank general ECM Uplink (and all other Subdual_Unresistable damage sources) should no longer play a damage FX on structures

Chimera tanks, health Raised and cost lowered.

All ground units now include "AirborneTargetingHieght" to prevent ground weapons from targeting them while parachuting or blasted into the air by a large shockwave.

Edited by Pendaelose, 29 June 2010 - 03:39 PM.

Posted Image
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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.


#4 Pendaelose

Pendaelose

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Posted 29 June 2010 - 04:02 PM

Several people have told me the edited GameData.ini I posted worked for their lag issues. I'm including it in the next release. 99% of the time it works great, but with "DrawEntireTerrain" turned off on certain maps the terrain on the edges of the camera view have no texture. This is why it was turned on, though it seams to be unforgiving on some systems. I will see if I can find a compromise that keeps the high camera height without needing the entire terrain drawn.
Posted Image
Posted Image

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.





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