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--Out Dated-- Change Log for v0.75 to v1.0


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#1 Pendaelose

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Posted 09 July 2010 - 07:56 PM

Changes so far for the in-development version.

I'm currently working on Laser general at full steam, I've posted some screenies in the Laser General topic in the change log sub-forum. I'm not going to include Laser general changes in this list as they are numerous. Changes to already *finished* generals and bug fixes will be listed here.

Fixed crash when clicking on Demo GLA tunnel network
VTOL Optimization no longer takes up a landing slot.
Chem GLA Marauder no longer disappears from the build list when you choose a tech tree.
Removed Build limit on USA Radar truck
Stealth General Fake buildings have been fully removed.

Early game infantry rushes are getting nerfed. Several infantry specific changes are being made, as well as improved anti-infantry options for all generals.

Creator's edited Gamedata.ini has been included to improve network stability and reduce mis-match errors.

The infantry rush balance changes are done.

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All infantry take more damage from explosion weapon types.
Basic artillery units for all generals now do less damage but more splash.
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--> Artillery are much more effective vs infantry but slightly weaker vs tanks.


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Single Infantry build times returned to ZH standard (up 400%), costs remain Remix standard.
Early game squads build in 60% of the time PER TROOP. (ie: 1 ranger in 6 seconds, or 5 rangers in 18 seconds)
All Squads require Escalation 1
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--> Single infantry build slow, squads build fast. Squads require Escalation1 to prevent mob rushing.


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Infantry General's Basic infantry still build in half the time of other faction's basic infantry.
Infantry General's Elite infantry build times went up only 50% (instead of 400%).
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--> Infantry general's troops take longer to build than in the previous version, but are significantly shorter than other generals.
--> Elite infantry are now much more practical in the late game compared to standard troops.



Additional anti-infantry balance changes.

Spider mines are now highly resistant to infantry missiles and small_arms. They are better suited for anti-infantry now.

Gun Drones damage increased dramatically. They should now mow down infantry.

Dragon tanks, 25% increase range and 200% increase splash area. More effective vs hordes.

Stealth Generals 50cal sites, 50% faster fire and 25% longer range.


Other changes,

Stealth stinger sites, anti-tank missiles now do 25% more damage and have damage type changed to armor piercing.

Stealth GLA monuments will no longer spawn angry mobs

Skynet will now launch drones to defend itself.


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Dozers will have a "Defenses" Command set where all defenses will be displayed.
Modular defenses will be split up into separate defenses built from the Defenses command set.
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--> This will reduce the number of "clicks" needed to build a defense line.


bug fixes:

Black Squadron Upgrade no longer takes up a spot on the airfield.
F106 now has correct icon.
Slth GLA scud launcher (mobile) has been removed to fix issues with the stationary launcher.
Tien Mu now limited to 1 during T-Mode games.
Tomahawk Launchers now have correct guard radius

Stealth General Purchased powers now build faster and cost less.

AirForce General B-1 Lancer now starts with Half the Payload. After Escalation 2 it can be upgraded for "Extended Bays" at the Air control Tower.

Cobra Heli now lines up on the target before firing it's guns.

All upgrades now correctly show the "upgrade" colored border on the button, this includes escalation levels.

GLA no longer suffer "low power" build speed penalties.

Max particle caps have been raised (will test for performance and stability impact).
--> will prevent fire or acid from disappearing while they are still active. I hate driving into a poison field because it wasn't visible.


All non-map resources are now limited build and equal to each other. At max capacity you can produce 30 resources per second from your supply centers.

Supply Drop Zones limited to 3, cost reduced to 1100, no power required.

Black Markets limited to 3, cost reduced to 1100

Internet Centers are limited to 1.
Hackers are unlimited, but can only hack inside an internet center.
Single Hackers have reduced cost to 100, 5 second build time, and can be built without an internet center
Hacker X8 teams build in 20 seconds for 8, but require an internet center.

Chemical Exports, Cash Bounties, War on Terror Funding, Oil Exports, etc are now much more valuable because they can greatly raise your non-map income.

Supply Docks now have near unlimited money, they should never run out during a "normal" game round.

Irradiator range has been slightly improved to let it kill missile troops.
Irradiator range with Irradiator upgrade has been improved slightly more than the improvement above.

The original Iron Dragon (circa: Contra 0.2) has been removed from all China factions.

Fixed an exploit that could allow certain factions to harvest at 6 times normal speed, no I will not describe it here :sleep:

Nuke General Tech Lab now has correct portrait when selected.

Contra 08 "YenWang" has been adapted as a replacement for the Flame General's Iron fist. It has Flame, TBM, and Thermite missiles on a player toggle. It is treated as a Hero unit, build limit 1.

SupW General has a new Rank 1 General's power. "Emergency Systems".

When used it will give 60 seconds of backup power and radar to keep your base running even if you have lost all your power plants. It will have a long recharge window.


The effort to remove all modular defenses and replace them with a "Defense Menu" on dozers is going well. I've completed USA and China. I expect to have GLA complete by COB today.


I'm also making some changes to Infantry General's heavy base defenses, this is a work in progress, but will be included next release.

Infantry generals SRM and Cluster mine defenses have been removed.

The Artillery Spotter base defense now requires the Artillery Relay at the Relay center.

The Heavy AA defense will be replaced with a unique AA defense structure, design pending. The old model was ugly, and with the old Tank general Manticor being replaced I think it's time for this model to go with it.

A new Heavy cluster Mine defense is being added. It will function much like the old one, but will create larger mine fields at longer range. It requires the Cluster Mine Relay at the Relay center.

The Infantry Drop Zone is being grouped with the defenses. It requires the Infantry Drop Relay at the Relay center.

The Neutron Mines upgrade now requires the Cluster Mine Relay.

All generals have their Purchased powers and General's powers selectors consolidated. The purchased powers button is hidden, but still in the code, so if a general ever NEEDS it again it can come back quickly.

I've finished putting all base defenses on a defenses command bar for dozers.

the SupW SDI cannon now has a "quick select" button on the side bar. This is useful for quickly changing to Ballistic Overwatch during Nuke attacks etc.

Flame China TBM Upgrade now costs much more and takes much longer to research.

YanWang is built at Tech2 with only Flame missiles. The Thermite Rank1 power unlocks the Thermite Missiles. TBM upgrade unlocks TBM missiles.

The blast delay on most TBM warheads have been greatly reduced. The smaller the warhead the faster it detonates.

Just a heads up for everyone. I know I haven't posted much this month, but there has been progress and activity in the staff section.

The sell button has been returned to BASE DEFENSES. This should help with power management and moving front lines. They will not return money though.

Laser General's Physics Lab has been touched up with additional tech lab add-ons and it now properly fits it's base area.

Shield Tech has been added to laser general's tech choices. (it had been dropped from the list, but has made a comeback.)

Stealth General black market powers have had their build time further reduced to compensate for the build limit on black markets.

Infantry General now has The Heavy Cluster Mortar. It comes in both a unit and defense version and requires the cluster mine relay tech tree.

Dark skies Fogger Zeppelin no longer requires the Rank 5 unlock. "Chemical Delivery" description updated to include both Toxin and Acid tech trees.

Mithral AA Anti-Air range now as long as Avenger AA range. Mithral Anti-missile range is unchanged.

Updated all Faction Descriptions.

Renamed Laser General to Research General (not exciting, but very accurate)

Super Weapon General's F117 and F14 bombs now receive EMP and emitter upgrades

Edited by Pendaelose, 14 July 2011 - 07:54 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 Guest_Infinity_Division_*

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Posted 08 August 2010 - 10:44 AM

Don't forget about Assault AA site range, it's very short and neary impossible to shoot at any aircrafts if they're don't pass over it.

#3 FlyingDeath

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Posted 30 November 2010 - 05:27 PM

Early game infantry rushes are getting nerfed. Several infantry specific changes are being made, as well as improved anti-infantry options for all generals.

mhh.... somehow this sounds good, but.... what about Infantry? If ALL Generals can Counter Infantry Early, he looses nearly ALL off his opportunities... perhaps he should get MORE Upgrades for his Infantry,(Like Uncrushable, 20% MORE Poison/Flame/Nuke Resistant) course in Lategame, his Infantry is too weak, and if you PUSH all gens with anty-Infantry, he is LOST....

Creator's edited Gamedata.ini has been included to improve network stability and reduce mis-match errors.

dont, know if it works, but i were QUITE PLEASED if it reduces the Errors... xD

anyway, keep up the good Work....

So long:
FlyingDeath

#4 Jester22

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Posted 30 November 2010 - 06:20 PM

Infantry rushes are used that often in PvP? And a network error reduction sounds kick ass.
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#5 Pendaelose

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Posted 30 November 2010 - 07:35 PM

Early game infantry rushes are getting nerfed. Several infantry specific changes are being made, as well as improved anti-infantry options for all generals.

mhh.... somehow this sounds good, but.... what about Infantry? If ALL Generals can Counter Infantry Early, he looses nearly ALL off his opportunities... perhaps he should get MORE Upgrades for his Infantry,(Like Uncrushable, 20% MORE Poison/Flame/Nuke Resistant) course in Lategame, his Infantry is too weak, and if you PUSH all gens with anty-Infantry, he is LOST....


Infa Gens rush infantry will be nerfed, but his existing upgrades will bring them back up to his current standard. His elite infantry aren't changing. By T1 he'll be back to the same place he was before.

Infantry rushes are used that often in PvP? And a network error reduction sounds kick ass.


Yeah, the more competitive the round the worse the infantry rush. now, I still like cheap and easily accessible infantry. I'm just making it impractical to mass them in large numbers in the early game (T0), and making them less effective in the mid game (T1). An infantry hoard is already pretty vulnerable by T2.

Infantry need to be valuable, but they also need to be kept on-par with other options. Right now the best anti-infantry is an infantry horde.
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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.


#6 phenom1989

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Posted 08 December 2010 - 08:08 PM

sweet changes! can't wait to see more :thumbsupsmiley:
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#7 Guest_Guest_*

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Posted 15 December 2010 - 02:56 AM

Thanks Pend.... Is this updates uploaded already? :sleep:)

#8 Pendaelose

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Posted 15 December 2010 - 05:10 AM

Thanks Pend.... Is this updates uploaded already? :sleep:)


no, this is the one I'm currently working on. The next release will include all of these changes.
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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.


#9 phenom1989

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Posted 18 December 2010 - 10:34 AM

wow that's fast man good changes, nice work
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#10 MasterZH

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Posted 20 December 2010 - 08:10 PM

All generals have their Purchased powers and General's powers selectors consolidated. The purchased powers button is hidden, but still in the code, so if a general ever NEEDS it again it can come back quickly.

I've finished putting all base defenses on a defenses command bar for dozers.

the SupW SDI cannon now has a "quick select" button on the side bar. This is useful for quickly changing to Ballistic Overwatch during Nuke attacks etc.

Sounds cool and useful.

#11 Pendaelose

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Posted 22 February 2011 - 06:57 PM

I've made good progress this week, enough that I've released an internal test version for the team. It's not finished yet, and I still have to add AI, but it is working it's way along. It shouldn't be too much longer until I can start AI, then it should be a quick finish
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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.


#12 MasterZH

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Posted 25 February 2011 - 07:41 PM

Stealth General black market powers have had their build time further reduced to compensate for the build limit on black markets.

Infantry General now has The Heavy Cluster Mortar. It comes in both a unit and defense version and requires the cluster mine relay tech tree.

Dark skies Fogger Zeppelin no longer requires the Rank 5 unlock. "Chemical Delivery" description updated to include both Toxin and Acid tech trees.

Mithral AA Anti-Air range now as long as Avenger AA range. Mithral Anti-missile range is unchanged.

Updated all Faction Descriptions.

Renamed Laser General to Research General (not exciting, but very accurate)

Super Weapon General's F117 and F14 bombs now receive EMP and emitter upgrades

Research General? :) Yea i understand the idea anyway :)

#13 Pendaelose

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Posted 25 February 2011 - 07:51 PM

It's not an exciting name, but if you look at the names of the existing generals it fits extremely well and get right to the point. If you play the new version you'll see that he really really is the Research general. He has 8 tech trees and several of those trees have their own branches.

not counting any offensive powers or superweapons...

Satellite tree has 3 sub-tech trees
Gravity tech has 1 unlock
Particle tech has 1 unlock
Shield tech has 2 upgrades and 1 unlock
Ion Tech has 1 unlock
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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.


#14 Striker26

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Posted 26 February 2011 - 08:10 PM

Great work Pend, I always enjoy the ability to pick my own style of play. The combinations are very diverse.

#15 SpardaSon21

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Posted 26 February 2011 - 11:19 PM

For Research General, perhaps Advanced Sciences General, Energy Weapons General, or Future Tech General would be a better name?

Edited by SpardaSon21, 26 February 2011 - 11:20 PM.


#16 Guest_Vince_*

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Posted 28 February 2011 - 06:03 PM

I'd also like an other name. No offence but research general sounds a bit lame. I like Advanced Sciences General like Sparda proposes. I do like all the rest you did.

#17 Pendaelose

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Posted 28 February 2011 - 06:43 PM

I know the new name isn't exciting, and I didn't expect it to be hugely popular at first, but I'll mull it over for a few days... but keep in mind I'm trying to fit within the current theme...

"Tank General" isn't called "Advanced Armor Divisions General" or even "Heavy Tank General". He's just "Tank General" a short, simple name.
"Stealth General" isn't called "A-Symmetrical Warfare General" or "Infiltrated Deployment General"
"Infantry General" isn't even called "Elite Infantry General", though you would think that's simple enough.
we don't even have "Nuclear Weapons General", we have "Nuke General"

Lord forbid we try to over describe some of the others in their name...
"Long Range deployment of Weapons of Mass Destruction from an Entrenched position General"

The current names have the same style... one word. Wrap up the essence of the general in a SINGLE* word. I want to stick to the old theme, so he wouldn't be "Advanced Sciences General". He would just be "Science General"... a name I seriously considered btw. Instead I chose "Research General" because I felt the word research had more meaning than just "Science". "Research" is both a Verb and a Noun and carries many more subtle meanings.

*Before anyone is a smart ass about it... "Air Force" is a compound word, yes, I know theres a space, that doesn't change it's a compound word and technically one word made from two... English is terribly confusing stuff.
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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.


#18 Jester22

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Posted 01 March 2011 - 12:29 AM

NexTech Gen (fusing Next Technology)
X-Tech Gen
Tech Gen
R&D Gen

If I think of more I'll post them. Sorry I've been posting and browsing under "anonymous" and "guest" after you have said you want a community effort, I just recently remembered which email I had my account attached to. Anyhow, been playing the mod quite a bit lately and looking forward to playing with the new stuff ASAP. Is there any generals you'd like the community to focus on in particular, or maybe a specific gen you'd like us to command/fight to see certain balance issues you're looking at? Of course, looking at all the new changelog info it might be obsolete without another beta release. >_<
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#19 olli

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Posted 01 March 2011 - 01:26 PM

Lord forbid we try to over describe some of the others in their name...
"Long Range deployment of Weapons of Mass Destruction from an Entrenched position General"


Ooo! Ooo! Pick me! Is it Superweapon General?

I want ago... Who can guess this one?

"Mass delivery of noxious substances hazardous to environmental ecosystem and biological organisms through deployment of human means and ballistic projectiles General"

... English is terribly confusing stuff.


One of the hardest languages for foreigners to learn because of its over complex rules, and many irregularities, old English spellings, and complex grammar rules (that can COMPLETELY change the meaning of a sentence if grammar rules aren't followed...sometimes for the worst) and its many homophones... Deer and Dear for example. Also the words that are spelt the same, but are said differently depending on what tense and context... I read the book... I read the book. Exactly the same on paper, but when reading or speaking it, they can mean completely different things and rely heavily on preceding context.

Someone who has never spoken a word of English finds it hard to get their head around this stuff... Oh and actually that's another thing; our plethora of idioms that won’t make sense when translated and some can actually be perceived literally. Lot of foreigners trying to learn English don't get them
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#20 Pendaelose

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Posted 01 March 2011 - 04:43 PM

Is there any generals you'd like the community to focus on in particular, or maybe a specific gen you'd like us to command/fight to see certain balance issues you're looking at? Of course, looking at all the new changelog info it might be obsolete without another beta release. >_<


I'll be releasing a "test" version in the not to distant future. It's not thing finished version, but I can get the old Laser general replaced and the new balance changes out to the public. Once that's done theres a lot of room for balance discussion while I work on AI.
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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.





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