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Contra 008 Progress


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#141 Guest_wilson_*

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Posted 05 August 2011 - 12:37 PM

1 month already since last update, any new progress?

#142 lil tasman

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Posted 05 August 2011 - 01:11 PM

Updated. Nothing much though.
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#143 Guest_Valherran_*

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Posted 06 August 2011 - 06:36 AM

I am hoping that the MOD comes with a feature in the lobby menu that says "No Super Weapons".

#144 Casojin

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Posted 06 August 2011 - 07:47 AM

I am hoping that the MOD comes with a feature in the lobby menu that says "No Super Weapons".

Why would you want such thing? SWG and Nuke would be crippled with this option.
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#145 Guest_Valherran_*

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Posted 06 August 2011 - 07:45 PM

No faction or player should have to rely on the use of a Super Weapon. Plus they are too damn annoying to be disabled/enabled on your free will.

#146 ApOcOlYpS

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Posted 06 August 2011 - 11:51 PM

No faction or player should have to rely on the use of a Super Weapon.


It's a play style. Why shouldn't it be allowed? I used to think the same, but now enjoy the threat that superweapons provide. And since they require a general to be a 3 or 5 star for anything significant it wont show up immediately.

#147 Casojin

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Posted 08 August 2011 - 02:33 AM

No faction or player should have to rely on the use of a Super Weapon. Plus they are too damn annoying to be disabled/enabled on your free will.

Superweapons allow varieties of strategies and tactics to be implemented. Building a SW with cause different effect in each game. Original ZH gives the SW limit option so that turtle player cannot spam SW and stay within their base waiting for total annihilation of his enemy by using the SW. Contra expands that option to include Superunits and strategic structure (CC & Tech Center).

Due to limitation of the source code, only one limitation option is available (currently it is used as Tournament mode in Contra).

Also, ZH is designed to include SW in player strategy.
- In normal game, it's the turtle breaking weapon.
- In FFA, it's a trouble magnet.
- In team game, it's a strategic asset.

If you dislike SW, there are two options for you that I could think of.
1. Design & create your own mod
2. Create specialized map with scripts that would disable SW
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#148 Guest_Sam_*

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Posted 08 August 2011 - 08:30 PM

It's looking awesome guys, nice progress =]

#149 Guest_BG_Guest_*

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Posted 12 August 2011 - 03:55 AM

Keep up the work, guys! I can't wait for the release of contra 008! I hope that the game will have BG mod!

#150 predator_bg

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Posted 12 August 2011 - 07:42 AM

What do you mean by BG mod? Bulgarian mod?

#151 Guest_BG_*

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Posted 12 August 2011 - 12:30 PM

What do you mean by BG mod? Bulgarian mod?

Yes. How is the process?

#152 Guest_BG_*

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Posted 12 August 2011 - 07:48 PM

What do you mean by BG mod? Bulgarian mod?

Yes. How is the process?


Sorry, how is the progress*?

#153 predator_bg

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Posted 13 August 2011 - 07:25 AM

There is a mod called The End of Days made by a Bulgarian, and I am translating ZH to Bulgarian but it's put on hold right now. Check for them on www.moddb.com. This topic is about Contra 008's Progress, so let's stop spamming. PM me next time.

#154 Guest_BG_*

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Posted 13 August 2011 - 08:26 AM

This topic is about Contra 008's Progress, so let's stop spamming. PM me next time.


OK.

#155 Guest_Valherran_*

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Posted 13 August 2011 - 07:54 PM

I have a question, was the AI in this MOD completely done from scratch? If so, did you find the problem with that stupid frame rate drop the game magicaly puts on it's self when the AI builds a large base? In every MOD I have played for Zero Hour, this is the only one that doesn't do that. If you found the problem, PLEASE pass it on to the other modders so we no longer have to deal with that shit... lol

#156 Guest_MarcelLovesContra_*

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Posted 19 August 2011 - 07:44 PM

I like this mod :D:D I love nuke/Infantry or Airforce :D

#157 lil tasman

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Posted 19 August 2011 - 10:29 PM

I have a question, was the AI in this MOD completely done from scratch? If so, did you find the problem with that stupid frame rate drop the game magicaly puts on it's self when the AI builds a large base? In every MOD I have played for Zero Hour, this is the only one that doesn't do that. If you found the problem, PLEASE pass it on to the other modders so we no longer have to deal with that shit... lol


It wasn't completely re-done, just COMPLETELY re-optimized and smartened, and also fixed many bugs. I'm not sure about much more.
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#158 Guest_immagetchu_*

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Posted 20 August 2011 - 04:17 AM

I think you should just come out with 008 when it is finished, campaign aside. then come out with a campaign patch shortly later. I cant be the only one who isnt too interested in the campaign (ill still play it eventually, but im much more looking forward to playing more skirmish and MP), and according to the progress bars that is going to be the most time consuming part

#159 Casojin

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Posted 20 August 2011 - 05:31 AM

The decision to release it lies with Creator. His intention is to release it when everything is completed, so please be patient. Adding pressure to him would only delay the mod.

Edited by Casojin, 20 August 2011 - 05:32 AM.

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#160 Guest_Valherran_*

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Posted 20 August 2011 - 12:33 PM

I have a question, was the AI in this MOD completely done from scratch? If so, did you find the problem with that stupid frame rate drop the game magicaly puts on it's self when the AI builds a large base? In every MOD I have played for Zero Hour, this is the only one that doesn't do that. If you found the problem, PLEASE pass it on to the other modders so we no longer have to deal with that shit... lol


It wasn't completely re-done, just COMPLETELY re-optimized and smartened, and also fixed many bugs. I'm not sure about much more.


Oh ok, but if you found that problem the AI was causing in Zero Hour, would you release a hotfix we could all use for other MODs? Or does that have to be coded seperatly for other MODs to work with it?




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