Contra 008 Progress
#141 Guest_wilson_*
Posted 05 August 2011 - 12:37 PM
#142
Posted 05 August 2011 - 01:11 PM
Victory Loves Preparation
#143 Guest_Valherran_*
Posted 06 August 2011 - 06:36 AM
#144
Posted 06 August 2011 - 07:47 AM
Why would you want such thing? SWG and Nuke would be crippled with this option.I am hoping that the MOD comes with a feature in the lobby menu that says "No Super Weapons".
#145 Guest_Valherran_*
Posted 06 August 2011 - 07:45 PM
#146
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
Posted 08 August 2011 - 02:33 AM
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).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.
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
#148 Guest_Sam_*
Posted 08 August 2011 - 08:30 PM
#149 Guest_BG_Guest_*
Posted 12 August 2011 - 03:55 AM
#150
Posted 12 August 2011 - 07:42 AM
#151 Guest_BG_*
Posted 12 August 2011 - 12:30 PM
Yes. How is the process?What do you mean by BG mod? Bulgarian mod?
#152 Guest_BG_*
Posted 12 August 2011 - 07:48 PM
Yes. How is the process?What do you mean by BG mod? Bulgarian mod?
Sorry, how is the progress*?
#153
Posted 13 August 2011 - 07:25 AM
#154 Guest_BG_*
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_*
Posted 13 August 2011 - 07:54 PM
#156 Guest_MarcelLovesContra_*
Posted 19 August 2011 - 07:44 PM
#157
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.
Victory Loves Preparation
#158 Guest_immagetchu_*
Posted 20 August 2011 - 04:17 AM
#159
Posted 20 August 2011 - 05:31 AM
Edited by Casojin, 20 August 2011 - 05:32 AM.
#160 Guest_Valherran_*
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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