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C&C:R 1.0 Private test - Bug reports & Feedback


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#1 stewox

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Posted 17 April 2011 - 09:14 PM

Bug with Talon Missile Submarine for NOD: The unit retreats out the farthest away from the target if it's been assigned to attack while being too close to the target (inside dead zone)

Edited by stewox, 17 April 2011 - 09:16 PM.


#2 FS-21

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Posted 18 April 2011 - 12:24 AM

** stewox I moved the post in the right place & started a new topic for this type of messages. **



For the private development release. or you create a separated topic in the development subforum or you post here in this topic about:
- Bugs
- Inconsistencies / unbalanced units, etc...
- Feedback

:rolleyes:

Edited by FS-21, 18 April 2011 - 12:28 AM.

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#3 FS-21

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Posted 26 April 2011 - 12:49 PM

I forgot to say:
- No feedback == no new updates :lol:

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#4 Graion Dilach

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Posted 20 August 2011 - 01:19 AM

Huh, bad move happened, I got the link of beta! :p Beware, reports soon follow!

Quick playtest:
- Nod Radar's buildup is garbled, might have odd number of frames, I seen purple shadow (tested on Powder Keg)
- I dunno why but my game after 10 minutes crawled to a halt. I was a bit WTF because no other mod can do that. Will investigate further.
- I crashed when I tried to fire with the Hover MRLS, probably will be issue 1707. EDIT: http://bugs.renegade...?id=1707#c10937

Feedback:
- <3 Nod sidebar... except the fact that it has no uibkgd.
- Maybe since you can have now Nukeclones, you could try and restore the MultiMissile. Although I have to acknowledge... I always loved the Tiberium Shower. Maybe a PreImpactAnim to it with a green nukeball?
- TS units could use TS animations at attack, I mean, Wolwerine uses RA2 gunfire, Titan uses another RA2 anim. You don't even have to convert, use CustomPalette.
- Great EMP Strike.
- Get a new navalry. I like your Shipyards... but your navy looks kinda dull. If needed, I might try to persuade some people to help you out.
- How do you plan to divert Sensor Arrays? I noticed the two supportweapons, but I couldn't check to see if they are still functions as Psychic Sensors...
- Using the flame particle system in Ares actually promotes, might come handy.

Tomorrow I'll play more.

EDIT: I dunno how Umagon functioned in TS (I never liked TS) but with some ivanBomb logic, I am sure you could divert her from Tanya.

EDIT3: Damned EMP factory bugs... maybe the CYard the Barracks and the WarFacto should be immune to it.

Edited by Graion Dilach, 20 August 2011 - 12:09 PM.

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#5 FS-21

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Posted 20 August 2011 - 09:00 PM

A miracle, I forgot to close the unusued topic :p

- There are 4-5 Nod buildups that need fix pixels since recently I noticed that I forgot them, that one have a crappy detail that fortunally nobody will see in the 1.0 release, can be done in 1 day so until Ares is released or I'm bored I will not finish that... I'm lazy now :sleep:
- issue 1707: Now that I'm checking it again "IsPlug" is only commented in few buildings, my mistake (I never play with SW=on except for test & balance those SW)
- I don't like how sounds that halt, I hope you don't get more of those :mellow:
- About re-add Nod MultiMissile SW like in TS... always I'm asking me about the "role" compared with the Tiberium Shower: it should be the secondary Nod SW equivalent of EMP/chronosphere/Ion Curtain/Genetic Mutator?
for example it has an aprox. range of effect of an Iron Curtain but if it is too powerful capable to destroy any building then it is an equivalent to the Ion Cannon but Ion cannon is a primary SW like Nukes/Lighting Storms/ etc... could be problematic if Nod have this and EMP SW too so this EMP SW should be only for GDI. What about to make it effective against armoured units/infantry & weak buildings like power plants? all these thoughts in case of restore the MultiMissile SW.
A direct benefit of it could be that I could re-add the Nod MultiMissile silo building to separate super weapons (now Nod pyramid is used for both SWs, isn't an elegant solution).
- TS animations: sounds simple but... all these years & I never planned that "little" detail, but yes it should be nice since I'm using other TS details in the mod, thanks by the suggestion :)
- About Nukeclones: tell me if I'm wrong but for the Tiberium Shower you still need a suicide infantry to spawn ~two hundred Tiberium drebis using MaxDebris & MinDebris tags & there is no way to use drebis in anims...
- About TS Shipyards, yes, the funny thing is that I saw some mod thiefs that remodelled those graphics but with worst results than the originals xD
I like the Nod submarine pen but I don't like the active anim I used... I don't remember exactly but 6 years ago I only wanted a GDI shipyard & only I spent time doing the buildup :sleep:. Still exist skilled shp artists that aren't linked in a project?
- Sensor Arrays: Until "sensors on buildings" feature exist still they will function as Psychic Sensors. If in the future Ares restore that missing feature from TS then I'll remove that class of sensor & they will work as anti-stealth scanners like in TS.
- Flame particle system: the only unit using that system is the Devil's Tongue & I was the last one that confirmed in the bug trackker that the unit got promoted... sorry but I don't know what do you want to say/suggest in that phrase, I'm sorry :blink:

- That Umagon idea is something that I thought a long time ago but easyly I forgot that idea... xD
Probably an Ivan-type weapon that should attack only to enemies with a classic C-4 icon for the animation (optinally that anim should show a valid counter).
A bit of divergence could be acceptable in this case, since both girls have similar weapons but only Tanya can swim, making Umagon an unfinished version of Tanya.
- Yes... I would like to not make factories immune to EMP but depending of what will be fixed for the final version of Ares 0.2 I'll make them immune or not. I made an AI rewrite to be sure that AI don't cheat & AI ignoring this SW isn't good :rolleyes:


I apreciated the feedback & much more since you aren't really a tester (all real testers are eaten by Komodo dragons or in the best case lost in a time travel so they aren't here to help) :good:
One very important thing: what is your first impression of the current AI? always I wanted to know what would say the people with the new version (very easy, a bit hard, smart but repetitive, no real challenge with multiple AIs... ) but thanks to some smart people that only wanted to download it testers I got no idea of all this...

Edited by FS-21, 21 August 2011 - 03:40 AM.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#6 Graion Dilach

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Posted 20 August 2011 - 09:27 PM

Or maybe, Nod could have the Chemical Missile as tactical SW and that could have the Missile Silo.

I'm pretty bad against AIs, but this one is pretty badass. I mean, it's not that repetitive, and if I'm not get raped by constant EMP strikes (ok, if I'd just merely lose my power, one thing, but losing all construction options is pretty considered as being raped), I like their challenge. I just got used for others. And recently I am learning that mind-control is great.

Also, I learnt debris utilizing from this, which I use for my plasma storms (planned way to utilize third ore) http://ppmsite.com/f...pic.php?t=30929

Dunno, I always liked your shipyards. To be honest, I'd even grab them myself, but I want to be respected. Yeah, doubt there are free SHPers around. Maybe Kciveram on PPM. I meant your ships.

The issue with RA2 anims on TS units is imo that they just not fit together. I mean, look at the Cyborg Reaper. APOCEXP at the end of the TS missle seems really weird.

It would be a nice twist to see the promotable flame system utilized. At MO, we're thinking about more weapons using that but we haven't went further from planning. A chinese mod uses that system for bullets. Of course it's your decision.

And don't be surprised getting these feedback. I mean, I never liked TS... but I always liked Reloaded, because it had the needed part of TS (units, ideas, stuff) while not having that dark atmosphere which is the sole thing I never bothered TS with. (Position of starting units and stuff just meh, but survivable).

Also, Omega Destroyer is a bit wierd, since it uses green MININUKE against land and blue against subs... I never got the intention.
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#7 FS-21

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Posted 21 August 2011 - 03:26 AM

I think that I'll consider these SW changes for +1.0 releases (new features, adjusting the right balanced values, etc) but that link talking about TrailerAnim is an interesting approach I haven't tried yet.

Sorry I readed it wrong, I thought you spoke about the buildings, but I don't change the idea of those buildings.
GDI ships are an old unfinished request (at least I got a recent copy of the units before he left the community). Now I added something like a cannon in the GDI Destroyer to replace the anti-submarine orca attack (as unfinished clone of the allied Destroyer it not have the orca landed in the ship) but I can't do miracles adding details in those 2 ships since I'm not a voxel maker, GDI crusier needs some love that I'm not sure if I can give him :S

And isn't weird to use TS explosions for TS units & RA2 explosions for RA2 units when both use the same game engine? Reaper didn't use the standard RA2 explosion because didn't fit with the damage that it really does, is probably that I'm accustomed to see that animation in that weapon since I change the weapons... I can try to search a TS explosion that "really" fits with this type of explosion.
Anyway, since you noticed the unit, what do you think about that weapons change in Reapers? balanced/unbalanced? is another of the things that I'm curious to know & since you played the old public release you can compare it...

Edited by FS-21, 21 August 2011 - 03:31 AM.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#8 Graion Dilach

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Posted 21 August 2011 - 11:20 AM

Reaper was a tough job in old betas, too, but this new one... I noticed that it's cost was decreased, while being an Apocalypse walker. I mean, it can attack everything, and those projectiles are devastator. Not mentioning their DeathWeapon.

1400 is too cheap for that, I'm certain. However, for more fine-tuning, certainly MP tests are needed.
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#9 FS-21

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Posted 21 August 2011 - 03:11 PM

Reaper is anti-vehicle to be more precise but is true that It can kill infantry but has a big penalty in ROF & due to the armor could be killed by a single basic infantry if his anti-infantry attack failed... so can be easyly killed by cheap units if isn't protected by other units. Anyway, I updated it to 1600 credits to test the balance.

- TS version of GUNFIRE anim will be used in TS units instead of RA2 version.
- Explosions done by the Reaper anti-vehicle weapons use now a TS anim I think that is valid.
- Umagon C4 works like Tanya of RA1 (place C4 -> 3 seconds -> boom).
- Fixed the *stupid* isplug bug

Updated installer.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#10 Graion Dilach

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Posted 21 August 2011 - 07:56 PM

Well, you seen some balance issues. :p

I wonder, where're your testers to see this same?
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#11 Guest_Assasing123_*

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Posted 20 October 2011 - 09:18 PM

i believe he refused to get anymore testers because they all well... went awol... so yeah he is sorta dissapointed and that's why he isnt getting more testers.

por cierto FS-21 si ocupas ayuda con traducciones o demás me avisas :p yo te puedo ayudar con cualquier cosa en ingles que no entiendas :3

#12 Guest_Z_Boy_*

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Posted 25 November 2011 - 09:31 PM

I currently playing this excellent mod (that makes a game, the best RA STR game, with 5 camps O o)

I noticed some issues on the 0.99beta2; I hope my bug report would help you ;)

- AI build many civilian power plants among their power plant (I read this is fixed for v1.00)
- AI build many allies refineries; this makes they have allies harvester
- AI absolutely nver respond when their base is under attack (their send a soldier time to time...)
- they send assaults waves for a period of time (as AI base as my base) and then stop or just send one or two soldiers to others AI bases (one specific unit, I noticed)
- their units frequently move without purpose in their base, they are sometimes blocked (by a wall, that they fire on it, even after the wall is destroyed)

- when I play as GDI, the game will freeze randomly when I place a structure (during the building animation), then crash.
I tested in another way: I played as Soviets, during 2 hours and then captured a GDI MCV, the game crash when I placed a Tesla Coil (I had enough time to build GDI Ion Cannon structure and the Spy satellite before). More generally, the game crash at the precise moment when I place a building on the terrain.
=> So I think the problem come from GDI structures building, I suspect the advanced buildings (like the Spy Radar or the Ion Cannon structure)

#13 FS-21

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Posted 28 November 2011 - 06:38 PM

Hi,

Every bug you wrote here was fixed for the next 1.0 release (but I don't know about that random freeze you said, I can't reproduce it).

Edited by FS-21, 28 November 2011 - 06:41 PM.

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#14 Guest_Z_Boy_*

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Posted 14 December 2011 - 01:16 PM

Thank for your answer.

I noticed a bug with the Orca Carrier: if we try to build one of it when all the helipad are occupied, the building progress starts and stop somewhere around to the half, without money deduction. This glitch is not annoying at all (cancel the unit, free at least one helipad and try again).

I wonder if you plan to release the version 1.0 or if you work will join the long list of abandonned (80+% finished) fangames...
To my mind, the 0.99beta2 release is very playable despite one or two issues (the GDI camp control random freezes is the biggest issue, but not so annoying because it occurs quite rare) and complete; so I think v1.00 by fixing many bugs (I strongly think the camps separation will fix "my" GDI control freezes), improving AI and unlocking Campaign mode, to be the ultimate and the greatest RA game ever!

Anyways, you can count on me to share out your impressive work, at least on the french community (videogame and torrent websites)

#15 FS-21

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Posted 14 December 2011 - 02:34 PM

C&C:R 1.0 release will not be released before Ares 0.2 release, I said it in multiple times (meanwhile I'm working in other features :rolleyes:) & I have long-term plans like TS/FS campaigns, more multiplayer maps, more game modes. etc.

Just for curiosity, what is "GDI camp control"??

Edited by FS-21, 14 December 2011 - 02:35 PM.

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#16 Guest_Z_Boy_*

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Posted 14 December 2011 - 02:54 PM

Sorry I shortened it; "GDI camp control" => when you select the GDI side in the beginning or when you steal a GDI Construction Yard and develope a base with GDI structures. These result of a random game freeze: I can play for 5 minutes as 2 hours before the freeze occurs.

#17 Guest_Z_Boy_*

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Posted 02 January 2012 - 01:25 PM

Is there any news about the Ares 0.2 release?
On a news from the official page, this is tell the mod will be released in December :/




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