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#1 Linglin

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Posted 12 July 2012 - 08:18 AM

MultiMissileSW is too weak and ChemicalMissileSW is overpowered(it's damage speed is too fast)
Nod12a map's bottom right 910da675-161f-490c-805a-35cee95183b8.JPG
also I don't think the Build and destory Ailled Power trigger is good,and I think change owner trigger may better
IonStormSW damage too much,in TS the IonStorm's damage to Building is small

#2 FS-21

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Posted 12 July 2012 - 01:53 PM

Sorry if it is a bit long but I have to explain why it was designed in this way :p :
Compare the Chemical Missile SW with other 1º class SW like Lighting Storms / Nuke / Psychic Dominator and you will notice that not only isn't powered, it is more weak & too unstable (clouds have random movement and short duration so the affected area is small). Only one case can increase the overall destruction of this SW: more infantry dying by these clouds producing more clouds (the effect is like when you put wood into the fire).
Anyway :D, check yourself the overall damage against different types of structures and you will notice that works like the 1º class SW I mentioned before but with a lower damage area, you can't kill structures with concrete armor with only that SW and it has a similar area of effect of an Ion Cannon. Moreover, It doesn't work very well against armored vehicles. In that case the alternative is to use the Cluster Missile SW, it's the opposite SW: with this you can kill "almost" every vehicle in a 3x3 effect area & defenses but unlike other 2º class SW the missile has to travel from the Missile Silo. Unfortunately the projectile isn't effective against other structures, only defenses & vehicles. It was designed in that way for multiplayer balance reasons: Both are offensive SW and without these modifications it could hurt badly (or destroy) every concrete structure with only the combination of these 2 SW with the original values I used. Due to the reduced reload time (compared with other SW) and the small area of effect both SW they were designed in that way.
In resum: Multi Missile is used as vahicle/defense harassment & both SW for damage dealer. There 2 SW were available in multiplayer but due to an AI bug I decided to disable it.
Of course I can make the cluster missile overpowered for that Nod mission but if people get accustomed to it then in multiplayer with the real values...

I have been worked with that map a lot & I haven't noticed the tileset bug :unsure:, I'll take note but not for the hot fix I'm going to release soon.

Allied power plant trick in that map is only a temporal solution until Ares 0.3 release, If works in every case then is fine. If I'm not wrong in that 0.3 release will be implemented the map triggers necessary to enable/disable the Firestorm permanently like in TS. It would be a pain for me if I have to research an alternative way (like in this Nod mission) in the last Firestorm mission where Cabal use the Firestorm -_-'.

TS ion storm damage was small because there was a small percentage of 100% successful building/unit hit in RA2 this tag doesn't exist. C&C:R Ion storm damage wasn't modified in months but recently the number of ion rays was increased (to increase the probability of successful Ion strikes into the full map), with that last change is true that damage can be decreased because the probability to be affected to your own structures is higher than before. I'll take note for the next major update.

Edited by FS-21, 12 July 2012 - 01:58 PM.

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#3 apetcat

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Posted 12 July 2012 - 08:05 PM

I find the naval warfare maps to be lacking for many reasons

some like animal park, siberian wastes, and beiring strait have build zones where it is impossible to attack certain targets from the sea

GDI "gunboat" Orion class seems to be very limited in range

yuri (no surprise seems) to have the most issues, with the land forces limited it is really hard to attack yuri as mind control becomes a problem, perhaps the maps can be modified to have it that the scouting units such as ifv, flak trak, hover mrls all can be immune to mind control?

why can't gdi build amphibious apc? it can swim and any other unit than can swim can be built in these missions

#4 FS-21

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Posted 13 July 2012 - 06:14 AM

APC in that game mode was left like in the 0.99b2 release, in that release it wasn't amphibious but now in this release this unit could be enabled, I'll take note of it.

GDI gunboat has the same range of the Allies counterpart but does damage area instead of target only 1 unit...

Yuri in that Naval game mode or in general?

Animal park, siberian wastes & other maps that come in the original game... correct me if I'm wrong but if I change the behavior I should include the maps in the download, increasing more the mod size.

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#5 Linglin

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Posted 13 July 2012 - 02:27 PM

I know the multiplayer balance reasons
Barracks,GDI Upgrade Center, PowerPlants,Silos,Nod Missile Silo(Still have time to sell the building),Helipads,TechCenters,Radars,Service Deports can be taken down by Chemical Missile in one hit,but damage not that fast.Example is you still have a little time to sell Nod Missile Silo.and sell some weak armor building when it contact Tiberium Cloud
But in Reloaded this is impossible,the Tiberium Cloud Damage building so fast and move slow,it can destory almost everything except ConYards(Only ConYards is normal just like in TS)
MultiMissileSW in Reloaded can destory almost nothing(even a power plant),and the damage anim isn't TS
I think something should return TS settings in missions(not only the damage but also the technology tree(but technology tree is the important))
A question is:In TS sometimes your ConYard can be destoried by IonCannon or MultiMissile by one hit,does Reloaded will happened to this situation?

Edited by Linglin, 13 July 2012 - 02:32 PM.


#6 FS-21

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Posted 13 July 2012 - 03:45 PM

A MultiMissile SW or an Ion Cannon can't destroy a ConYard (with RA2 or TS size) in 1 hit, you must combine it with another thing (except combining MultiMissile + Chemical Missile that is 99% impossible in 1 hit). There is one case you can destroy a building with that MultiMissile: select as target the same Missile silo where will be launched.

About the Tech tree you talk about, I'm lost with your comment sorry:
- Nod missile silo requires the same Tech tree.
- Chem Missile uses the Tib Waste Facility in that Nod mission but in multiplayer it is set with the Temple of Nod due to the lack of weed logic in RA2 and I don't want it as secondary Tib. Refinery in Multiplayer. On the other hand the Temple is the best choice for what I decided to do in the future.
- EMP SW is set as secondady SW so can't be set with only Radar prerequisite & if future Ares versions add support for the old TS Cannon SW I'll restore the EMP building graphics for stop sharing SW buildings.
I this isn't about what you talked of tech tree... as I said I'm lost with that part of your message :p

If those 2 SW should be changed it would be only in single player missions. The Chemical damage would be halved BUT gas clouds time duration would be doubled. In multiplayer would stay almost as you see it now or you will suffer the Tiberium Wars Ion Cannon fault... leaving the enemy a lot of time to sell affected buildings before the SW is fully active to minimize damages.

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#7 Linglin

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Posted 13 July 2012 - 06:00 PM

My meaning of the tech tree in mission is to restore the Rules Prerequisite and TechLevel into TS Settings(mission only,but also hope multiplayer will)
I wonder if the ChemicalMissileSW and MulitiMissileSW back to the mulitiplayer game first to turn Nod back to TS style,when Ares is enhanced in the future version you can change back to the superweapon selection setting
Soon I remember the WW set RA2YR Building's TechLevel cause when Techlevel is 1,there is no barracks can be built and AI will cause an IE,hope this can be corrected

Edited by Linglin, 14 July 2012 - 12:04 PM.


#8 Linglin

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Posted 16 July 2012 - 08:04 AM

Nod artillery‘s firing sound isn't in TS

#9 FS-21

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Posted 16 July 2012 - 11:38 AM

It is the RA1 artillery sound that I always liked, only the final explosion animation has the original TS sound :D

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#10 apetcat

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Posted 17 July 2012 - 06:23 PM

APC in that game mode was left like in the 0.99b2 release, in that release it wasn't amphibious but now in this release this unit could be enabled, I'll take note of it.

GDI gunboat has the same range of the Allies counterpart but does damage area instead of target only 1 unit...

Yuri in that Naval game mode or in general?

Animal park, siberian wastes & other maps that come in the original game... correct me if I'm wrong but if I change the behavior I should include the maps in the download, increasing more the mod size.



yuri is overpowered in naval mode

I would be fine if the mod was bigger, if it fixes the inherit errors with those maps, also bay of pigs would be a good naval map

GDI needs naval upgrades I believe they need something like battleship you can give it the range of the dreadnought they have no good naval artillery, make IFV robotic, immune to mind control to combat physic towers

I think you have gunboat and destroyer confused, when I mean gunboat, I am talking the ship that shoots missiles at surface targets, the missiles make the same sound as the ones launched by sam sites. I believe you are talking about destroyers I am talking about the orion cruiser

get rid of cyborg commando for nod on naval mode, they don't need it

get rid of terror drone for soviets on naval mode they don't need it

Edited by apetcat, 17 July 2012 - 06:28 PM.


#11 Linglin

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Posted 03 December 2012 - 06:47 AM

Found 2 bugs in missions. Soviet 3 triggered an Lightning Storm.7186048165D956ACDF988A87FE616053.JPG Soviet 10 transport doesn't exists.4896F02C9FE3666F50C1B6C9403751DF.JPG

Edited by Linglin, 03 December 2012 - 06:48 AM.


#12 Mr Butler

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Posted 30 March 2013 - 06:40 AM

I like this mod, I've always enjoyed playing the 'old' C&C games. In particular I enjoy having long, involving skirmish battles. I spent ages building up a 'base' and organising units etc went to hit save so I could go eat etc before carrying on only to find that it was impossible. Kinda ruins the game for me if I'm honest. Any chance the save/load feature will be re-implemented at any point?



#13 Graion Dilach

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Posted 30 March 2013 - 06:26 PM

Ares issue.


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#14 Mr Butler

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Posted 31 March 2013 - 01:36 AM

Ares issue.

Ok... Slightly cryptic answer though friend. Is it a problem that is going to be remedied eventually?



#15 FS-21

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Posted 31 March 2013 - 02:20 AM

Long answer (correct me Graion if I'm wrong, I don't remember the official statement):

 

The save/load functionality is a complex task because each time a new feature/bugfix is added into Ares it would require verify every Ares feature/bugfix works when the player load a saved game, that process will require too many tests to verify that this feature isn't broken but there is too little manpower for a free project.

You have to think that this functionality "should" be done in a long term.

 

Returning back to the topic, except the snow tileset of the beginning every bug report was fixed so I'm still open to feedback (another story is when I'll release the next version).


Edited by FS-21, 31 March 2013 - 02:26 AM.

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

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#16 Mr Butler

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Posted 31 March 2013 - 08:41 AM

OH well that certainly is a shame. Oh well I've been watching this mod for literally years, maybe I'll be able to play it properly in a few more years lol. It is a little disappointing though, after all the time it looked like this mod was dead, you return to working on it and a crucial feature is missing. :(


Edited by Mr Butler, 31 March 2013 - 08:41 AM.


#17 Graion Dilach

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Posted 31 March 2013 - 10:56 AM

Nothing to be corrected, the current code layout cannot verify that the additional data inserted into the game by Ares was saved or loaded successfully.


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