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C&C: Reloaded 1.0.4 (minor update)


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#1 FS-21

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Posted 17 September 2012 - 01:14 PM

This minor update fixes some problems of the initial 1.0 release (or newer) and probably the last before the next major release. No graphical changes until the next major revision.

It is an acumulative update so you don't need install any previous update (v1.0.x) before this one.

This is the list of changes from 1.0.3 to 1.0.4:
- Updated Ares to stable version 0.2.
- Replaced "Dark Pink" selectable color by "Tan", "Dark Lime" and "Olive".
- Now messages color of each mission that isn't for Allies or Soviets will be green instead of blue.
- Fixed random percentages for each side. Before almost always a RA2 was selected when player used "Random" option.
- Increased attack intervals in Easy & Normal dificulty levels. Before all dificulty levels were "almost" identical.
- Nod Repair Vehicle, Nod Cyborg Commando & GDI Mammoth Mk. II menace for the AI increased.
- Decreased strength of the GDI Mammoth Mk. II from 1300 to 1100.
- Decreased building time penalization for GDI Mammoth Mk. II from 50% to 25%.
- Now can not be built Yuri & Soviet versions of the Clonning Vats at the same time. Yuri Clonning Vats, like the Soviet version, can not be deployed with the Soviet Industrial Plant at the same time.
- In Nod mission 7: "Destroy the Research Facility" (TS campaign) Multi-Missile super weapon damage increased.
- In Nod mission 9: "Protect the Waste Convoys" gas clouds damage (produced by the Chemical Missile super weapon) decreased 33% and gas clouds duration increased by 25%.
- Now AI Nod Stealth Tanks will attack automatically air targets. Human players still have to target manually air units.
- Re-done Naval War game mode. The few ground units that are still buildable will have an extra build time penalty of 300%.
- Original multiplayer maps removed from the Naval War game mode list:
···· May Day (2)
···· Siberian Wastes (2-6)
···· Wild Animal Park (2-6)
- Original multiplayer maps included into the Naval War game mode list:
···· Breakaway (2-3)
···· No Rest for the Wicked (2-4)
···· Oceanside (2-4)
···· Tsunami (2-4)
···· Bay of Pigs (2-6)
···· Bermuda Triangle (2-6)
···· Official Tournament Map (8)
- Some minor skirmish AI bug fixes.
- Updated AI of the single player campaigns with the most recent skirmish AI.
- Restored multiplayer map: Tour Of Egypt (2-6).


Can be downloaded from here or in ModDB.

Edited by FS-21, 17 September 2012 - 01:23 PM.

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

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#2 Guest_Ɛpsilon_*

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Posted 06 October 2012 - 03:19 AM

Very Good Modification, maybe must add AI can use transport for units and tanks to attack another team place far away... and fix the engineer buyed by the AI go to the shelter to repair bridge when it is not break! and increment the times AI buy the engineer to fix bridge, because sometimes AI buy once in all the battle, and in several maps bridge breaks a lot!
In another hand, the GDI Mammoth mk II have a big problem like a ghostalker when firing in a different upper level of terrain the shot cause no damage, becoming this units more vulnerable... I wanna the game better! have much potential! Good work for now! Cya C&C Reloaded Team :D

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#3 FS-21

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Posted 09 October 2012 - 01:32 PM

All the engineers stuff has too much limitations in this game engine sorry.

Mammoth mk II issue is the same of the original TS, I have no plans to change the original behavior but If in the future Ares adds the feature "fire multiple weapons at the same time" I'll make it fire the Rail Gun & the rockets at the same time to compensate this case.

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

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#4 Guest_Ɛpsilon_*

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Posted 13 October 2012 - 05:41 PM

Esta bien... tal vez deba mejorar el sistema de transporte de unidades en mapas de guerra naval o cuando el agua impida ataques terrestres... si no puede cambiar el comportamiento original, al menos cambie la forma en que la IA le usa... tal vez con algunas unidades alrededor que lo protejan o hacerla mas astuta en ese caso,... El Mammoth mk II al igual que Cyborg commando , van ciegos al ataque... solo a su objetivo a diferencia de otras unidades... Sin embargo estas son solo sugerencias... se hace lo que se puede y lo entiendo... estuve un poco en esto del desarrollo de mods y traducciones de los mismos y suele ser complicado por eso solo sugiero algunas cosas por si no las tuvo en cuenta, en el caso que de que asi no fuera disculpe las molestias ocasionadas...
Continuando con el tema, también debería echarle el ojo a que las unidades tales como Tanya y Yuri Prime, la IA no las utiliza en comparación con la version original... y otras unidades tampoco son utilizadas,eso hace que carezca de diversidad...

Desde ya, mi mas cordial Saludo y gracias por su atencion FS-21

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#5 FS-21

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Posted 14 October 2012 - 02:58 AM

Hi Ɛpsilon, since it is a English forum I believe that should be used that language. If is too hard or more quickly in Spanish I prefer the PM :D I apreciate every feedback I receive so feel free for write more in the future if you want better C&C:R releases.

I've done some AI improvements for Naval wars but the use of transports could be problematic depending of the map, however, is something that I thought that I had to improve (more AI scripts with transports) before the next release :p

MMK2 & cyborgs depend of their scripts, I have a lot of duplicates or very similar attacks with that "suicide mode" enabled & others without it so what the AI choose in each battle... I don't know.

Yes, Tanya y Yuri Prime aren't used by AI because I don't know the real use for them without being killed due to a suicide attack... Boris does a good job with the Air Strike & Cyborg Commando is very tough but Tanya will have to fight with anti-infnatry turrets or anti-infantry vehicles very frequently and she has to be as close as she can to place a single C4 (I predict a 99'8% of the times dying without place a sinche C4 charge). Currently I have to test something new I found for that special Yuri that could make him (a bit) more useful in combat but I'm busy finishing the TS GDI campaign and fixing reported bugs for the 1.5 release :D

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

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#6 OmegaBolt

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Posted 14 October 2012 - 01:47 PM

Tanya could be anti-infantry / vehicles and not a base killer. Yuri Prime shouldn't be too bad at anything since he can mind control buildings, but he could act in a group and not alone.

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#7 Guest_Ɛpsilon_*

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Posted 17 October 2012 - 09:12 PM

Hi FS-21
Very well... sorry I forgot for a bit second and... yeah, its a bit difficult some expressions...
anyway... the mod is good I'm more fanatic to RA2 and YR but I not play TS and Firestorm, but Tiberiam dawn its only, and like me the GDI and NOD, but... what happened with classic flamethrower NOD? and mammoth thank? Can see it in some maps of TS and units... secrets units? interesting :cool:
however, I guess you are more fanatic to the Soviets? they have more upgrades and skin for snow... very well, not bad he he he :smilehuh:
The allieds haven't much upgrade and I know the mod is very equilibrated but the soviet IA and the NOD IA are too much smart , or maybe is more powerful and their bases are large respect the other teams...
In another Hand, what about the AI build at least one more barracks and one more naval yard? maybe its helpfull tu build units a bit more expensive
And the last one... Is in you mind add colours like Black or Live Lime, turquoise, and yellow duckling, a yellow more lit :p
I Guess maybe you could use the same scripts to tanya and yuri of RA2YR and modify a bit more smart :thumbsuphappy:


Okay, I'm finished with this. Let me thank you for your attention and your time. I hope I have helped a little, but remarked some doubts. I hope that the MOD continues to improve as far as you very well

my cordial greetings

Ɛpsilon

#8 Graion Dilach

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Posted 17 October 2012 - 10:21 PM

FS-21, you could try using a CyclicGattling logic for Mammoth MkII. for "two" weapon usage. Also TI covered the issue in a way that they addeda Damage too into the railgun, so the target will always gets damaged.

Edited by Graion Dilach, 17 October 2012 - 10:22 PM.

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#9 FS-21

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Posted 20 October 2012 - 07:55 PM

Oh my, is exactly what I wanted... is the first good example for that new Ares logic I heard :-P, thanks Graion by the idea! I downloaded that binary but I hadn't time to try the behavior (& I hadn't creativity for that logic except modify the existing Gatling units).

@Ɛpsilon:
Some colours look very bad ingame. I added a lot of new colours but only are visible those you can see in the v1.0.4, all yellow colours looks almost the same for me :-/
Isn't that I'm fanatic, only that they had more improvements for the current release than anyone :p. I though Nod AI was retarded, I haven't included the new AI attack missions but you will see those in action for the GDI TS campaign.
Mammoth tank still exists in the mod as secret tech (& the RA1 theme of that unit).

Edited by FS-21, 20 October 2012 - 07:58 PM.

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

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#10 Guest_Ɛpsilon_*

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Posted 21 October 2012 - 01:24 PM

Hmm understand

and what about sniper, tank destroyer, grand cannon, paratroopers?

I point this out because it's just something that highlights in the mod

good job with everything! think next improvement will be noticeable

#11 FS-21

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Posted 22 October 2012 - 02:39 AM

Ok, after some research and a lot of try&error Mammoths mechs will have solved on the next release (if is released after Ares 0.3) :
- The graphic bug "I have 2 big Rail gun weapons installed in the hull of this mech but I only fire with the same weapon". It isn't a weapon with burst mode but at least both sides of the unit will be used.
- The possibility to fire multiple rockets after 2 Railgun shots (useful against walls, enemies behind annoying slopes/mini-mountains or simply for additional damage). For now rockets will do significant damage against infantry/light/wood armor but is very weak against better armored armors.
The only problem is the initial attack delay I was forced to include in this weapons combo to make it bugless :-P

@Ɛpsilon
You gave me an idea with those units related to the tech tree decision used by the Nod SW, now I have to clarify exactly how to proceed & I'll comment about this in future news, thanks.

Edited by FS-21, 22 October 2012 - 02:40 AM.

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

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#12 Guest_Ɛpsilon_*

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Posted 02 November 2012 - 06:52 PM

Very well... the waiting worth it! I hope someday you fix the problems,and can add new units classical or new maybe necessary like allieds speciality who have not any.

In another hand, I dont know if the bug is problem mine, or problem of game, of actualization problem, but in some maps, some untis, cannot cross under some bridges that are near of the land... and with that... I think we are finish with version 1.0.4 For now

Im glad to help in something... greetings FS-21

#13 FS-21

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Posted 03 November 2012 - 04:29 AM

"...in some maps, some untis, cannot cross under some bridges that are near of the land..."
I forgot to update to Ares 0.2P1 that fix the Bridge bug :p

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

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