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C&C: Reloaded 1.0.6 (hotfix)


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#1 FS-21

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Posted 06 November 2012 - 10:07 PM

I uploaded the hotfix release C&C:R v1.0.6
Is a maintenance release so no important 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 1.0.4 to 1.0.6:
- Updated Ares to stable version 0.2P1. It fix an important bug related to bridges.
- Added a DOS batch executable that can enable/disable the mod. Ideal for some users with a problem when activating the mod with the C&C:R mod launcher I couldn't reproduce.


Can be downloaded from here or in ModDB.

Edited by FS-21, 06 November 2012 - 10:12 PM.

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


#2 FS-21

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Posted 06 November 2012 - 10:13 PM

(split from the main menssage)

For that batch executable Is problaby that you need admin rights in Win Vista/Win7, so you can create a shortcut of this .bat file, right click in the shortcut file and in "Properties" menu set as argument to the execuatble the path of the C&C:R folder (& finally run as administrator).

Edited by FS-21, 06 November 2012 - 10:15 PM.

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


#3 Guest_Ɛpsilon_*

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Posted 07 November 2012 - 12:44 PM

HI FS-21 Im very glad for this hot fix :D :D :D
I do not want to distort the forum topic but I remembered that the attacks do not automatically boomer unlike the others, and this problem maybe you have some other boats... but at last a update... NICE :D :D

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#4 FS-21

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Posted 07 November 2012 - 12:56 PM

Do you mean the AI behabiour while is creating the full attack team? I've been working the naval scripts for the 1.5 release so I don't know if that problem still happens because Yuri AI is too slow producing these submarines.

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


#5 OmegaBolt

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Posted 07 November 2012 - 08:16 PM

You could always create AI unit clones that are cheaper so they produce them faster. Probably useful for expensive units like the Boomer.

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#6 mevitar

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Posted 07 November 2012 - 10:37 PM

Or units with a modified BuildTimeMultiplier, so killing them gives the same amount of experience as originals. :p
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#7 FS-21

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Posted 07 November 2012 - 11:59 PM

Yes but more than reduce cost I think is better reduce BuildTimeMultiplier value for speed up the production because is "less" cheater than money reduction (and as mevitar said to not affect the experience). I already have naval units cloned for the next major release due some AI improvements so I'll find this weekend the right value.

Edited by FS-21, 08 November 2012 - 12:01 AM.

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


#8 Guest_Ɛpsilon_*

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Posted 08 November 2012 - 03:39 PM

Yes! I buy several Naval Yards :smilehuh:
maybe the IA can do that in your improvements FS-21?
respect boomer submarine... when you are playing with yuri... and the enemys are attacking your naval yard or another thing, the boomer only stay and not attack... can be a enemy submarine near of him, and the boomer not attack even if on guard or defending, you must order to attack ...unlike dreadnought or dolphin or giant tentacle in your mod :smilehuh: ... ehmm... its only my problem I cannot save any skirmish battle?

#9 FS-21

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Posted 10 November 2012 - 03:32 PM

Is true that if AI can build 3 War factories AI should be able to build up to 3 Naval Yards :p
But I think that for not disturbing the gameplay (the major part of the time are ground based combats) it should be enabled only in Naval War game mode. I'll test this Sunday with that new behavior, now I'm focused with the mission GDI3A that has some map problems I have to solve.

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





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