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MO3.0 Support // BUGS


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#381 Divine

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Posted 11 August 2014 - 09:25 PM

 

Playing infantry only skirmish maps and I've found one bug and one oddity
 
Bug: spies disguised as desolators seem to be immune to radiation (edit: this seems to only happen with soviet spies against soviet player)
Oddity: When playing as Russia against other soviet bot the ai doesn't seem very active (doesn't build turrets but still sends out units) and I've noticed I also start with fewer units

Actually that bug is already fixed as far as I know.
The saboteur is immune to radiation in the current version.(because he explodes with radiation and you sure wouldn't like to see that money go down the drain)

 

Could you please explain it in detail? I mean why a unit can't have a radioactive deathweapon and not be immune to radiation? I don't remember vanilla demo trucks to be immune to radiation.


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#382 Karpet

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Posted 11 August 2014 - 09:36 PM

Playing infantry only skirmish maps and I've found one bug and one oddity
 
Bug: spies disguised as desolators seem to be immune to radiation (edit: this seems to only happen with soviet spies against soviet player)
Oddity: When playing as Russia against other soviet bot the ai doesn't seem very active (doesn't build turrets but still sends out units) and I've noticed I also start with fewer units

Actually that bug is already fixed as far as I know.
The saboteur is immune to radiation in the current version.(because he explodes with radiation and you sure wouldn't like to see that money go down the drain)
Could you please explain it in detail? I mean why a unit can't have a radioactive deathweapon and not be immune to radiation? I don't remember vanilla demo trucks to be immune to radiation.
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#383 Zenothist

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Posted 21 August 2014 - 12:07 AM

 

 

Playing infantry only skirmish maps and I've found one bug and one oddity
 
Bug: spies disguised as desolators seem to be immune to radiation (edit: this seems to only happen with soviet spies against soviet player)
Oddity: When playing as Russia against other soviet bot the ai doesn't seem very active (doesn't build turrets but still sends out units) and I've noticed I also start with fewer units

Actually that bug is already fixed as far as I know.
The saboteur is immune to radiation in the current version.(because he explodes with radiation and you sure wouldn't like to see that money go down the drain)

 

Could you please explain it in detail? I mean why a unit can't have a radioactive deathweapon and not be immune to radiation? I don't remember vanilla demo trucks to be immune to radiation.

 


Primarily balance reasons. It would give the Saboteur a pretty big advantage and allow a group of them to "brute force" their way into an enemy base.



#384 Petya

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Posted 21 August 2014 - 07:57 AM

With radiation and radiation immunity, the Saboteurs could eliminate dogs with a little sacrifice and it gives too big advantage over other spies.



#385 Speeder

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Posted 21 August 2014 - 08:42 AM

Saboteur is immune to radiation in BR1 because he would die twice if he wasn't, creating two explosions. In BR2 the death weapon loses the radiationeffect  and Saboteur is no longer immune to it.


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#386 Asylum

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Posted 22 August 2014 - 06:59 AM

I'm not sure if this has been mentioned before, but I believe the Humvee weapon makes no sound on A04: Heaven and Hell.  

Edited by Asylum, 22 August 2014 - 06:59 AM.


#387 Divine

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Posted 26 August 2014 - 10:01 PM

Saboteur is immune to radiation in BR1 because he would die twice if he wasn't, creating two explosions. In BR2 the death weapon loses the radiationeffect  and Saboteur is no longer immune to it.

How about modifying the deathweapon to somehow fire a delayed warhead after the explosion that causes only radiation? Like: saboteur dies BOOOM a moment later radiation appears? That way we could keep the radiation and the saboteur would not die twice. I think it could be done with either a cluster warhead or perhaps by spawning a dummy unit that immediately self-destructs with a radiation deathweapon. Anyways,if you are realy going to drop the radiation, you should consider changing the mushroom cloud animation to a normal explosion.


Edited by Divine, 06 September 2014 - 11:38 PM.

Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#388 lovalmidas

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Posted 06 September 2014 - 06:00 PM

Saboteurs in BR2 do not explode; they die like normal spies. The mushroom cloud will be gone.


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#389 Divine

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Posted 06 September 2014 - 11:39 PM

Saboteurs in BR2 do not explode; they die like normal spies. The mushroom cloud will be gone.

But then what will make them special?


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#390 Speeder

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Posted 07 September 2014 - 08:48 AM

They will explode, just without the radiation.


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#391 Protozoan

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Posted 27 September 2014 - 02:48 PM

Latin Confederation drops Rhino tanks into your base on Meteor Shower

 

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#392 sinfulslave

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Posted 27 September 2014 - 06:52 PM

i can't add maps to the game is there a way to add maps ? 

copy past into game directory doesn't work?



#393 mevitar

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Posted 27 September 2014 - 07:15 PM

Many people did it before you, and it worked for them. It definitely works fine.
If it doesn't work for you, you're doing something wrong. We can't help you unless you give us more info on what exactly you are doing, or the map itself.

Edited by mevitar, 27 September 2014 - 07:15 PM.

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#394 sinfulslave

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Posted 27 September 2014 - 07:51 PM

 i downloaded the whole maps on the internet from the command and conquer site and the other collected maps pack called 1138

copy past into game directory they worked for mental omega 2 shall i reinstall the game



#395 mevitar

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Posted 27 September 2014 - 07:55 PM

This doesn't tell us anything at all about the maps or where you got them from. Reinstalling the game definitely won't help.

Upload one of the maps here and then we will be able to help you.
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#396 lovalmidas

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Posted 27 September 2014 - 08:46 PM

From searches it seems this "Red Alert 2 Yuri Revenge Maps 1138 Maps Mega Pack" comes as an .exe file. I assume that is where you got the file from.

The .exe apparently installs all the maps you need in .yrm format. Those .yrm files (not the .exe) are the ones you need in the MO directory for the game to detect them. It could help if you reveal how you 'installed' them if this does not help you.

 

Two things to note:

(1) Those maps are designed for Yuri's Revenge. MO3 is very different from YR. I can neither confirm their quality nor their compatibility with MO3 even if the game can detect them. Use them at your own risk and expect some crashes.

(2) I tend to be wary about .exe installers anyway. This one did not seem to have any negative comments about malware, but I'm still wary to be safe.


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#397 Karpet

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Posted 27 September 2014 - 10:12 PM

Latin Confederation drops Rhino tanks into your base on Meteor Shower

 

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Now that's truly the cheater AI we know :p



#398 Tgspy

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Posted 30 September 2014 - 09:30 AM

Massive bug:
 
When alt-tabing out of the game enough, when you return to the game, it will be a black screen and you can't do anything. Had to shut down my computer cause I couldn't even access task manager. 


Bug:
 
Probably already known, but building on bridges or near bridges is buggy.


Bug:
 
 
When building a psychic beacon, the animation does not play until it has been sufficiently damaged. 
 
 
PS: This only occurs when building it in skirmish. Also I gave the Psychic amplifier a super weapon similar to the psychic beacon and where the amplifier had an animation before hand, it now has the same problem as the psychic beacon

Edited by Zenothist, 30 September 2014 - 10:35 AM.


#399 RP.

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Posted 30 September 2014 - 10:43 AM

That is something every animated structure has.
I'm not sure if there's a fix (besides what I use in campaign missions which is set health to 50% and make it repair).

 

Usually animations stop when ownership is 'suddenly' changed.


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#400 Tgspy

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Posted 05 October 2014 - 05:40 AM

Bug:

 

When using a battle fortress, if their is say for instance a GGI and tanya inside it, when ordered to attack the ground, if it is out range of those weapons, it will not fire those weapons, only the default machine gun, even when it is close enough. The same thing occurs when a new unit enters the fortress, it won't attack the ground until the fortress is forced to fire again.

 

EDIT: When the battle fortress is firing at the ground, if the units inside exit, they will continue firing at the same spot once they exit


Edited by Tgspy, 05 October 2014 - 05:42 AM.





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