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Any way to make difficulty easier?


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#21 Petya

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Posted 03 December 2013 - 04:13 PM

Well I played again on that mission and I have to say that you don't even have to fight with Tzivils. I don't know, but on easy I've never had problems with them.



#22 Oktavia

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Posted 04 December 2013 - 05:08 AM

90% of the times I play this missions both my SEALs become elite...

You mean by the end of it? I thought we are talking about taking down turrets by SEALs.

Well I played again on that mission and I have to say that you don't even have to fight with Tzivils.

Oh really? What about this: http://img826.images...6/5034/02qn.png
To the left there are about 4 tsivils on the way and that way ends up with stationary defence, lol.

Edited by Oktavia, 04 December 2013 - 05:12 AM.


#23 Martinoz

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Posted 04 December 2013 - 08:09 AM

 

90% of the times I play this missions both my SEALs become elite...

You mean by the end of it? I thought we are talking about taking down turrets by SEALs.

Well I played again on that mission and I have to say that you don't even have to fight with Tzivils.

Oh really? What about this: http://img826.images...6/5034/02qn.png
To the left there are about 4 tsivils on the way and that way ends up with stationary defence, lol.

Managable to complete, just to use other SEAL as a bait, some luck is also needed.


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#24 lovalmidas

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Posted 08 December 2013 - 08:00 AM

 

Did you try to play it for yourself? I could get first promotion to one seal at best. It's quite strange that my second SEAL didn't even get one, despite killing more infantry and blowing up more AA flaks.

Of course i did. I finished all but one missions on mental, and this one at least 3 times. But then, there seems to be an issue with this mission not ending atm, so i'll check it again soon, maybe more stuff got broken for some reason.

 

 

Which mission did you not complete? :p


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#25 mevitar

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Posted 09 December 2013 - 10:55 AM

Actually, after posting that i realized i didn't complete 3 of them. :p
Hammer to Fall (got bored), Gardener (annoyed because of one bug that was there at one point), and Guess Which One Mission (didn't want to try it anymore). :p

All others were completed on mental.
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#26 Petya

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Posted 10 December 2013 - 09:30 PM

Actually, after posting that i realized i didn't complete 3 of them. :p
Hammer to Fall (got bored), Gardener (annoyed because of one bug that was there at one point), and Guess Which One Mission (didn't want to try it anymore). :p

All others were completed on mental.

You completed Singularity on Mental I'm sure of that... At least in your dreams. :D I also completed some missions in my dreams. :D



#27 mevitar

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Posted 11 December 2013 - 11:59 AM

No. In my dreams, i destroyed an enemy Iron Curtain with Typhoon Subs (i ordered them to jump to it cell by cell). :)
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#28 Divine

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Posted 12 December 2013 - 10:09 AM

No. In my dreams, i destroyed an enemy Iron Curtain with Typhoon Subs (i ordered them to jump to it cell by cell). :)

In vanilla it's quite possible to destroy any buildings with typhoons, if they are built on the shore, bay of pigs map is a great example.


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#29 mevitar

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Posted 12 December 2013 - 01:21 PM

It was away from the shore, and behind a wall. :p
I wonder if after this comment people start asking me how to do it in the mod ^^'

Edited by mevitar, 12 December 2013 - 01:22 PM.

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#30 epic40k

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Posted 12 December 2013 - 04:02 PM

Ok this went off my topic so to get back on track in vanilla RA2 or YR it had a learning curve you went up through the difficulties atleast i did but MO is overall too hard dont get me wrong i love the mod its just the difficult and my main Question was can us players make it easier via file modify obviously it would be for personal use.

bartpp7 I can see your post, you are not alone! This mod has no difficulty curve whatsoever. It's just a mountain that noobs like meself can't climb. If I hadn't stopped playing yuris revenge back in the day I'd maybe stand a chance but no. Seriously, there feels like there should be two difficulty levels below "Easy". Easy should really be normal In my opinion. After watching the normal walkthrough of the first allied pentagon mission I can see where I went wrong... I am utterly shit.
I do like making mods that are as difficult as possible and love playing huge comp stomps on Dawn of War, TA and Supreme Commander. So the first thing I thought of doing was trying to reduce the soviet spawns and increasing the allied unit spawns. But as I read in the other thread the mod has been locked down to protect assets, which is totally understandable.
It would be nice to see a VERY easy level for new players where there is more units and defences than they will need to finish the missions. This will help them to understand not just what the different units do but also the layouts of the maps. It's nice seeing a video of someone destroy the AI, but its different to actually play the map for yourself without worrying about a thousand pissed off russians in your base.
I felt like I couldn't get enough units to go around to dig in / garrison and protect the base and the pentagon. I think I got to the attack from the back of the pentagon before a Kirov took a dump on it. I pretty much laughed and hit rage quit - understand I tried Hard and normal beforehand and felt like the game had told me that resistance is futile and I should go back to playing the vanilla game. The next level I found easier but I'm still holding off for ares being able to save before doing another attempt - I near finished it after 3. In fact if the saving bug was worked out I probably wouldn't be writing this, but thats on ares end.
I'm sorry if it sounds like I'm having a moan but I'd love to get playing this mod without being completely overwhelmed.
Someone is now probably going tell me that the mod is supposed to make new players cry, but it would be easier for them to just ignore lower difficulties.
It would be a perfect yuris revenge if it gave you a chance.

Edited by epic40k, 12 December 2013 - 04:12 PM.


#31 Solais

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Posted 12 December 2013 - 05:21 PM

Yeah, that's the thing I've been suggesting for a while, but I still couldn't find evidence if there's a possibility to make more than three difficulty settings for the campaign. (I guess this kind of heavy modding is very new when it comes to RA2?) But yes, at least two more levels below current Easy should be needed, ones that correspond to RA2/YR Normal and Hard.


Edited by Solais, 12 December 2013 - 05:21 PM.


#32 Graion Dilach

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Posted 12 December 2013 - 05:46 PM

Creating more difficulty levels are impossible.


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#33 Solais

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Posted 12 December 2013 - 08:42 PM

Well damn, that's problematic. Then either the missions are edited to be a LOT more easier on Easy, or maybe someone have to make a mod when MO is allowed to be modded.

 

EDIT: When looking through the rules.ini, I've noticed this line:

 

FineDiffControl=no    ; Allow 5 difficulty settings instead of only 3 settings?
 

Of course, setting it to "yes" doesn't do anything, but doesn't this mean that there -was- some code to support 5 difficulty levels? Maybe something the Ares could unlock.


Edited by Solais, 12 December 2013 - 09:17 PM.


#34 Graion Dilach

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Posted 13 December 2013 - 05:13 AM

Red Alert 1 remnant crap. Unused. And no, it can't be unlocked, because RA1 had no AI to begin with, it just tossed you random units it's randomnumbergenerator got.


Edited by Graion Dilach, 13 December 2013 - 05:13 AM.

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#35 Divine

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Posted 13 December 2013 - 12:02 PM

Red Alert 1 remnant crap. Unused. And no, it can't be unlocked, because RA1 had no AI to begin with, it just tossed you random units it's randomnumbergenerator got.

Still better than TS AI 


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#36 Solais

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Posted 13 December 2013 - 04:04 PM

If not unlocked, then created? I know that difficulty settings are mostly hardcoded, but Ares adds a lot of extra stuff already that were seemingly not in the game engine, so maybe it could be tried.



#37 Graion Dilach

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Posted 13 December 2013 - 04:08 PM

You know... the difference between us is that as one who knows how Ares development works, I know what am I talking about. You can't mess with difficulty, because it's too much tied-in.


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#38 Solais

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Posted 13 December 2013 - 08:17 PM

Hmm, too bad then. (I really dislike hardcoding, it's a modder's nightmare.)

 

Then I guess the best would be creating a lot more balanced difficulty settings. However that can cause a variety of issues, like if Easy would be balanced for the casual players to be like RA2/YR Normal, and then MO Normal is balanced to be a middle ground between the new Easy and the current Mental (as I think that the current hardest difficulty shouldn't be changed because some people might like that challenge), it could cause too large gaps between the difficulties and harder for players who might want to "progress" through the difficulties.

Another problem could be that some people might like the current Easy and Normal settings, but Mental is too much for them, so they might miss them.

 

I dunno. Maybe the most possible choice is really to make an Easy Version of the mod once the modding is possible.


Edited by Solais, 13 December 2013 - 08:35 PM.





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