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MO3.0 Feedback // MISSIONS/CO-OP


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#301 SeriousToni

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Posted 30 March 2014 - 09:04 PM

Nice to hear, thank you! :)



#302 Meyerm

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Posted 31 March 2014 - 12:36 AM

I think easy difficulty is still WAY too hard for casual gamers. Even mission 1 for all campaigns on easy is as hard as some of the very last missions in vanilla YR and RA2 on brutal. It's nice to have a challenge, but I think there should also be a mode more on-par with the original game's difficulty. Sometimes I don't want mission 1 to be as intense as invading Moscow.


Edited by Meyerm, 31 March 2014 - 04:41 AM.


#303 Martinoz

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Posted 31 March 2014 - 08:27 AM

It will be easier in next revision.



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#304 Tyhednus

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Posted 31 March 2014 - 08:43 AM

I am going to play the whole campaign again once BR2 comes out. I really like all these changes.

#305 flack

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Posted 31 March 2014 - 08:49 PM

This is to any one that played mission 6 of Allies (mental difficulty). I noticed that once the iron curtain activates in that mission it shields both the psychic amplifier and itself and seemingly until the timer runs out or you kill their power, which is nearly impossible. I just have two questions regarding that:

1. Was wondering what triggers the iron curtain to activate?

2. How to I destroy it?


Edited by flack, 31 March 2014 - 08:50 PM.


#306 Plasma_Wolf

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Posted 01 April 2014 - 03:15 PM

I'm not sure if it's the mental setting (EDIT: It's the normal setting, Martinoz said in another video's comments that everything was on the normal setting), but here's a youtube link:

 

 

I am certain that it's not the easiest setting, because I finished A06 on that setting and I didn't get so much hell thrown my way as in the video.. Good luck!


Edited by Plasma_Wolf, 01 April 2014 - 04:00 PM.


#307 Meyerm

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Posted 01 April 2014 - 09:05 PM

When you say the next update will have easier missions, will the missions and difficulty be changed, or is it just the save game availability?



#308 Martinoz

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Posted 01 April 2014 - 09:12 PM

They will be easier, don't expect S/L capability soon.


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#309 Meyerm

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Posted 03 April 2014 - 09:11 PM

Why is a simple feature like save and load ability so hard to get? when can that be expected?



#310 mevitar

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Posted 03 April 2014 - 09:59 PM

If it's so simple, please code it in for us. Ares devs could really use some help with that. :)
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#311 Meyerm

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Posted 04 April 2014 - 02:59 AM

Sorry, it just seems that considering all the amazing things that you guys have done for this mod, something like saved games would be childs play. Speaking of amazing things, I hope there's a moon mission in Act II.



#312 Solais

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Posted 04 April 2014 - 05:30 AM

The problem with save/load is that whenever Ares is updated, all save games will become obsolete, as the code they supposed to load was changed. From what I get. (Then again, there are like many many months between Beta Revisions that's available in public, meaning that most people don't get the feeling of the fact that the mod and ares is constantly changing.)


Edited by Solais, 04 April 2014 - 05:30 AM.


#313 Graion Dilach

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Posted 04 April 2014 - 11:17 PM

That's an issue, yes, but not the main one. Currently, we(as in Ares devs) haven't got the game to actually save our data (like AttachEffects, Chrono Prison, so on)

Edited by Graion Dilach, 04 April 2014 - 11:17 PM.

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#314 Meyerm

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Posted 06 April 2014 - 05:31 AM

In the first Soviet mission, there's an teeny tiny little outpost controlled by the teal player to the northwest, way of the way of the main bases and bridges. Destroying it is necessary to complete the "secure the bridges" mission where you are then told to retreat to the Russian base and assume control. Not knowing this, I decided to capture the allied base (by using the para-dropped engineer to capture the barracks in the teal base to train more), and that teal outpost was literally the last thing I destroyed. Never even got to use to Soviet base. I know you can win without it (I did), but can't that little outpost be changed to the blue player? Not really even close enough to the bridge to be considered "defending it."



#315 Speeder

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Posted 06 April 2014 - 10:05 AM

It will be fixed and you won't be able to use the teal outposts to produce units to take out main Allied base anymore.

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#316 doctormedic

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Posted 07 April 2014 - 03:05 PM

In the allied mission that you needed to take out an  psyshic dominator and amplifier it is stated that the timer is misscalculated TWICE.I know you want to keep the tension but tricking us about the time remaining to complete a mission is a dick move and you have to admit it,you dont have to missinform us to make a mission difficult.



#317 Plasma_Wolf

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Posted 07 April 2014 - 04:09 PM

Making changes to a game's unit is very easy, once you have the unit's file and code. Just change some numbers and suddenly a prism tank can drive like a humvee and instakill nuwa cannons. You want to make a new unit? Just copy code from another unit, needs a bit of modelling but that's not too hard either.

 

 

Adding a save/load function in what is more like an engine for as far as I can understand (let the Ares devs please correct my where necessary), is far more complicated. You have to make code from scratch (although it should be possible to look at how it's done in other cases and get some ideas, but that may not be enough).

 

About the save games that suddenly become corrupted if you make a change in the game, I'm not sure that it can ever be solved. I'm playing on the Forged Alliance Forever (a fan-based continuation of Supreme Commander and it's standalone extention) and I'm also playing Sins of a Solar Empire. In both cases, an update in the game balance meant that the save games became unavailable.


Edited by Plasma_Wolf, 07 April 2014 - 04:09 PM.


#318 doctormedic

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Posted 07 April 2014 - 08:19 PM

In the next revision i hope the base clean objective to be removed as they seem unesecery,or atleast be nerfed to bite size.


Edited by doctormedic, 07 April 2014 - 08:20 PM.


#319 Speeder

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Posted 07 April 2014 - 08:26 PM

'Clear map from forces' objectives don't take long because the enemy usually sells out and sends everything at you.

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#320 Petya

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Posted 07 April 2014 - 08:29 PM

You need to destroy all of the structures in most of the missions, but base defenses don't count, so you don't need to destroy them.






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