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Beta Revision 2: Proposed Changelog


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#401 Gameaddict11707

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Posted 04 July 2014 - 05:42 AM


and don't forget that engineers can disarm their bombs from buildings

 

What? Every time I've had an enemy Ivan bomb on any of my units/structures, it's invisible and engineers CAN'T disarm or even target it - it's as though it's not there to them, but it still ticks down and explodes. Oddly enough, if I use my own Ivan, the bomb is visible and defuseable, as intended.



#402 Meyerm

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Posted 04 July 2014 - 06:05 AM

On the topic of engineers, can the "capture" threshold for health % be raised? What often happens with weaker buildings like power plants and barracks is that the last engineer enters just a little too late when it's being repaired, causing the building to blow up instead. This happens mostly with the AI since they instantly begin repairs.



#403 Gameaddict11707

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Posted 04 July 2014 - 06:20 AM

http://mentalomega.c...?page=changelog

//CHANGES:GENERAL

...
- one Engineer will now take a structure's 36% health on entering instead of 34%



#404 doctormedic

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Posted 04 July 2014 - 01:59 PM

 

and don't forget that engineers can disarm their bombs from buildings

 

What? Every time I've had an enemy Ivan bomb on any of my units/structures, it's invisible and engineers CAN'T disarm or even target it - it's as though it's not there to them, but it still ticks down and explodes. Oddly enough, if I use my own Ivan, the bomb is visible and defuseable, as intended.

 

The bomb and c4 are actualy invisible,the engineers work as detectors for those entities and require to get in sight range to spot them.

Ask westwood for that design choice



#405 Gameaddict11707

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Posted 04 July 2014 - 04:20 PM

The bomb and c4 are actualy invisible,the engineers work as detectors for those entities and require to get in sight range to spot them.
Ask westwood for that design choice

No; in vanilla RA2 and YR the IvanBombs are visible and targettable by Engineers all the time, no matter how far Engineers are from them, no matter who planted the bombs.
In MO, however, it's only MY OWN IvanBombs that can be interacted with. Again, those planted by enemies are invisible and even if Engineers are right next to whatever had the bomb planted on it, they can't do anything to it.



#406 fff

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Posted 04 July 2014 - 04:31 PM

When someone plant ivan bombs on my structures the bombs are invisible yes, but as soon that i have one engineer close by they get revealed and i immediately remove the bombs with them.

 

Also take note that in BR2 Ivans bombs will have longer delay before they explode, giving you greater chance to remove them.



#407 Gameaddict11707

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Posted 04 July 2014 - 04:40 PM

When someone plant ivan bombs on my structures the bombs are invisible yes, but as soon that i have one engineer close by they get revealed and i immediately remove the bombs with them.

 

After just doing a test match in MO just a couple minutes ago, I can confirm this as fact. Never knew that that's how the BombSIght= flag worked; according to ModEnc it has something to do with automatic targetting of IvanBombs by Engineers.
Disregard my previous complaints.



#408 Eternity 6

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Posted 05 July 2014 - 05:39 PM

Ares v0.7 Has Arrived

July 5, 2014 2:51 PMPosted By Sonic |news-comments.pngComments: 0

Version 0.7 of the Ares DLL project has been released. This special DLL file is aimed at the modding community, it adds new features to Red Alert 2 and Yuri's Revenge. Ares 0.7 fixes a few memory issues that were affecting all operating systems, but that had a habit of crashing on Windows 8. Check out the changelog below to find what is new in this release.

 

huj71.png

 

 

  • Memory Management issues were resolved, which results in fewer crashes and better support for Windows 8.
  • Hunter Seeker Super Weapon, Unit Settings and Side defaults
  • Drop Pod Super Weapon and customizable Settings
  • Several weapon additions like Splits and Airburst enhancements, Ranged and ProjectileRange, and BallisticScatter
  • Warheads that prevent units to scatter when hit
  • Civilian enemies attacked in multiplayer and smarter defense against civilian threats
  • Loading themes for campaigns and multiplayer
  • Score screen Graphics and Themes for campaign and multiplayer
  • Aircraft customization with Smoke animations and Airstrike-related voices
  • MakeInfantryOwner expanded to work with generic infantry death animations
  • Teams can retaliate in case a member is attacked
  • Passable structures units can drive on without side effects like the workarounds have
  • Dimming deactivated units by reason for deactivation
  • Damage sparks made customizable and enhanced to work with all types

You can read more about Ares at the official site, where you will also find the download of this new version.

 

Will it be released now ?! You said you would release it !

 

"For now, however I am considering waiting for Ares 0.7 release, as it might fix some very serious issues on newer systems. " Speeder

 

Please say yes !!!!



#409 doctormedic

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Posted 05 July 2014 - 06:16 PM

well we also need to consider cnc net 5.It would solve must of BR2's issues



#410 Tyhednus

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Posted 05 July 2014 - 09:10 PM

What does 'Teams can retaliate in case a member is attacked' mean?


Edited by Tyhednus, 05 July 2014 - 09:10 PM.


#411 MrFreeze777

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Posted 05 July 2014 - 09:36 PM

What does 'Teams can retaliate in case a member is attacked' mean?

Probably has to do with the AI. I don't know how that can apply to human players if the "Our ally is under attack" EVA phrase is the only thing that can help when there is an attack on a team member.



#412 Meyerm

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Posted 05 July 2014 - 10:16 PM

I think it might have to do with friendly fire in multiplayer. If a player is trolling or being abusive of allies, they can attack him.



#413 Graion Dilach

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Posted 06 July 2014 - 05:35 PM

It's indeed related to AI. http://ares-develope...mretaliate.html


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#414 Eternity 6

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Posted 06 July 2014 - 06:18 PM

well we also need to consider cnc net 5.It would solve must of BR2's issues

Dammit , I suppose it will take another six months  :sad:

 

But wait , cnc net 5 has been released for over 6 months so what is the hold up ?


Edited by Eternity 6, 06 July 2014 - 06:23 PM.


#415 Graion Dilach

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Posted 06 July 2014 - 06:55 PM

CnCNet5 supports only pre-RA2 games because of the spawner process v5 is using. There are 2 obvious reasons why YR support weren't added yet - one is Ares the other is that RA2(YR) ain't freeware.


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#416 Meyerm

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Posted 11 July 2014 - 07:34 PM

Think Different takes place just before The Gardener, right? Wll the tsurugis in that mission be swapped out?



#417 Eternity 6

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Posted 17 July 2014 - 10:46 AM

What will cnc net 5 add / do that cnc net 4 doesn't ?



#418 Zenothist

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Posted 17 July 2014 - 02:28 PM

Among other things:

 

- Stabler and less laggy multiplayer.

- No more "Waiting bug".

- More feature-rich in-game lobby.


Edited by Zenothist, 17 July 2014 - 02:28 PM.


#419 Speeder

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Posted 17 July 2014 - 02:34 PM

Also shorter time needed to get into a match plus additional customization we're planning and hoping to make possible in the future.


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#420 Karpet

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Posted 17 July 2014 - 02:42 PM

Upon noticing S05 had the Peacekeeper description, I want to know, what was it's real description supposed to be?






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