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Beta Revision 2: Proposed Changelog


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#101 Petya

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Posted 19 May 2014 - 01:41 PM

Yes they do afaik.



#102 Tyhednus

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Posted 19 May 2014 - 02:59 PM

How much?



#103 Meyerm

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Posted 19 May 2014 - 09:08 PM

Is there going to be an alternative to the oil derrick (aside from desposit bank which is superior) for different (especially urban) evironments? It seems kind of odd for derricks to be pumping oil in downtown Manhatten.


Edited by Meyerm, 19 May 2014 - 09:08 PM.


#104 Malekron

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Posted 19 May 2014 - 10:20 PM

Is there going to be an alternative to the oil derrick (aside from desposit bank which is superior) for different (especially urban) evironments? It seems kind of odd for derricks to be pumping oil in downtown Manhatten.

As do ore fields in cities, huge saucers being built in relatively small war factories, temporary radiation desolation that are environmentally friendly, and Time and space manipulation but hey MST3K Mantra.



#105 Darkstorm

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Posted 19 May 2014 - 11:19 PM

Is there going to be an alternative to the oil derrick (aside from desposit bank which is superior) for different (especially urban) evironments? It seems kind of odd for derricks to be pumping oil in downtown Manhatten.

 

It seems to fit in well enough. Also, I think the deposit bank is somewhat intended to replace it in Urban environments. (I may be mistaken though.)



#106 Asylum

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Posted 19 May 2014 - 11:34 PM

I got pretty excited when I realized that the hijacker is now going to be a Scorpion Cell unit (the subfaction with a rather familiar flag...) and will heal in toxin... almost like he's some kind of MUTANT hijacker.  TS reference?  :D
 
I have to admit that I'm a bit skeptical about the wolfhounds... the changes so far look good, but personally I would have either increased the price more, or added something like an strength nerf.  But we'll see how the current changes play out.  
 
One suggestion I have is that bloodhounds should probably take at least two cargo planes, especially with five vehicles now (a C-130 for example can carry "2–3 Humvees OR 2 M113 armored personnel carriers" according to Wikipedia).  Not that I'm obsessed with realism or anything, it just looks pretty odd to see a relatively small plane drop all those vehicles.  
 
Also, does the Navy SEAL buff mean that SEAL IFVs will have a corresponding buff?  In BR1 it seems like they're only slightly more effective than the GI IFV, so not worth the extra cost for anti-infantry purposes.  
 
One other thought on balance: as far as I've seen the siege cadre is pretty useless, overpriced, and lacking hitpoints compared to the pyro.  I think the pyro probably needs an armour and/or range nerf, and the siege cadre should be more effective against buildings and infantry.  Personally, I hardly ever see the siege cadres being used, and even with the price decrease they're still $100 more expensive than the pyro, which has almost twice the hitpoints and deals significantly more damage against both structures and infantry.  
 
Overall though, it looks pretty great... I'm looking forward to the vulture's napalm bomb, and starflares making a return to the skies (oh god, watch your power plants...).  Hopefully my thoughts are of some use.  


#107 Meyerm

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Posted 20 May 2014 - 12:15 AM

I had an idea a while back that I still think is a viable option which would actually reduce the complexity of the ini coding for ACT I Epsilon missions. That is, have initiates appear from the start (replace conscripts in Accelerant). The story is that initiates already existed prior to the establishment of Yuri's secret army that would become Epsilon. They were PsiCorp's superior alternative to the conscript, allowing PsiCorps to undertake covert ops for the Soviets with smaller and better trained task forces. They'd move from elite soldiers of a specialized Soviet division to Epsilon's mainline infantry. In Killing Fields, it would say tat it's one of the first squads of initiates with non-Soviet origins (as in trained at Yuri's secret bases without Soviet knowledge) with the elites paradropped in later being the original initiates that fought alongside the Soviets. Of course, certain missions like Think Different and the missions where you use Scorpion Cell forces would still have conscripts. That's my idea. Take it as far as you wish.



#108 Atomic_Noodles

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Posted 20 May 2014 - 01:13 AM

I had an idea a while back that I still think is a viable option which would actually reduce the complexity of the ini coding for ACT I Epsilon missions. That is, have initiates appear from the start (replace conscripts in Accelerant). The story is that initiates already existed prior to the establishment of Yuri's secret army that would become Epsilon. They were PsiCorp's superior alternative to the conscript, allowing PsiCorps to undertake covert ops for the Soviets with smaller and better trained task forces. They'd move from elite soldiers of a specialized Soviet division to Epsilon's mainline infantry. In Killing Fields, it would say tat it's one of the first squads of initiates with non-Soviet origins (as in trained at Yuri's secret bases without Soviet knowledge) with the elites paradropped in later being the original initiates that fought alongside the Soviets. Of course, certain missions like Think Different and the missions where you use Scorpion Cell forces would still have conscripts. That's my idea. Take it as far as you wish.

 

*Writes down as future reference as idea for Campaign Missions for Colony Wars*


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#109 Petya

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Posted 20 May 2014 - 11:53 AM

Is there going to be an alternative to the oil derrick (aside from desposit bank which is superior) for different (especially urban) evironments? It seems kind of odd for derricks to be pumping oil in downtown Manhatten.

You can actually find oil under some cities. :p



#110 Meyerm

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Posted 20 May 2014 - 12:41 PM

Given the ore fields present as pointed out, I suppose that's good enough. Unless of course the ore is mined elsewhere, and the ore drills are actually just pulling it up from underground storage bunkers as part of a military prepardness protocol.

 

I still like my initiate idea though. I like how MO went in a different direction of making PsiCorps seem more like an autonomous, independent covert ops high tech division, rather than just the image of an arms supplier like vanilla RA2.



#111 Vhaldez

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Posted 20 May 2014 - 12:54 PM

I got pretty excited when I realized that the hijacker is now going to be a Scorpion Cell unit (the subfaction with a rather familiar flag...) and will heal in toxin... almost like he's some kind of MUTANT hijacker.  TS reference?   :D

 

I'm glad I'm not the only one who thought that! :p

 

I go bananas every time MO references the Tiberium universe!


Edited by Jochmen, 20 May 2014 - 12:54 PM.

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#112 Divine

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Posted 20 May 2014 - 02:06 PM

Btw I red the "Bugfixes" part in the changelog and there are two should-be-easy to fix bugs that you appearently didn't fix:

 

1: Repair beam weapon can not affect vehicles seated inside Tank Bunkers. This is bad, because a repair unit set to guard mode will still try to repair the said vehicle, but will never suceed. I suggest adding PenetratesBunker=true to the warhead.

2: The Warhawk will attack tank bunkers with its laser (I guess it tries to kill the tank inside), but won't damage either the Tank Bunker or the vehicle inside. I suggest either adding PenetratesBunker=true to the corresponding warhead, or modifying the verses values, so the chopper will attack the bunkeer with a weapon that can damage it.


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#113 Speeder

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Posted 20 May 2014 - 02:14 PM

Warhawk bug was fixed and it's listed. RepairMechanical warhead does have PenetratesBunker set to yes, if it doesn't work then it means it can't work.


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#114 Meyerm

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Posted 21 May 2014 - 07:00 AM

Will any changes be made to team colors in campaign? Like make China light borwn in the Allied ampaign as well (orange and later brown in last 2 missions currently). Some other missions seem to randomly have the enemy be different colors, like China being dark red in The Gardener, PF dark blue in Side Effect, etc. I'm just wondering because the traditional team color layout used in the past and in vanilla game would be to give the predominant AI player their faction's default color (red, blue, purple) and give secondary AI players other colors (borwn, orange, sky blue, etc.)



#115 Eternity 6

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Posted 21 May 2014 - 02:52 PM

For the mixed tech mode will you get secret tech such as the future tank ?

Do you have plans to introduce any new characters into the game or will it only expand on already present characters?


Edited by Eternity 6, 21 May 2014 - 02:53 PM.


#116 Speeder

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Posted 21 May 2014 - 06:45 PM

Stolen tech units will still be.. well, "stolen".


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#117 Meyerm

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Posted 21 May 2014 - 09:08 PM

More backstory for my earlier idea for the initiate:

 

Just as their name suggests, initiates and new recruits into the PsiCorps, acting as elite soldiers used by Yuri in place of conscripts for special operations. They act as regular soldiers as they train to become PsiCorps troopers, or remain as initiates if they're not compatible or fail. This would be broadened when Epsilon is formed, with initiates having to prove themselves before being given the opportunity to become more specialized infantry like archers, duneriders, and adepts.



#118 Eternity 6

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Posted 22 May 2014 - 02:49 AM

''Units like Aircraft Carriers and Destroyers got a minor update: not only can they now cloak without crashing their spawned units all the time, they can optionally also gain experience from their spawns' kills now. On top of this, literally, flying Aircraft Carriers are now supported: spawns don't appear on the ground any more, and they can dock with the carrier in air.'' - Ares update 0.6

 

Will thier be flying aircraft carriers ? If not please add them :D

 

We neeeeed this soooo badly :) 



#119 Malekron

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Posted 22 May 2014 - 03:08 AM

 "Tech Refinery removed, replaced by Tech Expansion Posts on most of the maps it was available on"

 

Does that mean that the Tech Refinery to the lower south in Death from Above is replaced with the Tech Expansion Post, along with possible modifications to that  particular island?



#120 Protozoan

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Posted 22 May 2014 - 03:11 AM

 "Tech Refinery removed, replaced by Tech Expansion Posts on most of the maps it was available on"

 

Does that mean that the Tech Refinery to the lower south in Death from Above is replaced with the Tech Expansion Post, along with possible modifications to that  particular island?

 

That's interesting. There are a few maps where an ore refinery would have no room to be built, including maps in the Islands game modes..


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