Yes they do afaik.
Beta Revision 2: Proposed Changelog
#101
Posted 19 May 2014 - 01:41 PM
#102
Posted 19 May 2014 - 02:59 PM
How much?
#103
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
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
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
Posted 19 May 2014 - 11:34 PM
#107
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
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*
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
#109
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.
#110
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
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?
I'm glad I'm not the only one who thought that!
I go bananas every time MO references the Tiberium universe!
Edited by Jochmen, 20 May 2014 - 12:54 PM.
- switchblade16 likes this
#112
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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#114
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
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.
#117
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
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
We neeeeed this soooo badly
#119
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
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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