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FlyingDeath

Member Since 30 Jan 2008
Offline Last Active May 04 2022 05:29 PM

Posts I've Made

In Topic: Suggestions

11 March 2012 - 01:45 PM

Just a Stupid Random Idea:

Ive read many things about Air like, he needs more Units for his fighting... he cant attack...

and i thought, you have some Gorund units, MANY Planes, but very few Air units... why not give him something like the "tank-Bunker" thing from Shockwave-Tank gen as an Air unit (something like a Heli version of his ground-Units), if you tie them at T-2 (was Rank 3, right) there should be no Balance issues, course Airforce will have the Same Army as he had before, now only "Levitating"... so you would practically need more AA to kill him (hes airfoce... so no problem. right?) and give his units more speed for less Armor... (i mean, a Flying Tankish like Unit for Air to Ground Tank purpose would be a bit op, but a Weaker armored version of his Tank as a flying version should be balanced... it is Faster though^^). he should recieve Upgrades for this "Flying Units" the same way like he does with planes, so they would be Stronger on T-5 than normal...

it would Fix most of his early Problems and would look like this:
T-1, you have all Units like in previus Versions (i mean, the Tanks werent that bad, compared with over T-1)
T-3 you gain the Abylity to build Flying versions of most/all ground Units at War factory (no 4th Arifield needed for an Medium Assault force, and the Warfactory has a Use now... YAY (this is meant Ironic))
T-5 Upgrades all his Flying units like normal (so he has a good Strike force with his like 3 or For Airfields, and an Slower but strong army of Helis and Flying tanks)

I dont know how this would have to look, but this would give airforce all he needet, WITHOUT adding more Firepower... it would only make ALL his units more Accesable... (even if i dont know if you should make the Artillery Airborne...)

but still, i have to keep more Track on the changes here^^

Greetz from Germany:
Flyingdeath

In Topic: USA "Tech" General

31 January 2012 - 06:42 PM

Actually as is it's decent. First you need the prototype fielding power to get the later powers in that tree (especially the $4000 money drop which is VERY helpful for tech general). In addition, it works as a tech escalation in some sense. Normally you cannot take 3 technologies until you are at global escalation, but with the prototype lab you can have all 3 at escalation 2 (very useful if you aren't using ion or shielding, which normally I don't. Particle, pulse lasers and any of the other earlier ones are my usual upgrades). And not having to wait for that global upgrade is amazing.

mhh... i dont know... i never tried if it gives you a free tech, so it felt like i can chose 1 of 2 (instead 4) techs early, only to be able to pick the other 2 later... if you arent building 2 commandcenters...

On the other hand, a nuclear missile will be the only thing to coat your base in radiation. It's still a problem I'll agree with that, but I rarely find myself building medic units as any faction because it's so easy to just move out of radiation fields.

if your enemy "Snipes" your dozer with some Air while attacking you, he would just need 1 single Radiation/Toxin field in front of your Commandcenter/Supplydock to Cripple you for a short time, course every new build dozer will die (he doesnt even need to destroy all dozers, it is crippling enough if your dozers got a bit dezimined and you cant rebuild any) espeacilly if he has some "Spamable" Toxin or Nuke (Nukebombtruck, Nuklears Artillerie (semi super), All china vehicles after Nuklear reactor, Most Toxin units) so this gen is mostly crippled against this...

A large tank army (20 something battlemasters, 20ish overlord variants, some other light tanks and a heavy command tank) lost to 8 of them

the problem is, for the defence, if you dont Spam this defence, it will be just OVERWHELMED by the enemy... while the tanks are too strong in groups... thats what i meant, the ONLY thing you seem to get for this point, is 1 Unit (and an upgrade for the Osiris), as the defence seems underpowered if not spammed, and the Anhilator needs a Generalpoint... and dont talk about the particle cannon, in my beliefs it is the weakest Super in generals, and even the buffs didnt made it that strong in remix... it is good to "Snipe" some buildings and or Unitgroups, but most Supers can do this too, while destroying mostly everything around the target aswell... so i personally think, this point is "weaker" then others, course it mostly gives you 1 unit... wich is antitank only... i think for that purpose (anti tank artillerie) fits Plasma way better (whis does Splash too) and that is why i think Particle just dont cut it...


Actually his standard car with the machine gun is quite good against infantry. In addition you could get plasma for anti infantry as it causes a good area of damage. The heavy plasma turret is a fun defense too.

the problem is that these feel quite weak, as they are "Light" vehicles and Rocket infantry can tear through them like nothing (and Infantry is MORE Cost efficient than these, i think... have to test them more though...)


Try plasma, particle and pulse lasers. Gives you very good anti-air, anti-tank and anti-group (infantry). The machine gun car works very well early game, and the missile defense is capable (though tends to miss). If you have prototype fielding it's very easy to get these techs. Then two more powers to get the $4000 drop, three into the laser strike, one into annihilator weapons and the other two for plasma barrage. VERY powerful especially before the tweaks I've made. Radiation and toxins don't damage you fast enough for them to be a true worry.

have to try that, but i dont really like the Prototype fielding, as i really like to get shield tech for my Heavy tanks (which is quite powerfull if you upgrade it 2 times, most units and defence seem useless against his tanks...)

Particle isn't really early game. If you get prototype fielding you can get the laser raptors in T0. The laser commanches need a boost I agree though, and with some more damage they become good anti-artillery units for early game. The "shu" tank also has the wrong weapon in 0.9 (in my opinion) which makes it such a poor vehicle. But again, you're underestimating that machine gun car. Artillery has very little armor, and the machine gun car (in sets of 2 or so) can rip through them quite quickly.

Only problem is, that the Artillerie is mostly gouarded by units who rip through my Vehicles very quickly, wich makes them not soo good anti artilerie... the commanche is really to weak and the raptor, i mean, with prototype fielding you get them like.... 30 secs earlyier... not that much time in compare to T1... so he just has 0 defense vs artillerie (except Commanche, if you buff him)

Tanks can build spy drones, and you can build radar vans from your command center. If you want a scan power, get the radar tech. If you are willing to spend 4 generals points, you can make it scan and reveal stealth in a very large area AND call down 6 satellite strikes in that area EVERY MINUTE. It really needs to be toned down (3 strikes at most even for the 3rd rank), but I haven't found how to do that yet. Plus the units you get for satellite tech are quite good (though I wouldn't use the strike caller without the range increase, which is a shame).

i feel like he should have a Spydrone or Radarscan power like... every other gen i think... i mean, the destealth and the ability to scan multiple times in a short time sound nice on Radar-tree, but it feels not right, to be limited to take the tech if you want to have ANY Scoutability except units...

The isis battle tanks can be armed with HE missiles, which kill infantry quite well. But this is mainly balanced by the tournament mode limit. If you only have one war factory, you're not going to spend it just pumping out isis tanks. In addition, it requires a generals point and I'm pretty sure you have to jump the tanks individually, which slows you down.

nope, you can send them all by 1 Click... ok, 3 cklicks... Select, select ability, use... but that doesnt slows anything down... yet, if you use them correct, like attack with them from 1 direction, then port them to the other side of your enemys base, he will have problems to defend against this (dont know ANY Unit with that MUCH Movement...) only weakness of this ability so far: ALL Tanks spawn at the same spot, so like 3 Artillerie units can kill your whole army, if you port them wrong (wich happens if you cant scan there...)
i mean, if you would change the general point to: "Unlocks Warp-tank" and give this tank a buildlimit of like.... 10, then you could make this tank upgradeable by the techchoices to have a strong, high mobile tankforce whith which you can attack and harrass an enemy, and retreat with teleport to your base if you need it (if another enemy is attacking or something) or you could use them to defend and attack the enemy from within, it should just be a like T2 Strong vs All tank with buildlimit... and Techupgrades (i mean, this tank could get like a maximum of 3 upgrades afterwards, so the baddest thing to happen would be like Pulselazer/Shield/Microwave so it could do strong damage against all Units and have this insane shield... otherthings would be Particle/Ion/Plasma as Artillerie thing and Radar to make it destealth with a large sight radius and or give it an ability to stealth it for a short time/while not firing) than you would have a unit that feels like the tech gen, can fill ALL purposes if you Research it right.

and... for that teleport thing, the hardest thing i did was, attacking with like 50 Tanks with some Support army (AA and anti Infantry), and then, after my brother send his Army to defend, port ALL TANKS in HIS BASE and destroy it, sure, my Support Army lost against his army, but he lost most of his base in a short time (had grouped the tanks up in 4 groups and ported them alsmost simutanely in 4 different spots of his base... were like 8 to 15 clicks to destroy him) i mean, in groups of 10 to 20 they can easyli rip throug some buildings, and 4 of these groups... you get the point...

and for tournament mode, let the Warfactory push tanks while defending with Infantry, Commanches and Laser-Turrets... then research Gravsleds after rank 3, and port ALL tanks in the enemy base... this can EASYLY turn the whole battle... but needs an opponent who isnt going agressiv- "All-In"... though with a good micro you should be able to handle your opponent just with Helis, Infantry and turrets...


I think Apoc covered that pretty well, not much for me to add. I was planning to add an early game artillery unit though. I wanted to build one with the medium chassis and high angle turret on top.

that would help him much, would apreciate that^^
would be awesome if you could upgrade that artillerie with plasma or Ion later on (after researching these techs)

Greetz from Germany: Flyingdeath

In Topic: Bug Reporting for Version 0.90

27 August 2011 - 11:26 PM

Is there a way to add target preferences to Defense sites? Like Missile will choose tanks, then infantry, or quad cannon/gatling will choose air, then infantry, THEN tanks and not just whatever popped into range first?


I wish there was. Sadly the game can't do that at all.

now i will go on to some Speculations.... its 100% theorie and i dont know if it will work...
as i know, EVERY THING in CnC-ZH can have a Primary, Secondary and Tertiary weapon (i think its not spelled right, isnt it?),
so, i think every weapon will start with Primary, then switch to Secondary or Tertiary...
so PERHAPS if a Primary AA weapon would be something like Stinger1 and can ONLY Shoot on Aircraft, then the Secondary could be Stinger2 with the SAME stats but can ONLY Shoot at Infantry... and the Tertiary should only be allowed to shoot at Tanks, so then it could PERHAPS Priotize Planes over Infantry over Tanks... but i DONT KNOW if it would work...

would be nice if someone could do some testing, as im not the best Coder outthere and have to do enough in RL... so i wont have enough sparetime to test it :(

it WOULD mean, that nearly EVERY Unit/Building needs a WEAPON rework, but it would ALSO mean, that this mod would be the ONLY one with weapon priotizin... (not a real word... damn, its too late for me to write right now). ALSO it would mean, if a AA-Rocket-Typish defense would be to weak against infantry, you could RAISE the dmg there WITHOUT Raising the dmg or Armor and COMPLETLY changin the balance of the whole game (with this Weapon or Armor type)... it COULD help... but would mean ALOT of coding...


anyway, im Excusin me if i got something wrong, hope this Ideas of mine can help you and wish you the best Pend, Keep up the REALLY FUCKIN GREAT Work on this mod, we ALL Count on you^^

Greetings from Germany:
FlyingDeath

PS: i wrote this under Influenze of Caffeine and fatigue, so please DONT Blame me for my Shitty English and or Ideas... :(

In Topic: Remix Escalation Suggestion

30 June 2011 - 11:08 AM

thats the Reason why i suggested that the AIshould build MANY (or TONS) of Defenses, so it can defend itself against such attacks^^
and if the AI can build Faster than you, the 60secs would only give YOU time too Catch up with the AI (you CAN Balance the WHOLE speed of the AI, so the AI "COULD" have build ALL Upgrades before you can Bomb it (only suggestet for Insanee though, becourse of INSANEE Cheating O_o)) ans, as ever, im only Suggesting things, would love it though, if you would implement some of these^^

Greetings from Germany:
Flyingdeath

In Topic: Remix Escalation Suggestion

24 June 2011 - 10:11 AM

perhaps it would help if you would make some "Big" Maps for Remix, so that the KI has enough places to build (But therefore you'll have too make MANY Maps and/or have to Replace/Delete the "Small/Old" maps.... perhaps that would help as a Workaround??
the other thing would be, something like KI time-Decrease (that the Ki CAN build units with 1 War-Farctory as fast as you with 3) so that the KI can build small bases but be Strong as it would have a Larger one (youll just need Powerplants, 1 Factory Each (except Airforce :( ) and MANY Defence, so it would be HARD too destroy, and it is hard in Offense thanks too the MAss-Produce) Example: Ki can Build Rocket infanry plus 2 MG-Infantry or MG plus 2Rocket or something else at one, so they have the advantage of 3 Barracks in one (If you would make it, that they are FIRST building Single units, then double, and then Triple, it would be belanced though, on Higher Difficulties you could start at 2 aat the same/ 3 at the same to prevent the Bot from being Rushed^^)

Greetings from Germany:
Flyingdeath