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Delverizer

Member Since 10 Oct 2008
Offline Last Active Dec 09 2013 05:11 PM

Posts I've Made

In Topic: MO 2.0 - Psi P2: bug report, feedback, and suggestions thread

13 October 2008 - 04:32 PM

the AI is supposed to be challenging so yeah


That it certainly is.
China Expert AI rushing me in Skirmish with 2-4 Kirovs before it even builds a Battle Lab is a bit too much in my opinion. If it gets all those resource/production bonuses etc, at least it could respect the Tech-tree progression. I could clearly see it popping Kirovs out of the War factory because I found a Map-Reveal crate. So it was sending MIGs to kill my Gatling tanks and Kirovs on my base before I even got the Cloning Vats, in spite of me having 2 refineries and 4-6 Ghost miners working round the clock.

It did have an airpad, though.

if you were ingame in a mission
and you go to the options from there you could change speed and scroll rate aswell
or am I now being dumb? @.@

No, it's just that that particular control slider exists only in skirmish games. In campaign games there is no speed slider unless you start the game with a -SPEEDCONTROL switch like "e:\Redalert2\Yuri.exe -SPEEDCONTROL" (not sure if it's Yuri.exe, gamemd.exe or what though, I keep it in a shortcut).
In short, if you do a clean install of RA2/YR and then add the Mental Omega mod - all campaign missions are locked at speed "FAST", no change possible.

Anyway, the problem solved itself. After I've had it with super-long loading times I tried to just start the game the old way - and it worked. I didn't know the mod overwrites and replaces game files, so instead of launching Yuri's revenge I got the Mental Omega mod, speed control and all.
It appears the mod launcher is just a mod unpacker/cleanup, but since I won't be playing vanilla RA2/YR I don't need to start it every time - just the main game exe.

I have so far made it through Allied m01 and got to the mop-up part of Allied 02 on speed 3.
I have also been overrun in Soviet m01, and a bit lost with all the new units on Epsilon 01 so I decided to Skirmish a bit more...
Are there any side-effects of not using the launcher?


As for my impressions of the mod, the uniqueness of the three sides is now a bit blurred - for example: everybody's got Air units, vs.air vs.ground and heavy defenses (gatling towers being anti-air only I found out the hard way)... no more psychic towers :-)
I don't think it's bad - it evens out the play field a bit in various situations, for example Epsilon turtle-bases are no longer such a nightmare. And the Tank Drop was just what the Soviets needed.
I like the veteran units for each Faction - makes the differences in their tactical aspects more pronounced than just having special units.
Chinese conscripts in a city map full of buildings - oh my...

In Topic: MO 2.0 - Psi P2: bug report, feedback, and suggestions thread

10 October 2008 - 03:34 PM

Thanks for the speedy reply, but the Skirmish speed control bar is just that - it doesn't even exist in the campaign mode, and the .INI settings also apply only to Single-player Skirmish games.

The only way to control the campaign speed in Yuri's Revenge 1.006 (and RA2) was to start the .EXE with a -SPEEDCONTROL parameter added (in the shortcut, for example) which created the Game speed slider for campaign missions.

The campaigns in MO 2.0psi being extra tough as they are, I really miss that control - being just a casual player who likes a more leisurely pace for the C&C microing mess vs the AI...

In Topic: MO 2.0 - Psi P2: bug report, feedback, and suggestions thread

10 October 2008 - 11:08 AM

Hello!
Great work on the mod, downloaded it and played my first MO 2.0PSI skirmishes yesterday...
This is the first RA2/Yuri mod I've tried, and I really like the new and old units' improved look/feel (small infantry, yeah!)
as well as the extensive map pack.

The AI is brutal and single-minded in its micro-economy efficiency, but uses more unit combos than in the original (where it was very predictable).

Only drawback: I couldn't enjoy the campaign. It's absurdly fast on my Pentium M 1.6Ghz (first mission: Tanya swims like a hyperactive penguin and gets cut down by Gatling tanks in 0.5s).

I couldn't get the -SPEEDCONTROL function (that I used for RA2 and YR campaigns) to work as the MO launcher starts the game internally. I tried making .PIF files, shortcuts or starting it from the command line, but it seems that the MO 2.0Psi mod doesn't transfer command-line parameters to the gamemd.exe

Is there a way to set the default MO mod campaign speed a bit lower, like 3 or even 2. Maybe like the .INI control for the Skirmish?

And I also have the excruciatingly long load times (like another poster here whose name I can't find at the monment) - so I just kill the launcher and continue into the modded game...

I had no problems running the vanilla RA2/YR games in 1920x1200 on my ATI Mobility Radeon 9700 64Mb, WinXP SP2.