Jump to content


OmegaBolt

Member Since 13 Feb 2005
Offline Last Active Feb 13 2019 12:59 PM

Posts I've Made

In Topic: YR Red-Resurrection 2.2 BUG REPORTS

06 January 2019 - 12:16 AM

Whenever I play as Yugoslavia I can't build a nuclear power plant. I played a skirmish on an easy bot and built every building that was available and for some reason it still wouldn't let me build it.

That's because Yugoslavia does not get access to the Nuclear Reactor. They get the Reactor Overload upgrade for Tesla Reactors instead.

 

You can look at unit availability on the website: http://omegabolt.cnc...tion/s_tech.php


In Topic: YR Red-Resurrection 2.2 FEEDBACK

28 June 2018 - 11:03 AM

I didn't decide a lot of the arsenal towards the end, someone went through and decided their availability after new unit additions etc broke the missions. Don't even know what units are really available. Why does it seem more restricted?


In Topic: YR Red-Resurrection 2.2 BUG REPORTS

02 June 2018 - 11:03 AM

omegabolt i have a serious error from the mod that i have to report:

whenever i order an elite spirit bomber to attack anything, the mod crashes on my face like an asshole.

 

here's the except and debug files:

Will look into it, thanks.


In Topic: YR Red-Resurrection 2.2 FEEDBACK

10 May 2018 - 05:54 PM

Nice mod. One thing I have in mind is a little suggestion to add one more naval unit, exclusive for the British faction, namely the Cruiser Battleship that fits them,. which means they equally get six naval units each (Soviet & Allies).
As we already know Russia has Akula Sub so it would be fair in this case to put it in.... An idea is to make them similiar of what they are in Mental Omega, but with something extra like light anti-air capability (not as effective compared to Aegis Cruiser)or maybe some other good thing? They are of course a little different siege unit specialist vs. Aircraft Carrier as their attacks cannot be shot down, thou in lesser accuracy & maybe smaller damage output vs. buildings but with greater efficiency vs. units.
 
What do you think, and is it possible, or is it a bad thought?

There might be some kind of naval update in future but haven't figured out good ideas for the units that aren't just the same as the land units in most ways. I don't think I'd ever add a cruiser with projectiles that couldn't be shot down, at least not one with remotely the range like a the Dreadnought or Aircraft Carrier, as it feels pretty unfair.
 
 

On another note, I also like how you incorporated VOs from Company of Heroes (the Vulture and Harrier) :D

Lamia's VO is too.

In Topic: YR Red-Resurrection 2.2 BUG REPORTS

28 April 2018 - 05:16 PM

Kirovs keep dropping bombs even when they are shot down. Bug or feature? XD

Don't think that's even possible in the engine, but since it fires fast its possible it could release a bomb frames before death so some are still falling when it dies.
 

Some factions seem a lot more aggressive than others. The US, for example, can really push hard and win easily with a wave of Aroostooks and supporting vehicles. Is this just an AI issue?

You mean some AIs are more aggressive? They all have roughly the same amount of triggers to build units, but the AI can't use units efficiently so some are more effective than others. The AI is better at using brute force units than stuff that needs micro or hit and run tactcs etc.