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Carpotum

Member Since 20 May 2018
Offline Last Active Jul 27 2018 01:30 AM

Posts I've Made

In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

25 July 2018 - 04:42 AM

I was wondering if there might be any missions or plot changes that will touch upon Canada's role? The only time it's ever featured is in "Recharger", and that's just a single, barely inhabited island. Nothing about whether it's effected by the war or tries to aid the US or is eventually conquered by the USSR. It's even worse than Australia in this regard, who atleast get some attention with the Hailstorm. Perhaps they should get more attention in Covert Ops/Co-Op missions, because it's pretty glaring to exclude them completely from the plot.

I also think the whole thing with the Psychic Beacon in China should be more properly explained, and I think others have expressed how confusing it is- how China got ahold of it, the purpose of Yuri sabotaging it, why the destruction of it strains relations so much with the Chinese when it was being used by the rebels against them. The alliance between China and the Pacific Front is also really poorly explained and nonsensical. China invades Japan, and somewhere along the line Japan capitulates because of a Non-Aggression Pact from years ago nobody else knew about? And Norio sides with the Soviets because of the threat the activities of China poses to civilians in the area, as if they care at all about them? Perhaps this is explained further later on (I just started Moonlight), but even early on, this should all get more explanation.

Did Australia also side with Japan and South Korea in siding with the Chinese?

 

The way the EU and Pacific Front basically snub the US and only act to salvage their military technology as they fall apart also gets no real explanation.


In Topic: Slow save and load times?

25 July 2018 - 04:28 AM

As an update, the save/load times seem to have improved a good deal. They can still be as long as before, but seemingly generally not as long, and more frequently load as fast as they should (I think.)

 

Still would like to know what else it could be.


In Topic: MO 3.3 // Game Bugs

23 July 2018 - 03:57 AM

I've come across what seems like an abnormal bit of AI in Singularity.

Early on, you'll encounter an ore field with a damaged tesla coil being powered by 3 tesla troops just north of it. The ore field is patrolled by a veteran borillo, a regular half-track, a war miner, and two veteran conscripts standing by the tesla coil. Early on, I killed one of the tesla troopers but left another alone because it seemed to trigger the conscripts to flee and alert, and it was next to impossible to catch them, so I left it as it was. I come back later after destroying the airfield, and no matter what, killing it always triggers the conscripts. After the first encounter in the beginning, it seemed to move to the right by the cliff edge and stay there. I thought it was too close and that was why it triggered the conscripts, so I had it follow me a ways away.

It made no difference. No matter how far it followed me, even near the entrance to the road, killing it will trigger the conscripts. There is no other non-veteran unit I've encountered in this mission that will trigger veteran units into alert status unless you're close to them. While I was able to get past this by killing the first conscript with the Virus and the second with Malver, this part just really doesn't seem right.

Also, watching the playthrough of this mission, I noticed that after destroying the airbase, the ability for NK to send alerts is deleted. That hasn't happened for me. Directly engaging any veteran unit or killing other units in their immediate vicinity still triggers an alert. Even mind-controlling a solitary veteran unit with nothing else nearby- that really doesn't make sense.

Was the "no more alerts after destroying the airbase" removed since that video was posted?
 

UPDATE: Nevermind. It was because I didn't destroy the Field Bureau. I lost track of it because the location was never revealed on the minimap, and was only periodically indicated by purple squares, so I overlooked it. I reloaded back and didn't see it as a big deal because I could just use a barillo to get back to where I last was, right outside the Allied airfield, where I got an indication something was off because I saw seriously no way of destroying it with the sniper and prism tower, and I was wondering how I could easily get back to the Field Bureau.

I've run into another issue though where I might have to reload again. When I sent a Qilin Tank to destroy the field bureau, the sandbags surrounding the sentry turret by the broken bridge got destroyed. Now I can't sent the psicorps safely back. Even after killing the Tesla Trooper by the coil, it wasn't enough to reduce the range of it.

 

I have to say the mission seems altogether more interesting and properly challenging how I did it before I realized I overlooked the field bureau- crossing the border with just the main 3 units and a single Ivan. On the other hand, the thing with the sandbags is a joke.


In Topic: Slow save and load times?

21 July 2018 - 11:50 PM

I'm running Windows 10 64 bit home premium edition. YR is in the Westwood folder under Program Files, and MO runs from a folder on the desktop. Both are installed on an HDD.


In Topic: Slow save and load times?

21 July 2018 - 06:52 AM

I didn't expect I was a rarity in this case- jesus. I've wasted far, far too much time reloading and saving then. Putting up with it was kind of mix of not playing RA2 in so long, the issues this mod had with implementing a save/load feature and therefore seeing it as probably an extension of that, and just getting used to it.

I haven't had many out of the ordinary technical issues until this. I've occasionally had a mission crash on me, but nothing else that stands out. What would faulty compatibility settings look like for this mod?