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YR: Noodles Patch
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Aug 27, 2012 1:20 pm    Post subject:   YR: Noodles Patch Reply with quote

Originally my plan for my first YR Mod. But when I got the idea of Colony Wars. It got overshadowed. Finally got motivated again to finish this. Noodles Patch is a mod that aims to add or modify most minimally to the best of my best abilities.

https://docs.google.com/spreadsheet/ccc?key=0Aro7ei4PVUPqdEtjSGpXZUJqbmYwZ1J6TVlYc0IxSkE

What this mod aims to accomplish:
An Ares Mod that aims to provide minimal additions to the Game that will also provide balance and fix/update graphics & audio as well.

Unit Roster/Checklist:
https://docs.google.com/spreadsheet/ccc?key=0Aro7ei4PVUPqdEtjSGpXZUJqbmYwZ1J6TVlYc0IxSkE

This Mod is mainly aimed at for Multiplayer & uses Ares to enhance the game.
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Last edited by Atomic_Noodles on Tue Jan 08, 2013 8:16 am; edited 5 times in total

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Aug 30, 2012 1:24 am    Post subject: Reply with quote

Kinda hard to keep a proper update since i keep updating things bit by bit and so... anyways

Change Log so far...
Quote:

Visual/Audio Changelog:

General:
- Technician now has its own unique graphics.
- Fixed a coloring error on the Snow Version of the Snow Hospital.
- Allied & Soviet Ore Refineries now use an unused Sound.
- Ore Drills on Maps now use an unused sound.
- Virus Death now has Shadows.
- All Infantry now use Tiberian Sun Shadows


Allies:
- New Grizzly Tank Voxel
- New IFV Voxel
- Allied Walls are renamed to Concrete Walls and has new Cameo (Fixed Text)
- Restored Missing GI Voices

Soviets:
- New Tesla Tank Voxel
- New Rhino Tank Voxel
- New Apocalypse Tank Voxel & Cameo
- New Demolition Truck Voxel & Modified Cameo
- Sea Scorpion now has Turret
- Soviet Walls are renamed to Fortress Walls and New Cameo (Removed Remap on the Cameo and text)
- Restored Missing Tesla Trooper Voices
- Restored Missing Soviet Engineer Voices

Yuri:
- Fixed the coloring errors on Yuri's Bio Reactors
- New Gatling Tank Voxel & Cameo
- Gatling Tank uses unused sounds
- Yuri Walls Cameo has been fixed to fit in only one bar.
- New Lasher Tank Voxel, Also removes the remnant Barrel from the Light Tank from RA2
- Lasher Tank has new lines
- Yuri Amphibious Transport now properly referred to as Hover Transport



Gameplay changelog:

General:
- Technicians are now the Building survivor instead of Engineer for all sides. They function like Engineers but do not have a Defuse Kit and instead have a Pistol.

Allies:
- Grizzly Tank strength increased from 300 to 400.
- Robot Tank Weapon lowered from 75 to 35 (Now has Burst 2)
- Allied Amphibious Transport now has Heavy Armor.
- Allied Amphibious Transport can now crush infantry and has same threat rating as Soviet & Yuri Transports.
- Patriot Missile damage lowered from 75 to 35 (Now has Burst 2)
- Patriot Missiles can now attack paratroopers.

Soviets:
- Rhino Tank strength increased from 400 to 500.
- Flak Tracks and Sea Scorpions can now fire on the move.
- Sea Scorpion now has Turret
- Crazy Ivans can now gain veterancy. Elite Weapon uses an unused Ivan Explosion.
- Flak Cannons can now attack paratroopers.
- Tesla Tank Bolts Weapon damage decreased to 70/75 but (Now has Burst 2)
- Tesla Tank Weapon range increased from 4 to 5 (6 at Elite)
- Tesla Tank Bolts can now pass through walls.
- Fixed the Flak Weapons inconsistency:

Unit - Ground/AA - Rookie/Elite - Range
Flak Trooper - 20/20 25*2/25*2 - 6/8
Half Track - 25/25 - 25*2/25*2 - 6/8
Sea Scorpion - 25/25 - 25*2/25*2 - 6/8

Yuri:
- Bio Reactors now only provide 125 Power (500 Power when all 5 Infantry Slots are filled)
- Lasher Tank Weapon damage decreased to 65.
- Lasher Tank Price decreased from 700 to 600.
- Fixed the inconsistency on Gatling Weapons:
Unit - Stage 1/Stage 2/Stage 3 - Elite1/Elite2/Elite3
Gatling Tank - 20/25/30 - 25/30/35
Gatling Cannon - 30/35/40

- All Gatling Weapons now take longer to lower their Gatling Stage
- Gatling Tanks can now fire on the move.

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Last edited by Atomic_Noodles on Sun Jan 06, 2013 9:07 am; edited 1 time in total

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jan 06, 2013 5:01 am    Post subject: Reply with quote

Okay then I'm restarting this up again, I need help picking up some other balance tweaks or bug hunting from the vanilla game. This is based on the UMP Inis so any other help on finding other bugs will be appreciated.

This is based on Ares so there is some leeway between adding/tweaking new units.
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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sun Jan 06, 2013 6:03 am    Post subject: Reply with quote

I can acquire some play testers for the balance. Namely top players. Smile

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Jan 06, 2013 6:31 am    Post subject: Reply with quote

I'm not sure why you'd make the Allied amphib alone crush infantry. Any particular reason?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jan 06, 2013 6:42 am    Post subject: Reply with quote

Orac wrote:
I'm not sure why you'd make the Allied amphib alone crush infantry. Any particular reason?


They were unable to crush infantry in the original and had lighter armor and lower threat rating (Making them less likely to be attacked). The Soviet & Yuri ones already had the ability.
I just made it so they all have essentially the same stats.

I've added in the missing voices you can get from Red Alert 3 into the Patch. Namely
Missing Attack Voice for Siege Chopper Cannon Mode.
Kirov Fear Voice
GI Select Voice
Tesla Trooper Select & Attack Voice
Soviet Engineer Select Voice
Added MiG Move Sounds (Credits to Generals)
Engineers now cost 300 and have a custom Pip (Credits to Omegabolt)
Sentry Gun has new Graphics (Credits to MadHQ)

While i'm still on the works for this... What do you guys think of on removing text on Cameos? (Everyone puts Tooltips on Yes anyway) and adding AlternateTheater on the chrono commando.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jan 06, 2013 8:53 am    Post subject: Reply with quote

Here's the patch so far. You'll need at least the latest Ares Patch.

Changelog:
Quote:

- All Construction Yards are now buildable, Requires Service Depots (Or Grinder) + Construction Yard to be built.
*This Update also removes the Vehicle Frames in the Build Ups

Prism Tower
- Now using Ares' New Prism Forwarding Logic
- Has Radial Indicator
- Removed some graphical errors in the SHPs

Gap Generator
- Now has spinning graphics (Credits to MadHQ)
- If you have extra 100 Power you can deploy it to increase shroud range.

Tesla Coil
When being overcharged the Tesla Coil can EMP Units & cause bouncing projectiles

Tesla Trooper
- New Graphics for when charging the Tesla Coil
- At Elite the Tesla Trooper gains EMP Effect

Tesla Tank
- Can now EMP enemy units/vehicles
- Can shoot over Walls
- Can Jam Radar if within 3 cells of the Radar Structure

Psi Commando
- Can Deploy to create a Psi-Wave like other Yuri Units
- Can gain experience and at elite increases mind control limit from 1 to 3
- Mind Controlled Victims give 75% of their exp earned to the unit

Yuri
- Can gain experience and at elite increases mind control limit from 1 to 3
- Mind Controlled Victims give 75% of their exp earned to the unit

Yuri Prime
- Increased Mind Control range from 7 to 9
- Can gain experience and at elite increases mind control limit from 1 to 3
- Mind Controlled Victims give 75% of their exp earned to the unit

Mastermind
- New Voxel
- Is now Omnicrusher
- Can gain experience and at elite increases mind control limit from 3 to 5
- Mind Controlled Victims give 75% of their exp earned to the unit

Psychic Tower
- Increased Mind Control Limit from 3 to 5 (5 Vacuum Tubes Razz )

Giant Squid
- Now has projectile when attacking with the SquidGrab
- Increased damage of SquidGrab from 15 to 45 & SquidGrabE from 40 to 120
- SquidPunch can now remove Giant Squids from Naval Units

Apocalypse Tank
- New Voxel (Stingerr)
- Is now Omnicrusher

Mirage Tank
- Now has a Turret
- Restored Elite Weapon

- All Defenses now have Radial Indicators

Infantry
- Infantry unlocked with Barracks have White Pips
- Infantry unlocked with Radar have Green Pips
- Infantry unlocked with Battle Labs have Blue Pips
- Hero Infantry have Red Pips & their own unique Veterancy & Elite Pips

Engineer
- Cost reduced from 500 to 300
- Have unique Yellow Pip & Insignia (Omegabolt)

- Initiate
- Cost increased from 200 to 300
- Damage increased to 50/60,Range to 4.5/5 & ROF to 30

Elite Weapons
- Unless armed with Twin Barrels, Most Units have had their Elite Weapons doubled and as opposed to having increased Burst.

IFV
- Can now carry up to 3 Passengers
- Can Fire on the Move

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jan 06, 2013 5:39 pm    Post subject: Reply with quote

Using Ares before it is bugfree is a bad idea imo.
Especially as long as such crucial features like savegame support are broken in Ares.

A solution might be a stripped down online-only game without any movies support, a menu that instantly goes into lobby etc, so you can keep using Ares.
But then it's no UMP but only an online gaming RA mod.
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jan 06, 2013 5:58 pm    Post subject: Reply with quote

Wasn't the original UMP designed to fix all kind of critical bugs and graphical stuff, with optional balancing changes?
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jan 06, 2013 6:47 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
A solution might be a stripped down online-only game without any movies support, a menu that instantly goes into lobby etc, so you can keep using Ares.
But then it's no UMP but only an online gaming RA mod.


Yeah this was the aim for it. But yeah I didn't know what to call it at the time. My original plan back then was to make a simple Ares-based Multiplayer Mod for YR and enhancing it with Ares.
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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Jan 07, 2013 11:09 pm    Post subject: Reply with quote

Dutchygamer wrote:
Wasn't the original UMP designed to fix all kind of critical bugs and graphical stuff, with optional balancing changes?


QFT

Surely just downloading UMP and using most stable Ares build achieves same effect. So yeah extremely misleading name.

A more suitable name would be Jem Rules.

Any adjustments which tweak any unit parameter should be considered optional implementation.

Ares in this case of this patch would fix exe issues which cannot be resolved by coding alone e.g. guard exploit on miners.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jan 08, 2013 12:40 am    Post subject: Reply with quote

How about Ares Rules?

I'm mainly adding the missing ability of the Tesla Tank to EMP Units. (Which was written in its Loading Screen) or adding new equivalent units to balance out each side.

And probably only adding units that would balanced out..

I've made a Spreadsheet of the Unit Roster for it.
https://docs.google.com/spreadsheet/ccc?key=0Aro7ei4PVUPqdEtjSGpXZUJqbmYwZ1J6TVlYc0IxSkE

Example - Unique New Unit

Example - New Unit

White Boxes are T1 Units (Built with only their Factory)
Green Boxes are T2 Units (Built with Radar Available)
Blue Boxes are T3 Units (Built after Tech Lab)

Added a tweaked IFV Combos Section as well.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Tue Jan 08, 2013 6:28 am    Post subject: Reply with quote

Have to say Jem, this does seem like a complete mod on it's own.

I like the concept tho. It reminds me to CannisRules.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jan 08, 2013 7:18 am    Post subject: Reply with quote

Uggh yeah its just so hard to not touch the Basic Unit roster whenever I open up an ini file. Embarassed

I've redone the list now, this is the smallest way I can go around to truly "Hard Editing" the Game without diverging too far.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Tue Jan 08, 2013 5:27 pm    Post subject: Reply with quote

TBH I liked that setup. It seemed like a good runner-up to CW 'til you gather the ant buildings.

Go for it.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Apr 03, 2013 4:46 am    Post subject: Reply with quote

All that discussion about a YR+ Mode for Ares got me to tweaking this mini-mod again...

https://docs.google.com/spreadsheet/ccc?key=0Aro7ei4PVUPqdEtjSGpXZUJqbmYwZ1J6TVlYc0IxSkE#gid=3

Updated the Sheet...
Italicized Units are either New Units,Unique Units or Units in question from being added.

New Voxel additions for Noodles Patch
*Most Voxels are also being used in Colony Wars

Grizzly Tank


Half Track

Now uses a Machine Gun versus Ground Units

Battle Fortress

Battle Fortress can now also attack Air Units (Effective against Infantry/Aircraft)


New Idle Ready Animation for the Soviet Nuclear Silo


Added Psychic Reveal Animation of it Unshrouding
*Credits to GameMate
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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Wed Apr 03, 2013 9:57 am    Post subject: Reply with quote

love the nuke silo anim

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jun 16, 2013 5:17 am    Post subject: Reply with quote

Just updated this again. I'll be posting the link for the updated mix so far in this Post later on.

Removed all the new voxels. For now they are all using vanilla voxels except for the Yuri Hover Transport which atm is a recolored/retextured version of the Soviet one. As my new approach for Noodles Patch is to retexture or in some special cases remake the Vanilla Voxels.

New Updates...

Sniper & Virus Weapon now has increased cooldown. and have adjusted range. (Sniper can still outrange Virus)

Updated the IFV Modes to accomodate elite changes. Specifically...
Guardian GI (More Damage)
Machine Gun (More Damage)
Chrono Legionnaire (Shorter ROF)
Desolator (More Damage)
Virus (Improved Range & ROF)
Sniper (Improved Range & ROF)

Yuri Clone & Yuri Primes now gain experience and at elite have increased range.

Yuri Prime can control up to 3 units.

Floating Disks cannot drain Defenses anymore.

Slave Miner moved to Battle Lab Tier.

Boomer's Torpedoes now deal 10 more damage but fires slower than the Typhoon.

Typhoon now fires in bursts of 2 (No damage changes) and now have their own unique MoveSound instead of using the Giant Squid's Sounds.

Battle Fortress Strength increased from 600 to 1000.

Mastermind Strength increased from 500 to 800.

Grand Cannon is now shared Tech. Its been moved to Battle Lab Tech and a BuildLimit of 5. The French now have instead the Howitzer which has more range than the Prism Tank (Replacing it on their Tree)

Fixed a miscolor in the Tesla Trooper's Muzzle Flash (Now they are bright even on dark maps)

Added OpenTopped/Gunfire Animations for Tesla Weapons,Chrono Legionnaire Weapons & Desolator Weapons as well as a new one for the Initiate. The old one is now used specifically for Mind Control Infantry & Units.

Added Snow Theater Specific Art for the Chrono Commando and also enabled an unused Attack Animation for him when he attacks with his C4.

Chrono Miner,Chrono Ivan,Chrono Legionnaire & Chrono Commando now make a zipline effect when teleporting.

Rocketeers now instantly face the direction of their target and have better movement.

MaxMoney in Skirmish/Multiplayer is now 40000
MaxUnit in Skirmish/Multiplayer is now 40
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MasterHaosis
Commander


Joined: 01 Nov 2010

PostPosted: Sun Jun 16, 2013 5:25 am    Post subject: Reply with quote

Slave Miner moved to Battle Lab Tier. ?
I do not get it. Do you have additional miner as standard miner or what?
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jun 16, 2013 5:29 am    Post subject: Reply with quote

Added MadHQ's Refinery in. Temporarily Yuri can build War Miners until I finish the voxel for his new Miner.
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MasterHaosis
Commander


Joined: 01 Nov 2010

PostPosted: Sun Jun 16, 2013 4:13 pm    Post subject: Reply with quote

Ah, that makes sense. Good work.
About floating disc. If he is your one assault air unit, then I recommend you decreasing its prize to 1500$ from 1750$, and change its moving sound to ambient sound, so he plays sound all time (as helicopter). Thats what I did
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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Mon Jun 17, 2013 4:09 am    Post subject: Reply with quote

Looking good so far.
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m7
Commander


Joined: 17 Apr 2009
Location: The Fang

PostPosted: Mon Jun 17, 2013 5:05 am    Post subject: Reply with quote

I disagree with the proposed change of the Floating Disk price. 1750 is just fine for such a powerful unit. It can kite effectively in groups and shuts down entire bases. Not to mention disabling individual defenses and draining funds.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Jun 17, 2013 6:24 am    Post subject: Reply with quote

And oneshots infantry in many cases.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jun 17, 2013 6:52 am    Post subject: Reply with quote

Floating Disk in Noodles Patch is still the same. Only changes I made for it is I disabled its ability to drain Defenses (Only Power & Refineries can be drained)

The Disk Laser still deals 90 Damage (So it still 2-3 Hits Infantry) but gets a  -20 ROF Boost once elite (80 to 60)

But yeah as Orac mentioned... a Squad of Disks will still vaporize a group eventually.

Not sure if I mentioned it already but I also recolored their Lasers to green (to make the Green Goo Death accurate)

More progress...

Chaos Drones now have 2 modes of attack. It can fire the Chaos Gas a short distance (6 Range) or can be ordered to deploy much like its original weapon. And I've given the weapon a red glow via Bright & CombatLighting.
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MasterHaosis
Commander


Joined: 01 Nov 2010

PostPosted: Mon Jun 17, 2013 9:37 am    Post subject: Reply with quote

Atomic_Noodles wrote:

But yeah as Orac mentioned... a Squad of Disks will still vaporize a group eventually.


Thats true, but unless you have Apaches or enhanced Siege chopper in the way.

Regarding disk laser. Reember that it has one huge disadvantage. That is charging lasers. So you have a group of infantry and group if discs. Discs wont shot as Rockeeters/Siege choppers/anything with machine gun to reap infantry quickly. They need to charge up laser, meaning that in most cases, whole group need to charge u lasers, but only one will shoot at soldier if he is about to die from one shot (has less than 70% health), meaning that only one can shoot, and whole group charged lasers for no reason (because they targeted same soldier), and they need to recharge again before next shoot. So in such cases, which happens often, they just waste time by loosing shoots because of that recharge (but they have ROF 80 which is high for such unit).
So actually that is good that you decreased its ROF when elite.
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DaRkGlAcEoN
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Joined: 13 May 2013
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PostPosted: Sun Jun 23, 2013 4:15 pm    Post subject: Reply with quote

I've always found that annoying. Sorry for late reply.
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gameaddict11707
Light Infantry


Joined: 15 Jul 2011

PostPosted: Mon Jun 24, 2013 5:41 am    Post subject: Reply with quote

Atomic_Noodles wrote:
Rocketeers now instantly face the direction of their target and have better movement.

How'd you do this? And, by "better movement" I assume you mean that they don't do that stupid thing where they bob around for a few seconds when given an attack order?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jun 24, 2013 5:51 am    Post subject: Reply with quote

gameaddict11707 wrote:
Atomic_Noodles wrote:
Rocketeers now instantly face the direction of their target and have better movement.

How'd you do this? And, by "better movement" I assume you mean that they don't do that stupid thing where they bob around for a few seconds when given an attack order?


They attack like the Jumpjet Troopers now. Where they fire on the unit until it goes out of their range then follows it and repeat the process. But overall you won't get the flying around in circles just to acquire the taget part anymore.

Just change "JumpJetTurnRate" to "JumpjetTurnRate" Westwood typo ztype up like the debris. #Tongue

I'm including all my SHP Fixes/Enhancements so far.

Most recently...

- re-enabled an unused Active Anim on the Soviet Industrial Plant
- Fixed Yuri's Submarine Pen Active Animation & Build Up
- New Ready Animation for the Soviet Nuclear Silo (Snow Version isn't totally perfect)
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MasterHaosis
Commander


Joined: 01 Nov 2010

PostPosted: Mon Jun 24, 2013 7:48 am    Post subject: Reply with quote

Good changes. Keep doing that.
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DaRkGlAcEoN
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Joined: 13 May 2013
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PostPosted: Mon Jun 24, 2013 4:36 pm    Post subject: Reply with quote

I agree
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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Jun 24, 2013 7:03 pm    Post subject: Reply with quote

I demand you to give me screenies on the visual thingies that you have fixed. #Tongue
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Tue Jun 25, 2013 12:02 am    Post subject: Reply with quote





Search for NAINDP_B in the YR Mixes. Its an unused animation on the Industrial Plant where lights blinking in order similar to the one seen on the Soviet War Factory.
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DaRkGlAcEoN
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Joined: 13 May 2013
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PostPosted: Tue Jun 25, 2013 1:04 am    Post subject: Reply with quote

Looks nice Very Happy
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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Tue Jun 25, 2013 7:04 am    Post subject: Reply with quote

Well done Jem. Keep it up. I hope more updates will come on your Noodles patch. Smile

Well your patch is great but mind if I adopt a few of your changes to mine also? I might start making patches too.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jun 25, 2013 7:52 am    Post subject: Reply with quote

The new changes I've been adding to Noodles Patch are just mainly SHP fixes and standard fixes anyway. all the files that will be in Noodles Patch will be Open to everyone.
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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Tue Jun 25, 2013 7:59 am    Post subject: Reply with quote

Dude where's the download link?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jun 25, 2013 8:03 am    Post subject: Reply with quote

Once I finish the Snow Tanya i'll put up the first public release...
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MasterHaosis
Commander


Joined: 01 Nov 2010

PostPosted: Tue Jun 25, 2013 10:02 am    Post subject: Reply with quote

Beta release
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gameaddict11707
Light Infantry


Joined: 15 Jul 2011

PostPosted: Tue Jun 25, 2013 7:40 pm    Post subject: Reply with quote

Not sure if you found this already Atomic_Noodles, but I noticed that the "JumpJetAccel=" flag also has its second J wrongly capitalized; "JumpjetAccel=" is the correct notation according to the flag's entry on ModEnc.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Tue Jun 25, 2013 7:44 pm    Post subject: Reply with quote

Yeah and it's better not to restore that one.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jun 25, 2013 10:35 pm    Post subject: Reply with quote

It sounds like a perfectly fine tag, why not?

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Starkku
Energy Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Jun 25, 2013 11:02 pm    Post subject: Reply with quote

Orac wrote:
It sounds like a perfectly fine tag, why not?


Higher values for acceleration screw up jumpjet behaviour. Infantry like Rocketeers have problems firing, transports can't land and so on. The values present on all jumpjet units in YR are high enough to cause these issues. The fallback value in JumpjetControls is 2, Rocketeer's value (that is not read due to that typo) is 10, for an example.
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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Wed Jun 26, 2013 12:29 am    Post subject: Reply with quote

Atomic_Noodles wrote:
Once I finish the Snow Tanya i'll put up the first public release...

Can't wait Very Happy
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I CAN USE CAPS TOO, HOW DOES IT FEEL?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Jul 10, 2013 12:06 am    Post subject: Reply with quote



Collectrons will also be available in Noodles Patch as well as Colony Wars. In Noodles Patch however they will only have the ability to be amphibious and move faster.



Also added a Snow Bridge Hut as I noticed it when DarkRose made his own take on a Bridge Hut.
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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Wed Jul 10, 2013 12:41 am    Post subject: Reply with quote

Awesome
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4StarGeneral wrote:
I CAN USE CAPS TOO, HOW DOES IT FEEL?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Jul 18, 2013 10:31 am    Post subject: Reply with quote

Guardian GIs now come armed with Shotguns when standing. The shotgun can take out up to 3 infantry (Provided they're all in one cell)

Most Infantry will die in 2-3 shots.

Heres the override if your interested...

Comes with new weapon sound, you'll have to figure out how to add it yourself.

http://www.mediafire.com/download/sav02966xajlw01/Shotgun_GGI.rar
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Aug 18, 2013 9:25 am    Post subject: Reply with quote



Black Eagle Voxel retexture/touch up.
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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia, Secret Base

PostPosted: Thu Oct 17, 2013 7:21 am    Post subject: Reply with quote

im waiting for this Very Happy
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4StarGeneral
Commander


Joined: 14 Sep 2006
Location: Hiram, GA, US

PostPosted: Mon Oct 31, 2016 5:56 pm    Post subject: Reply with quote

Bumping this to ask if this mod is still being developed or dumped for Colony Wars, as I was looking forward to the small additions and lots of QOL changes, etc.
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