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Sole Survivor Remake?
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Nov 02, 2011 1:55 pm    Post subject:  Sole Survivor Remake?
Subject description: Not sure where to post this...
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So... I'm just wondering, Has anybody ever remade Sole Survivor for RA2/YR?

I assume it'd be doable with the proper INI Editing as well but giving the Game more flavor like adding variations to the 3 Infantry.

And another thing that could spice it up would be to make each infantry slightly different (Conscripts shoot the Fastest, Initiates shoot the Slowest, GIs are the All-Rounder,etc)

I assume its possible to create respawnable Crates on specific Locations with the same Bonuses?

And making a Infantry Paradrop (Respawn) whenever your dude dies...

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Nov 02, 2011 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Unless it'd be a singleplayer map, re-spawning is impossible. That's not the biggest issue however; although I don't know for sure whether this is the case in RA2, in TS unit upgrades aren't cumulative.
This means that when a unit for example picks up a firepower upgrade, every next crate it picks up that was supposed to be another firepower upgrade, will instead give you a different crate (in TS this will always be a money crate; this might either be different or the same in RA2).
So although it's possible that this might be different in RA2, it's most likely the same and this thus prevents you from creating a proper sole survivor gameplay style.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Nov 02, 2011 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes you can only collect crate powerups once in RA2/YR too, atleast the stat buffing & cloaking ones. I am not entirely sure about veterancy, if I recall correctly it might have been possible to collect two veterancy crates if they only give one promotion (normal -> veteran/veteran -> elite). At very least it is possible for once promoted unit to gain another promotion if another unit which hasn't collected veterancy crate picks up one next to the first unit.

There have been few attempts at vaguely similar gamemodes for few mods, but limitations of MP map scripting (most of map trigger Events do not work in multiplayer, for example), starting units & short game on/off issues etc. impose pretty nasty limits on what you can do and what not.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Nov 02, 2011 4:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
TS unit upgrades aren't cumulative


Wrong. After playing a dozen "Crate Frenzy" games in TI where you end up getting the same upgrade with the same unit over and over again, I can say with 100% certainty that the crate boosts are cumulative.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Wed Nov 02, 2011 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wouldn't waste time trying to make a Sole Survivor clone honestly. I tried and it died, RoTD made the first good one (That said, it was still very limited and not as in-depth as it could've been. Not the fault of anybody, the game was a TD remake, not SS), but as good as TI's is, I think even if it's a perfect game, the SS gimmick just isn't worth wasting time. You can't play with AI and organizing online matches is a cunt. It can have AAA graphics, but it'll have no players.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Nov 02, 2011 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Wrong. After playing a dozen "Crate Frenzy" games in TI where you end up getting the same upgrade with the same unit over and over again, I can say with 100% certainty that the crate boosts are cumulative.

That might be true when you have one unit standing next to a crate and the another unit picks up the powerup from it; both units will receive the powerup then (knowing this, I usually intentionally try to pick up powerups with multiple units at the same time). Unlike in Sole Survivor however, powerup crates don't add up, but multiply the unit's current stats, which means that the more of the same kind of powerup a single unit receives, the bigger the bonus from every next crate will be.

Also, the main thing I was trying to point out before is that a single unit can't pick up multiple of the same powerup, since every second crate that's supposed to contain a powerup the unit has already once acquired will always turn into a money crate instead when that unit picks it up.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Nov 02, 2011 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Also, the main thing I was trying to point out before is that a single unit can't pick up multiple of the same powerup, since every second crate that's supposed to contain a powerup the unit has already once acquired will always turn into a money crate instead when that unit picks it up.


Then how come I've done exactly this, used a single unit to collect powerups, so that I saw it accumulate several speed boosts among others?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Nov 03, 2011 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Who knows; I just know that among normal circumstances it simply doesn't work.

You can test it for yourself if you like; under [CrateRules] just change CrateMinimum and Maximum to 255 and under [Powerups] change the probability (the first number right after the =) to 0 for all crates except for Speed, Armor and Firepower. When you test this ingame you'll find that after picking up all of these 3 powerups once you'll only keep getting money crates, even though you've changed the probability for money crates to 0.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Nov 03, 2011 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can confirm Crimsonum's point. In RA2 and YR it is possible to get multiple of the same upgrade, and its very noticible on the multiple movement speed buffs (though there is a limit, somewhere around the terror drone's speed, 15 or something). Now whether thats a 'Too many crates' bug, I don't know, but it ends up that the crates only become money when they are supposed to. I.E. Money -> Speed -> Armor -> Money -> Veterancy -> Speed -> Speed -> Money -> Firepower -> Etc...

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Nov 03, 2011 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
Who knows; I just know that among normal circumstances it simply doesn't work.


I've only confirmed it in multiplayer games, i.e. while playing online. Could the crate settings somehow differ between that and skirmish? If not, you should ask LKO or Aro about it, as I haven't touched the settings.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Thu Nov 03, 2011 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
I can confirm Crimsonum's point. In RA2 and YR it is possible to get multiple of the same upgrade, and its very noticible on the multiple movement speed buffs (though there is a limit, somewhere around the terror drone's speed, 15 or something). Now whether thats a 'Too many crates' bug, I don't know, but it ends up that the crates only become money when they are supposed to. I.E. Money -> Speed -> Armor -> Money -> Veterancy -> Speed -> Speed -> Money -> Firepower -> Etc...


If I remember right, shp vehicles and infantry freak the ztype out if you make them faster than the terror drone. IIRC the rules.ini even states somewhere that the terror drone can only go upto a certain speed.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Nov 03, 2011 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, SHP units (including infantry) get stuck if their speed is bit over 10 (can't remember the exact value, could be 14)

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Nov 03, 2011 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yesterday evening I noticed a hover vehicle started to bug out after a few crates.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Nov 03, 2011 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Yesterday evening I noticed a hover vehicle started to bug out after a few crates.


Cool story bro. Maybe you'd like to tell how it bugged out?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Nov 03, 2011 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hover units are known to bug out when their speed is too high, so a speed powerup was most likely to blame.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Nov 03, 2011 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
Hover units are known to bug out when their speed is too high, so a speed powerup was most likely to blame.


from personal experience any unit can bug out with the speed set too high. Had a infantry that had limit of 5, they would move out and could get stuck in a group and they couldn't move. If an enemy unit got close they would attack but not move.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Nov 03, 2011 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
from personal experience any unit can bug out with the speed set too high. Had a infantry that had limit of 5, they would move out and could get stuck in a group and they couldn't move. If an enemy unit got close they would attack but not move.


Crimsonum wrote:
Yeah, SHP units (including infantry) get stuck if their speed is bit over 10 (can't remember the exact value, could be 14)

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Nov 04, 2011 4:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Orac wrote:
Yesterday evening I noticed a hover vehicle started to bug out after a few crates.


Cool story bro. Maybe you'd like to tell how it bugged out?

Began to ignore cliffs, wobbled multiple cells from side-to-side when moving, and screwed up pathfinding.
I'd rather thought that could be inferred from context of your previous post, but oh well.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Fri Nov 04, 2011 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:

I'd rather thought that could be inferred from context of your previous post, but oh well.


nope.avi

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri Nov 04, 2011 7:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Sounds like this.

It's been a long time since I played previous C&C incarnations like TS. But I take it sole survivor is like "no mcv, mode" Or like how in ra1 you could start with no mcv and fight it out with 50 units?

Edit: looked it up more thoroughly. And found this link and this link. And that mode I don't think is really possible, least not very well.

If so my mod actually has a mode like this but it's different. In mine you can call on multiple different para-drop reinforcements that cost money to use, Superweapons as well, and can earn money for these Superweapons by either capturing oil derricks, or via the bounty logic in ares "assuming it makes it in ares 0.2." The point of the mode is to capture all oil derricks and destroy all enemy forces.

As for re spawning infantry that is possible with ares. With custom death animations you can make a hero unit respawn a weaker clone of himself on your side upon his death.
A lot of stuff can be done with individual map triggers which can be added if you edit the maps, "of course if you do so then the mode will only work well for those maps."

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Nov 04, 2011 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
Sounds like this.


This is due to combination of various hover locomotor global values, HoverHeight & HoverBob namely.

HoverBob value has to do with 'bobbing' frequency and also affects the refresh speed of hovering altitude. Combine that with needlessly high HoverHeight value and you can have hover units like Robot Tank exceeding the magical in-game altitude required in order for them to be considered aerial units while descending down slopes for an example, which results in the behaviour described in that topic.

You can also invoke nasty behaviour on hover locomotor units by increasing the value of PathDelay= under [AI]. Yeah, before you'll just say that it only has to do with AI pathfinding crap, try it.

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