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Rock Patch 1.08 SE
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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Sat Oct 28, 2006 12:28 pm    Post subject:  Rock Patch 1.08 SE
Subject description: released!
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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sat Oct 28, 2006 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

sweet

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Sat Oct 28, 2006 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I saw it has ATA combat (mostly) thats just awesome!

Now my mod can be complete. (at least when its done)

EDIT: Just tested ATA combat with new RP.

When placed (under initial thinking, silly me >_>) under the projectile it does nothing even though the Locomotor when landed and AA=yes on the projectile it fires at aircraft in range. However when placed under the unit wanting to attack another (as VK apparently wanted) it works as he intended.

Pics below.



AircraftAttack1.JPG
 Description:
Aircraft in pursuit under AACombat=yes. Yes it is actually chasing it.
 Filesize:  122.22 KB
 Viewed:  14762 Time(s)

AircraftAttack1.JPG



AircraftAttack2.JPG
 Description:
ATA missle has been fired and is in flight under AACombat=yes

(Yes I know about the bad terrain palette causing the near invisiblity of the shot, sue me)
 Filesize:  136.95 KB
 Viewed:  14762 Time(s)

AircraftAttack2.JPG



AircraftAttack3.JPG
 Description:
Aircraft that was destroyed by ATA missle under AACombat=yes
 Filesize:  139.1 KB
 Viewed:  14762 Time(s)

AircraftAttack3.JPG



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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sun Oct 29, 2006 1:48 am    Post subject: Reply with quote  Mark this post and the followings unread

downloaded it man cncvk you rule now for ETS i supose WOOT #Tongue

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sun Oct 29, 2006 2:18 am    Post subject: Reply with quote  Mark this post and the followings unread

hmm maybe you could have just made a new ini tag for aircraft types that is Interceptor=yes. this would have the same effect but it will use the most effective weapon.

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Oct 29, 2006 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I must say that you have done a great job by releasing this!

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Oct 29, 2006 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know, very incredible work. Too bad it sucks against Kirovs Sad

I tried to defend my CW base with Harriers with 2 Sidewinders, and that phailed with a PH of acid rain.

Very good. I would recommend you set the range of a AtA missile to be around 9, to be in RA2 scale, but in a general big scale mod, make it longer. Splash damage for the warhead and high acceleration is good for the projectile.

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YR modder/artist, DOOM mapper, aka evanb90
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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Oct 29, 2006 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe you should add an additional AA-weapon for kirov too, so it can defend itself against other aircrafts... Wink

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sun Oct 29, 2006 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

are you kiding me? it is already over powered with its extrodinary armor

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Oct 29, 2006 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, that would shatter the already cracked balance in the game.

But intercepting B-2s and B-52s before they kill my con-yard sounds appealing. #Tongue

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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sun Oct 29, 2006 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its nifty to intercept Kirovs with aircraft now.

Just a word of caution, if 1 harrier downs a Kirov in one pass you went too far.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Oct 29, 2006 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I think I got a nice air to air weapon for the Harrier.

First- Set Ammo to 2
(lower Maverick weapon damage if you want to compensate)

Weapon
Code:
[Sidewinder]
Damage=145 ;Not enough to kill a Harrier
ROF=10
Range=9 ;This should be a large number
Projectile=AirToAirMissile
Speed=70
Warhead=ORCAATA
Report=MigAttack
Burst=1
;MinimumRange=2 ;You may want to avoid getting planes too close to their targets, you may shoot your own planes down


Projectile
Code:
[AirToAirMissile]
Arm=2
Shadow=no
Proximity=no ;This may have an interesting effect, but I am not sure.
Ranged=yes ;This depends wholly if you want the missiles to never miss, making it quite dull.
AA=yes
AG=yes
Acceleration=10
Image=DRAGON
ROT=100 ;was 60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no


Code:
;Harrier ATA Missile with splash.
[ORCAATA]
Wall=yes
Wood=yes
CellSpread=1.0
PercentAtMax=0.2
;This is just to allow a near hit to do some damage.
Verses=100%,100%,100%,100%,125%,100%,100%,100%,75%,100%,100%
;Remember, the 125% is Medium, or Kirov armor.
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 ;You may want less ground based explosions
ProneDamage=50%


This weapon will not down a Harrier or light aircraft in a single missile, but rather require wasting both missiles shooting it down. To effectively down a Kirov, you will need at least 6 Harriers.

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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Sun Oct 29, 2006 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
are you kiding me? it is already over powered with its extrodinary armor


If you find a kirov overpowered then you don't know how to play the game...

Anyway, nice thingy, ata. Makes the game more realistic Smile.

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sun Oct 29, 2006 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

it is over powered and I know how to play the game. I've creamed tony and he is one of the best players I've come across. I know how to kill a kirov I'm jsut saying WW screwed it up by giving it so much armor.

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Mon Oct 30, 2006 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

CNCVk, i love you man. i really do. you have finally done something that the community has wanted since RA2 came out, and PD never did. i think it's great that your listening to the community and not just the big mod makers. i have a mod called Air Wars that will prolly be seeing some progress now that AA combat has been enabled. great job CNCVk, and now all we need is horizontal take and landing and the community is all set for aircraft Smile

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Mon Oct 30, 2006 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

More or less some kind of Airfield logic would be nice.

But I digress, its a kickass exe hack right now.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Oct 30, 2006 1:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, they was skepticism on the possibility of air-to-air combat. Some people believed it could cause interference with targeting and many other functions and could possibly break other logic.

AtA combat was going to come, pd or CNCVK, it was just a matter of time.

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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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BuddaBoy
Cyborg Engineer


Joined: 05 Oct 2004

PostPosted: Mon Oct 30, 2006 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

ihateharriers wrote:
CNCVk, i love you man. i really do. you have finally done something that the community has wanted since RA2 came out, and PD never did.


Lest we forget PaD is the one who started this all, it is after all his jewel that gave us the opertunity to mod Yuri as we do, granted CNCVk has also contributed to this "patch" also, but after so much work and request's he decided to leave and persue other endevors.

Many thanks to both .exe editors and there work.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Oct 30, 2006 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes - C&CVK, you are great.

And the Dropship logic - awesome addition man. But how is it enabled exactly?

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Mon Oct 30, 2006 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:



it is over powered and I know how to play the game. I've creamed tony and he is one of the best players I've come across. I know how to kill a kirov I'm jsut saying WW screwed it up by giving it so much armor.


Lol, with all means, it isn't. it's slow and the warning sound makes it useless on big maps (and nutifies your argument that it has much armour). 4 flak tracks kill it, which is equal cost and equal build time. it might be a good unit for small maps or naval maps, but that's it. I've enough online experience, played with guys like Tomi or razorcutz or leownzall.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Mon Oct 30, 2006 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Mon Oct 30, 2006 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

truefeel wrote:

Lol, with all means, it isn't. it's slow and the warning sound makes it useless on big maps (and nutifies your argument that it has much armour). 4 flak tracks kill it, which is equal cost and equal build time. it might be a good unit for small maps or naval maps, but that's it. I've enough online experience, played with guys like Tomi or razorcutz or leownzall.


Yeah truefeel is right and I've played with those players (although not leo). The Kirov is easily killable, and in fact the only thing I think it does which it is only good at is pressure. It pressures your opponent to begin producing flak/anti aircraft vehicles whilst you begin to make more ground combat tanks than him.

In short I think the Kirov is only good at what its best at, intimidation. I use them all the time usually #Tongue

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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Mon Oct 30, 2006 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kirovs are kinda rubbish, IMO.Super slow and easily killable if you scout early (so you'll see them when they are sent). Mobile AA eats them for fun.

Really glad ATA works though, a fine addition ^_^

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Mon Oct 30, 2006 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

well I prefer small maps as I hate long scrolling times.

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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Mon Oct 30, 2006 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Up your scroll speed?

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Mon Oct 30, 2006 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use right click and then scroll?

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Mon Oct 30, 2006 10:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

at some speeds I over shoot where I'm going. Right click still takes to long and stop with this talking down to me about tactics. I know them.

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Mon Oct 30, 2006 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

You just sound lazy then.

Which of course is BAD! (at least in CNC)

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Mon Oct 30, 2006 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not lazy I build like a maniac when I have enough resources. Best thing to stop a Kiroc I know is Rocketeers and Aegis Cruisers

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Oct 31, 2006 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread


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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Tue Oct 31, 2006 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

ORCACommander wrote:
I'm not lazy I build like a maniac when I have enough resources. Best thing to stop a Kiroc I know is Rocketeers and Aegis Cruisers


NEVER, but also NEVER send in rocketeers. If the opponent notices it he can just send 2 flaks. say bye bye to all your rockies. What you need is hit 'n run with IFVs (and not with GGI BFs; a good sov. player makes uses of it when the BF is shotting at the kirov and not on the coming rhinoes.)

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Dracaveli12
Medic


Joined: 05 Jun 2006

PostPosted: Wed Nov 01, 2006 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

planes still can't be set to gaurd can they?.... making automated air to air defense highly unlikely unless spawned by other means

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Fri Nov 03, 2006 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Paying attention is better then auto-guard Smile .

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Fri Nov 03, 2006 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
horizontal take

it's rather easy, but landing is very difficult Smile

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Sun Nov 05, 2006 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tested the RP together with Phearr online. It's just horrible. The gmae gets unplayable due too REs after 2 minutes in the game. And it is the fault of the new RP, b/c after that, we tried RP 1.07, which give no RE at all. I do not want to break your work down, but it's just not playable online...

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Nov 06, 2006 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

It's hard for him to test it online, because nobody has the same rock patch revision that he has (some internal alpha) and he doesn't have LAN.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Mon Nov 06, 2006 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which is the reason why, over at RPNF, half the people advocate revision/version internal beta tests every time a release comes out...but neither pd nor VK followed the suggestion so far.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Nov 07, 2006 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm one of the main advocates of the patch but I stopped using it when I tested 1.08 and it had dominator issues.

I await a stable version whenever that is possible ...

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Tue Nov 07, 2006 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP 1.08 is history Smile

RP 1.09 will fixing save / loads bugs
and (I hope) reconnections errors Very Happy

Quote:
It's hard for him to test it online, because nobody has the same rock patch revision that he has (some internal alpha) and he doesn't have LAN.

I try to create a virtual network Smile

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Nov 07, 2006 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP 1.09 will fixing save / loads bugs
and (I hope) reconnections errors

I was kinda hoping you'd fix them #Tongue

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Nov 08, 2006 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

just fix the random IE's as well, cos at the moment its like russian roulette but I always get bullet ..

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Suiseiseki
Commander


Joined: 06 Oct 2003

PostPosted: Wed Nov 08, 2006 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

C&CVK wrote:
RP 1.08 is history Smile

RP 1.09 will fixing save / loads bugs
and (I hope) reconnections errors Very Happy

Quote:
It's hard for him to test it online, because nobody has the same rock patch revision that he has (some internal alpha) and he doesn't have LAN.

I try to create a virtual network Smile


Hamachi would work well. Wink

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Wed Nov 08, 2006 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
just fix the random IE's

What random IEs?
See bug tracker - no "Random IEs there"!

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Wed Nov 08, 2006 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there even a tentative thinking as to how long 1.09 will take? Just curious. That and the lousy INT_DIVISION_BY_ZERO_VIOLATION from loading save games is really turning me off to modding with RP atm.

So shall I therefore assume itll be done anywhere from 2 weeks to 1 year?

Or should I just assume now that ATA combat is in, Rockpatch is nearing completion.

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Dracaveli12
Medic


Joined: 05 Jun 2006

PostPosted: Thu Nov 09, 2006 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

patience is a virtue

truefeel wrote:
Paying attention is better then auto-guard Smile .


with an AI on steriods Idea , micro managment is thrown out the window

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Thu Nov 09, 2006 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I gots the patience. Im just curious.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Thu Nov 09, 2006 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
So shall I therefore assume itll be done anywhere from 2 weeks to 1 year?

I don't know yet Smile
I will write about my plans later.

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Sat Nov 11, 2006 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
with an AI on steriods , micro managment is thrown out the window


Not really; AI micromanages faster, but you can do it on more ways and smarter. AI can never reach the level of micromanagment of a human. Not on RA2, not on YR and not in real life.

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Sat Nov 11, 2006 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

It does on Warcraft 3. Try microing faster than an Insane AI. Yes you can outsmart. Yes you can outfight. Yes you can overpower but you cant outmicro the AI there. (or at least its DAMN hard.)

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Sat Nov 11, 2006 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, this is RA2/YR and AI sucks there. That's why online play > skirmish in RA2/YR.

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