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Poll. Should RA2s multiplay settings been more like TS?
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Poll. Should RA2s multiplay settings been more like TS?
1. No, simple is better, the options they removed since TS were useless and clogged up the menu and the TS map generator was too confusing. the RA2 Map generator was fine with less settings.
15%
 15%  [ 2 ]
2. No, the ones they removed since TS were useless. But I do miss the TS Map Generator being able to make a wider variety of maps without having to make your own was nice the RA2 one was way to limited with so few settings.
0%
 0%  [ 0 ]
3. Neutral. The way they did the menu in RA2 was simple and best. those options were rarely used but i agree having a 'Go Adv' tab aside couldn't hurt they do get used by some.
0%
 0%  [ 0 ]
4. Yes, I miss the old TS options that were removed I didn't mind the menu being alittle more crammed with options.
61%
 61%  [ 8 ]
5. Neutral I agree with a simple menu and that many of the multi play options that were taken away were quite unused. But there was an option/feature that they should have kept.
15%
 15%  [ 2 ]
6. No simple is better. I had issues with the certain option/s not having the right range. exp: starting credit range and/or unit count setting should have been different.
0%
 0%  [ 0 ]
7. Yes more options would of been nice but had issues with the certain option/s not having the right range. for example starting credit max should of been higher and/or a different ones
0%
 0%  [ 0 ]
8. I still think the RA2 many had too many settings or others
0%
 0%  [ 0 ]
9. None of these above describe my thoughts on this question. Please explain why in thread =)
7%
 7%  [ 1 ]
Total Votes : 13

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Kamuix
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Joined: 02 Nov 2012
Location: Canada

PostPosted: Wed Dec 18, 2013 1:58 am    Post subject:  Poll. Should RA2s multiplay settings been more like TS?
Subject description: Exp. Fog of war, tech level, the map generator limitations
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What I mean is more custom able options like Fog of war, customable tech level, bases on or off.. etc. should of all been in menus as it was in TS? and perhaps added more interesting options? I'm also talking about the much more optional map generator that Tiberian sun had.

I know it's not of much importance now, i'm just curious to what others think,
And I'm not hating on them having changed it or anything like and i know they can be manually changed, just wanted others votes hehe

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Dec 18, 2013 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

A 10 tech level suits for campaign missions and not for skirmish. About 2 missions per tech level
to introduce new features and 20 missions in all per side etc. Skirmish AI does not even obey
the tech levels defined in rules.ini in the sense it should and the tech level restriction is
for human player only then.

Starting credit range is easily edited in rules.ini. And a unit count of 20 or more, many a times
does not give space to move and deploy for MCV in TS. Anyhow, modding for additional sides in TS restricts
unit count to 1 or 2 and unit count option is removed from language.dll by hex editing.

RMG in RA2 could have been like TS, but features like tiberium lifeforms or desert within temperate
etc. are different.

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Nikademis Von Hisson
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PostPosted: Wed Dec 18, 2013 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I like Yuri's Revenge. I like having multi teams (countries) to choose from. In TS you can't pick you space on the map, can not occupy buildings....... Now i have not seen or played a mod that these could be done in.....

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Orac
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PostPosted: Wed Dec 18, 2013 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

The TS RMG seemed to always generate one of four maps, so it wasn't all that great.  RA2's one was sliiiiiiightly better, but still had glaring issues with creating maps with poor pathfinding.

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Kamuix
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Joined: 02 Nov 2012
Location: Canada

PostPosted: Wed Dec 18, 2013 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

The pole questions doesn't include the Added options for YR i was specifically talking about options that were removed just FYI

Also i know some can be done manually in rulesmd i'm actually working on a mod now. just a private one

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Dec 18, 2013 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fog of War never worked properly, which is probably why they simply removed it. It was a feature in no other C&C at the time except TS and it didn't work well (recons in multiplayer etc).

Tech Level was presumably removed because it's kind of useless IMO. I've never really played any games below Tech Level 10 in TS.

Not sure what other options existed that RA2 doesn't have. Weren't all the missing generator options kind of useless or Tiberium related? IMO simplifying a random map generator that produces rubbish anyway is no loss. #Tongue

Of course then YR has more options with better team and start selection, although everyone should look up CNCNet v5 for these options and many more supported in TibSun.

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Volgin
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Joined: 07 Mar 2009

PostPosted: Wed Dec 18, 2013 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Who the hell used RA2 or YR's RMG?? I know I didn't even get to play all of YR's maps, there were so many of them. That game had no need for the map generator, and the maps came out like shit anyway.

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Wed Dec 18, 2013 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the techlevel could be nice sometimes,
then we would not need a game mode called meat grinder (played sometimes in ra2 I saw) and other of that type.

Also I have stopped using random map generator som 5 years ago, but even before that I almost never used it. I simply dislike the random maps,
and if I want a nice map that does not exist already I could make it myself.

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Kamuix
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Joined: 02 Nov 2012
Location: Canada

PostPosted: Fri Dec 20, 2013 7:53 am    Post subject: Reply with quote  Mark this post and the followings unread

I must agree, specially with younger people tech level was always an interesting aspect to me when I was younger, i recall many times using tech level 1 and just having all out infantry batttles

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^Rampastein
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PostPosted: Fri Dec 20, 2013 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

I guess I'm the only one who actually liked RA2's RMG back when I still played RA2. It could sometimes generate nice maps (well, nice compared to the stock WW maps), especially when you're looking for something asymmetrical. The TS map generator was generally worse in my opinion; it often repeats the same cliff piece a dozen times and it also saves the seed value, meaning that unless you change some settings it always simply generates the same map again. The only advantage TS' map generator had was that it could create cities, which RA2 didn't even have an option for.

I don't think I've changed the Tech Level for a match within the last 5 years though, so I don't mind the Tech Level option not existing. Same with Bases. Fog of War would be nice, but it doesn't actually work in TS either; instead it just turns the game into a time bomb, making it usually crash within 15 minutes of gameplay.

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Kamuix
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Joined: 02 Nov 2012
Location: Canada

PostPosted: Fri Dec 20, 2013 9:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I see what you're saying it could generate nice maps and maybe youre on to something about the cliff, but when i'm using the RA2 Map Gen I feel like It can only generate 20 or 30 maps, It gave you no chance to be the least creative It generated a total of 40 different maps , they mizewell have used it to generate those 40, threw them on a list to choose from, and garbaged the map generator if you know what I mean. Would of made it easier

Now the TS one... it must of been able to generate up to or over 1000 different maps with all the settings

Being able to choose a number between 0 and 100 was so neat

Now imagine if they had went a different way with it.. and instead of limiting, expanded the TS one to make an even MORE customable map generator when making RA2 that had even more 0 to 100 options and let the user use his imagination to generate a wider range of map ideas.

Of course in the end nothing beats the RA2YR Map Editor giving you far over 10,000,000,000 different Options, but you have to do it yourself and it takes a lot of time. I am good with Final sun and Final Alert 2.

If i were a programmer like some and I knew how to do it i'd love to take the TS map gen and convert it to make RA2 maps.. I'm sure it could be done


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m7
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Joined: 17 Apr 2009

PostPosted: Sat Dec 21, 2013 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

This thread just makes me want Fog of War to be an actual CnC element.

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Tore
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Joined: 15 Jun 2006
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PostPosted: Sat Dec 21, 2013 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Fog of War never worked properly, which is probably why they simply removed it. It was a feature in no other C&C at the time except TS and it didn't work well (recons in multiplayer etc).


Red Alert 1 has "shroud regrows" too. #Tongue

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Dec 21, 2013 1:42 am    Post subject: Reply with quote  Mark this post and the followings unread

TS used values from 0 to 100. We have 4 types (low, moderate, high and very high, something like that)
they had cliffs, water, accessibility, vegetation, cities, life forms, tiberium amount and number of tiberium fields separated (we used one global resource for that), Map Width and Map Height separated (we have Size).
Their map generator is much better than our own.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Dec 21, 2013 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Most of the TS options are still used in the game. Someone should open RandMap.Sed.

It's just that they can't be as fine-tuned within YR than in TS but I don't see why that should be relevant... it's a random map afterall. In RA2, even the seed numbers get randomized, that's why RA2's has more variety.

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OmegaBolt
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PostPosted: Sat Dec 21, 2013 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tore wrote:
Red Alert 1 has "shroud regrows" too. #Tongue
Which is cool unless you play as the Allies. #Tongue

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FurryQueen
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PostPosted: Sat Dec 21, 2013 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
This thread just makes me want Fog of War to be an actual CnC element.

Too bad it's FUBAR'd beyond belief.

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OmegaBolt
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PostPosted: Sat Dec 21, 2013 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

F*cked up beyond all recognition beyond belief? You said it.

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Kamuix
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PostPosted: Sat Dec 21, 2013 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tore now that you mention shroud regrows that was a missed option too, I just open final alert, created a map and made a trigger. there is an action "Grow shroud one step(1 cell)" I put it on a timer.. It did nothing.. now it's bugging me, just when I thought I could bring shroud regrows back to life

I'm sure the "Grow shroud one step" function has been discussed somewhere so i'm afraid to bring it up i don't know whether it doesn't work or it was removed or maybe i didn't set the trigger right but I checked it over and i think i did it right but ingame the shrowed won't regrow

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FurryQueen
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Location: Liyue

PostPosted: Sun Dec 22, 2013 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
F*cked up beyond all recognition beyond belief? You said it.

I probably shouldn't have capitalized fubar there. I was using it as an actual word instead of just as the acronym. :p

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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Dec 22, 2013 1:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Kamuix wrote:
Tore now that you mention shroud regrows that was a missed option too, I just open final alert, created a map and made a trigger. there is an action "Grow shroud one step(1 cell)" I put it on a timer.. It did nothing.. now it's bugging me, just when I thought I could bring shroud regrows back to life

I'm sure the "Grow shroud one step" function has been discussed somewhere so i'm afraid to bring it up i don't know whether it doesn't work or it was removed or maybe i didn't set the trigger right but I checked it over and i think i did it right but ingame the shrowed won't regrow


Shroud regrowth doesn't work in Red Alert 2 and Yuri's Revenge.

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Mig Eater
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PostPosted: Sun Dec 22, 2013 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

It does but very sporadically with limited control. It's inconstant in LAN/Online too, it regrows for one player but not another etc. I haven't had any recon errors tho...

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Kamuix
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Joined: 02 Nov 2012
Location: Canada

PostPosted: Sun Dec 22, 2013 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
It does but very sporadically with limited control. It's inconstant in LAN/Online too, it regrows for one player but not another etc. I haven't had any recon errors tho...


Really? no way.. can it be used with the '31 Grow shroud one 'step'' or some other function?

EDIT: half way through playing the map that I did that on the shroud began growing in weird places but other places, it's glitchy...

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