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A couple of questions
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Lunchbox
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PostPosted: Thu Feb 27, 2014 6:48 pm    Post subject:  A couple of questions Reply with quote  Mark this post and the followings unread

Hello there, been playing this TC for quite a long time now, I really love the latest version(s), and had a few questions after playing it a bunch.

I really dig the addition of the RA sides, nothing else could have added so much variety to spice up gameplay. I was just wondering about the option to use RA sound effects, I notice that not all sounds are accurate when this option is selected. Most notably, the rocket explosions from the Soviet mammoth tanks, as well as voices for certain units of theirs, which still sound American - infantry specifically. Do you guys plan to fine-tune these things later?
I'm guessing for certain reasons a few things can't be worked in, such as functional spies for the Allies and dogs for the Soviets, but I noticed they also cannot build Hinds, is this a balancing decision?

Sorry if there's a page or list somewhere that explains these things that I just missed. If someone could provide a link to such a list I'd be grateful.

Also I am curious why the ability to capture many non-player structures has been removed. There are plenty of maps with abandoned buildings which would be very handy and strategic to capture. There is one with a large base in the centre containing a GDI construction yard, for example.
I don't really understand why certain AI structures can't be taken, either. I understand it's your mod and you can do with it as you see fit, but as an avid player I personally find this an unpleasant change and detrimental to how I enjoy playing.

Just some general feedback that's been on my mind while playing, thanks for your time and for continuing work on this sweet game.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Feb 27, 2014 8:23 pm    Post subject: Re: A couple of questions Reply with quote  Mark this post and the followings unread

Lunchbox wrote:
I was just wondering about the option to use RA sound effects, I notice that not all sounds are accurate when this option is selected. Most notably, the rocket explosions from the Soviet mammoth tanks, as well as voices for certain units of theirs, which still sound American - infantry specifically. Do you guys plan to fine-tune these things later?

Yeah, we've already planned some improvements on the RA sound options. We'll most likely also add a "mixed sounds" option - that is, TD stuff uses TD sounds and RA stuff uses RA sounds. We can't make it perfect though - for example, when infantry escape from a destroyed building, they will always be American-sounding minigunners / rifle infantry because of engine limitations.
Lunchbox wrote:
I'm guessing for certain reasons a few things can't be worked in, such as functional spies for the Allies and dogs for the Soviets, but I noticed they also cannot build Hinds, is this a balancing decision?

Yeah, spies, thieves and dogs are out because of engine limitations. Hinds were removed because Soviet already has planes filling its role.

Lunchbox wrote:
Sorry if there's a page or list somewhere that explains these things that I just missed. If someone could provide a link to such a list I'd be grateful.

We don't have a page explaining this stuff. Maybe having one would be a good idea though.

Lunchbox wrote:
Also I am curious why the ability to capture many non-player structures has been removed. There are plenty of maps with abandoned buildings which would be very handy and strategic to capture. There is one with a large base in the centre containing a GDI construction yard, for example.

Most of the time these are "ruined" buildings, damaged beyond repair. They're added to the maps only for making the maps more detailed. If these structures were capturable, they'd usually make the specific map very unbalanced. Normal buildings which have been added to the map in an intent of making them capturable, are as capturable as they've always been.

Lunchbox wrote:
I don't really understand why certain AI structures can't be taken, either. I understand it's your mod and you can do with it as you see fit, but as an avid player I personally find this an unpleasant change and detrimental to how I enjoy playing.

The AI buildings being uncapturable actually isn't a design decision, but another thing we were forced to do while making the AI utilize 4 sides and ships effectively. It's possible that we'll get a hacked executable in the future making it less complex to implement more than 2 sides with the TS engine, and if that happens, it's possible that some AI buildings will be capturable again.

(Well, we weren't actually forced to make them uncapturable, but players would've been unable to actually utilize the AI structures; that means that you wouldn't have been able to produce units from the AI factory which you captured. As a result we thought that it was less confusing to just make the buildings uncapturable)
Lunchbox wrote:
Just some general feedback that's been on my mind while playing, thanks for your time and for continuing work on this sweet game.

Thanks for the feedback, there can never be enough of it Wink Same with positive comments, they really help to keep our motivation up.

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FabulousPlankton
Medic


Joined: 25 Jan 2011

PostPosted: Thu Feb 27, 2014 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ahh ok, well that all makes a lot of sense now, thanks very much for answering my queries so thoroughly.

And it truly is impressive what you've all done so far, considering all the engine limitations you have to work with. TD and RA/Retaliation will always be games which have a great amount of affection from me, being able to play them together in new and interesting ways is both nostalgic and fresh, a potent combination. Cheers!

I posted as a guest before as I forgot I had an account here on PPM already.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu Feb 27, 2014 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bring the shock trooper back man! I need a jump.

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Destroy to create. All for the hunt to dominate!

IN-GAME NAME: MAKINTOKE

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FabulousPlankton
Medic


Joined: 25 Jan 2011

PostPosted: Sun Mar 16, 2014 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lol, sorry, the more I play the more questions I want to ask, how come the destroyers have a gun-turret now instead of their missile box? I'm assuming it was to give the flak hover more application or something, right?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Mar 16, 2014 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's actually mainly to make it different from GDI's gunboat (having 2 ships on different factions with the same role and the same weapon would be a bit dull after all, especially when all factions only have 2 ships to begin with).

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FabulousPlankton
Medic


Joined: 25 Jan 2011

PostPosted: Sun Mar 16, 2014 11:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, yes I can see the logic there. I have to keep reminding myself that Enhanced DTA isn't so much a remake as it is your own, semi-unique game, with your own ideas.

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