Great work with the mod! Tried it and so far enjoyed it wish I could ally with AI, though, I always prefer team games than 1-on-3 matches or so (I don't usually play online, either, but I'm keen if you wanna have a casual team match), but anyways.
I haven't really encountered issues in the few runs I've played so far. Just that for one particular map, Eroded River, I was playing at position 2 in the bottom right corner as Korea. My miners tend to not return to the refinery to deposit their ore; this only happens when mining on the middle right side ore field, closer to player 1's position. They just sit there waiting for me to manually order them back, and usually I need to get them to move around a bit before they finally return to the refinery and head out again. Pathfinding issue?
Also, just a few questions to clarify:
1. Is garrisoning buildings still an important factor? Infantry inside don't do as much damage to vehicles, and are easily forced out of their cover. I'm sure it's intentional, especially since focus is more on offensive defense, but what are your thoughts?
2. Are infantry meant to be weak? In groups they are dangerous, but I had a group of about 20 prism troopers reduced to about 8 men or so after facing off a tesla tank or two, or even against a small force of infantry. How do you see infantry use being maximized in combat with such low survivability?
3. I noticed repair rates for structures are incredibly fast. For small groups of building killers like prism tanks or Korean missile cruisers, trying to take out just one building can take a long while. What's your main reason for implementing this?
4. Are Parabombs meant to be a free superweapon available to whoever can capture an airport? It does seem a little too OP to me, coz one wave of well-timed parabombs can level at least a quarter of a base with ease. Will you consider nerfing them, or adjusting their damage values, in future?
5. Do each subfaction get a different stolen tech unit based on whichever lab they infiltrate? I haven't been able to infiltrate most of the time, so I'm not sure what else is to offer.
6. What's the reasoning behind the existence of the Battle Lab and the Tech Centre for the Allies, and for Soviets their Battle Lab and Spec Weps Facility? Why two T3 unlock buildings?
7. Tanya seems to take damage when demolishing buildings. Is this intentional? Are players supposed to have her GTFO before the charges go off?
8. My units tend to get really overexcited at times, and will try to engage enemies in sight even when I move them away and order them to stop. Sometimes they totally ignore the stop command and go after whatever they're going after. Is this a bug?
9. Any chance you'll release a unit sheet for each faction? Probably a low priority thing for you, but at least more people will know what toys they can play with.
10. Will there be a YR version? I noticed you mention sth like that in the first page.
Thanks, if during map selection you choose "free for all" mode, each AI will consider the others enemies as well, so it's everyone vs. everyone. I like to play on a 4 player map with 3 medium AI in normal, and 3 brutal AI for free for all games, or at least that's the fairest balance for the average player. I would recommend playing against brutal AI in large numbers only on maps with tons of resources/derricks and buildings to garrison like Fast Lanes.
As for garrisoned units, you're probably just not used to RA2's gunshot weapon, you probably need to play more, and garrison with more troops, because most large buildings have more infantry capacity. Garrisoning extends their range and firepower as well, so in every case it's worth doing, but due to cost, and relative weakness of Conscripts, they are the ideal infantry to use for it. Deployed GIs are actually quite effective against armor, and Conscripts are a very cost effective way to kill GIs.
Repair rates for the AI are always going to be a bit unfair, but I tried to balance it for the human players, so that you don't lose structures so easily in a fight. I'm assuming a player is going to be more aggressive with duplication and has more freedom in building defenses (no limit rules to follow) so it should work out evenly in the end.
As for stolen tech and neutral tech, experiment, play more, you'll keep discovering things as you go for some time
Read the guides on ModDB if you want, there's plenty of notes on defenses and specializations, without providing spec sheets... this isn't supposed to be a mathematical formula, it's supposed to be warfare. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Thanks, if during map selection you choose "free for all" mode, each AI will consider the others enemies as well, so it's everyone vs. everyone. I like to play on a 4 player map with 3 medium AI in normal, and 3 brutal AI for free for all games, or at least that's the fairest balance for the average player. I would recommend playing against brutal AI in large numbers only on maps with tons of resources/derricks and buildings to garrison like Fast Lanes.
As for garrisoned units, you're probably just not used to RA2's gunshot weapon, you probably need to play more, and garrison with more troops, because most large buildings have more infantry capacity. Garrisoning extends their range and firepower as well, so in every case it's worth doing, but due to cost, and relative weakness of Conscripts, they are the ideal infantry to use for it. Deployed GIs are actually quite effective against armor, and Conscripts are a very cost effective way to kill GIs.
Repair rates for the AI are always going to be a bit unfair, but I tried to balance it for the human players, so that you don't lose structures so easily in a fight. I'm assuming a player is going to be more aggressive with duplication and has more freedom in building defenses (no limit rules to follow) so it should work out evenly in the end.
As for stolen tech and neutral tech, experiment, play more, you'll keep discovering things as you go for some time
Read the guides on ModDB if you want, there's plenty of notes on defenses and specializations, without providing spec sheets... this isn't supposed to be a mathematical formula, it's supposed to be warfare.
I've been playing against Easy AI players so far, but even these guys are giving me a run for my money. They really do live up to the mod's name, as they tend to not take any chances with captured tech buildings, and level them when they get the chance. It's frustrating, but man I have a love-hate relationship with their devious tactics.
It's also kinda silly but nevertheless welcome that Kirovs aren't the beefcakes they are in vanilla RA2, especially when defenses have such high repair rates. Takes even a group of 8 Kirovs minutes just to crush a pillbox
I haven't encountered any other issues just yet (except that pathfinding one I mentioned in the previous post). Still also trying to experiment with stolen tech units, although it seems that the Allies get the lion's share of new toys? Idk, I'll keep playing in the meantime.
Cheers!
EDIT: I just remembered one bug! Or is it a feature? It's the Havoc Tank, I can't seem to get it to attack with the deploy command, I need to have it force fire for it to attack. _________________ Red Alert 2: Chaos Theory - Ideas in progress - Feedback appreciated! QUICK_EDIT
Easy is basically WW AI with a handful of SE... you really should play medium.
Kirovs were also sped up, to the point where people playing speed 5 complained like hell about it, I may have reduced it since, can't remember. I will tweak the warhead to do better against defenses.
I've been getting an internal error as well with Eroded River Winter. Initially I thought it was just a problem when I chose Korea, but even with Random I still get the error.
Ahh you're right, to be fair I haven't played that map since forever, just added mild updates at one point in FA2... luckily CnCMaps renderer has a cute trick to fix broken tiles
Good to hear also, I find it funny that tank shots tend to fly along some random path when they try to shoot somebody. Instead of hitting them, it just *nyooms* from one end and flies off the map. I followed one's flight path, so I know
I need to remember to take a screenshot. It's hilarious XD
On another note, I think I've found another bug: if I'm Allies and I capture a Soviet War Factory & Service Depot, I can build a Soviet MCV. But if vice versa (as Soviets capturing Allied ones), I can't build an Allied MCV. There was one time I couldn't even build higher tier structures even when I've captured an Allied ConYard and War Factory; I had to sell the factory and rebuild it to gain access. Is this intentional? _________________ Red Alert 2: Chaos Theory - Ideas in progress - Feedback appreciated! QUICK_EDIT
You probably captured a clone factory, to make the Allies build _two_ I had to get creative... this is just a side effect.
Unfortunately there is some prerequisite trickery involved to make the tech tree work adequately in case of capture, you likely just got the wrong one
The funky tank shots are part of the "straight shot hack", it's also a side effect that can't be fixed, but the improvement to general behaviour is worth it. The really weird part is when it bugs out just right, it loops around the map in a giant arc and hits a building somewhere else _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Prior to YR many of these units didn't have their own voicesets, which ones I used depended on the suitability for other units... I can't begin to describe how many voices I shuffled between units to find the right combo that works, both in what they say, the accent, and general tone. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Revised Yuri's Plot map to be full water, and added the psychic whateverthehell in the middle, which I gave sensors, so whoever captures it gets to see everything!
After 10min the game becomes "survival mode" against 3 brutal AI...
PS. the snow art on the robot control center is like the typical glitch whenever some resource is loaded wrong or not instantiated in a list correctly, it only happened after I added some civilian voxels to a mix (the ships). So even when things all appear to work there can in fact be an error/glitch in the matrix. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
That happens when you only have GG* & GA* in the ecache MIX. Instead, clone GG* and rename it to GT*, GU*, GN*, GL*, GD*. The issue with the loaded theater-specific SHPs should be fixed then (I encountered the same bug when copying YR's buildings to RA2 and fixed it using that method). _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
No, it's caused by something else, this is just how it manifests, and for some strange reason always this building... except in rare cases the prism tower.
It's fixed and I've done nothing but add civilian voxels and fix one sound...
Because you guys like my urban maps... working on a new one which is exposing some holes in my terrain expansion, or at least encouraging me to add more road transitions and things.
The Omnicorp building was a rendering by daTS long ago, I shrank it, beat it, spit on it, called it my bitch, and now it has garrison/damage/rubble frames. Unfortunately RA2 doesn't support 5x5 so I made it almost fit into 4x4, but I don't see that being annoying in game, it already needs an expanded tileset base to look balanced anyway.
It was the yellowness of the base that was most disturbing, had it looked like a slab of cement I wouldn't mind it at all... but given my new asphalt tileset, it seemed easier to remove it and should I need to use my own slab base.
Could you upload that station here, please? I could really use it for SRA2 (and yes, you'll be given credit)... _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
As a sidenote; I had a guest lecture on big data of someone who worked for the Obama campaign yesterday, and I actually saw those odd sidewalks on a slide of him. QUICK_EDIT
Now THAT is what should be made a public asset (or least a roofed version of the WTC) _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Thu May 18, 2017 1:16 pm Post subject:
If anyone wants to simulate 9/11, yes it should be made public, but it's in SE palette... _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
SE palette? What does SE stand for? A custom palette? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Thu May 18, 2017 5:49 pm Post subject:
SE, the name of G-E's mod, Scorched Earth... _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
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