Posted: Wed Aug 25, 2010 5:24 pm Post subject:
My feedback
After play 2 games.
Bug
- Nod Harvester Voxel not move correctly.
- Radar search some time not reveal map.
Suggest
- Advanced Tiberium Reactor should build after tech center to balance like GDI counter part.
- Unit Health bar is hard to regonized how much they health left. _________________
Tiberian Sun : True Power - Reality Power Of 5 Factions... QUICK_EDIT
Posted: Wed Aug 25, 2010 5:35 pm Post subject:
Re: My feedback
GameMaster0000 wrote:
Suggest
- Unit Health bar is hard to regonized how much they health left.
You get used to that. At first its confusing, but after playing some matches, you will begin to recognize the left health _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
If you mean the HVA error then yes, I'm already aware of that, it's because I was meant to include a new harvester with the beta release but I only packed up the HVA and not the new voxel, easily fixable, I'll be releasing a patch soon anyway.
Quote:
- Radar search some time not reveal map.
How do you mean? I've never had a problem with the radar scan not revealing shroud. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Wed Aug 25, 2010 5:55 pm Post subject:
If it hits a target that is already revealed, it won't reveal more.
In essence, it's a Hunter Seeker that reveals an area instead of killing something. As it still has the same logic, it can go at the same target multiple times. QUICK_EDIT
On top of this, I found something else that was rather strange. For some reason, the ion cannon will create visceroids.
Might be an artifact of the Nod power plants holding tiberium though (crew escape and get killed on the dropped tib, mutating). I only played GDI on a map which continually spawned visceroids, so I couldn't tell if this happens under other circumstances. _________________ Dawn of the Tiberium Age staff member QUICK_EDIT
Yep, I'm well aware of that, nothing can be done about it whilst keeping the current Ionization effect. I don't see it as a problem though, it balances out the super weapons and makes the Ion Cannon more fearsome.
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Wed Aug 25, 2010 8:51 pm Post subject:
Here's my input: AWESOME! It's finally playable for us commoners.
For the AI: Is it set to 'paranoid'? I don't like that setting. Hopefully you don't too! _________________ Destroy to create. All for the hunt to dominate!
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Wed Aug 25, 2010 11:56 pm Post subject:
Aro wrote:
The AI Is set to Paranoid=no in TI.
Alright, excellent to hear.
Aro this mod is great, hell I'm posting in these forums again because of it. Great job, you've done everything right. The maps, the missions, the tech structures/civies, and the MUTANTS! They are deadly.
Thanks for this great standalone mod Aro. _________________ Destroy to create. All for the hunt to dominate!
Eh, I could have done better! JK, JK!!!!! But being serious, I am really lost for words here, This is greatness to the power of 10. Absolutly Stunning! QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Thu Aug 26, 2010 3:35 am Post subject:
and this is without the finished GDI side. Imagine when we do finish it _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Mole arty it look a bit OP. send about 9 of them attack one or two salvo guaranty that can destroy at least 1 structure with no lost and go back to repair. _________________
Tiberian Sun : True Power - Reality Power Of 5 Factions... QUICK_EDIT
Bombers is you choice. With GDI emp it.
But yeah, they can be quite heavy metal. Anti Bunkerer You cant build them so fast against a normal human enemy, though, course he will keep attacking and you will need your recources to defend _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
Are you still going to fix the compatibility issue? Normal TS doesn't require the Win98/ME compatibility mode to work.
The Level 2 AI has improved nicely since the last non-public betas.
I find the sides in TI nicely balanced, the gameplay itself isn't much different from TS (but I love TS' gameplay). Graphics are also awesome, the new buildings and explosions are beautiful.
BTW, is it only me, my PC need to load at least 10 seconds to start a main menu. Same happen when exit TI.
That's because of the compatibility mode which gives windows additional work.
I really hope we can get rid of this in future and i also have no clue why TI actually needs this while vanilla TS works fine without it set. All known reasons have been checked already afaik (e.g. bad compressed mix files) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Reaperrr thinks it has something to do with the version of the XCC utilities I'm using, apparently Return of the Dawn had the same problem in it's earlier builds. I'm going to be looking into this problem very carefully. QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Thu Aug 26, 2010 4:10 pm Post subject:
That Nod Harvest pwns infantry when on concrete terrain; it moves so damn fast.
I love how the environment is a real bitch towards you. You gotta kill your way through the whole map sometimes! _________________ Destroy to create. All for the hunt to dominate!
Other than that, I'm loving missions although I hope that these were just a setup or a prologue for what's to come. _________________ mentalomega.com QUICK_EDIT
That flame is very deadly. My unit die because if that many time.
Also, I just notice, how can you make harvester dock tiberium very fast same as RA2? This should fix annoyance of harvester that find the far refinery to dock.
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Thanks Aro, That very helpful. I never know that tag is exist. _________________
Tiberian Sun : True Power - Reality Power Of 5 Factions... Last edited by GameMaster0000 on Fri Aug 27, 2010 2:11 am; edited 1 time in total QUICK_EDIT
That flame is very deadly. My unit die because if that many time.
I'll be decreasing the damage that forest fires inflict on Infantry in the first patch.
Quote:
Also, I just notice, how can you make harvester dock tiberium very fast same as RA2? This should fix annoyance of harvester that find the far refinery to dock.
Add this line under your rules.ini [General] section.
Hm. I like the flame damage - its useful to use the enviroment, then.
I would just adjust some mmissions The most are already, though _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Aug 27, 2010 1:51 pm Post subject:
Aro wrote:
Reaperrr thinks it has something to do with the version of the XCC utilities I'm using, apparently Return of the Dawn had the same problem in it's earlier builds. I'm going to be looking into this problem very carefully.
yeah, not sure though. I tried recompiling all mixes of one of the TI beta builds with both an older version of XCC (1.45) as well as the old XCC Mix Editor, but (unless I simply missed out on one of the mixes) it didn't help, so it might be something else.
Still, I did manage to fix it in ROTD 2.85, so we at least know it's not unfixable, we just need to find out how I fixed it
Apart from recompiling all mixes I also did some major clean-up back then, making sure no duplicate/obsolete files were present, reduced the number of ecache/expand mixes as much as possible, made sure all mixes were created with the same version of XCC and so on. One of these must have fixed it. QUICK_EDIT
In one of its earlier builds (still using vanilla tibsun.mix) i did the same and compressed all mixes again, but without success.
I now assume it has something to do with the modified exe, which has several modifications done where i don't even know who and what has been done (apart from Hyper's hacks and Aro and my hex edits). _________________ SHP Artist of Twisted Insurrection: Nod buildings
Blame the unoptimalized TS engine. We already try to disable as much transparency where possible.
I don't know if I can blame the engine here since it's a thing that can't be changed. Sure, it's unoptimalized but on the other hand vanilla TS doesn't use as much stuff as TI so it works fine. If amount of effects requires too much from the engine, it should be reduced, though it's mostly about those flames in this case. _________________ mentalomega.com QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Aug 27, 2010 2:52 pm Post subject:
Lin Kuei Ominae wrote:
In one of its earlier builds (still using vanilla tibsun.mix) i did the same and compressed all mixes again, but without success.
I now assume it has something to do with the modified exe, which has several modifications done where i don't even know who and what has been done (apart from Hyper's hacks and Aro and my hex edits).
hm, might be possible in your case, but I just now took the exe from ROTD 2.8b (the last version that still had the bug), just hex-edited the mix and ini filenames to match the exe of 2.85, put it into the 2.85 folder and launched a game without any comp mode. No crashes, no hang-ups, no IEs.
So at least for ROTD, that was not the cause. QUICK_EDIT
I don't know if I can blame the engine here since it's a thing that can't be changed. Sure, it's unoptimalized but on the other hand vanilla TS doesn't use as much stuff as TI so it works fine. If amount of effects requires too much from the engine, it should be reduced, though it's mostly about those flames in this case.
I don't have any performance problems in TI with my main computer, but I have a fast processor.
On my older computer (which has AMD Athlon 64 4200+) I had to reduce the resolution to 1024x768 for it play without large performance drops.
I'd say that TI looks so beatiful that I can easily tolerate a lower resolution.
By the way, is the Nod mission 3 now actually playable? In earlier builds the GDI AI spammed so many units it wasn't really possible to win it. I wouldn't want to play the two first Nod missions again just to play an impossible mission. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
By the way, is the Nod mission 3 now actually playable? In earlier builds the GDI AI spammed so many units it wasn't really possible to win it. I wouldn't want to play the two first Nod missions again just to play an impossible mission.
yes it is. I have played and beaten all 5 Nod Missions. The only thing that seems to have been similar to what you've described was on the 5th mission they seemed to have piled up tons upon tons of Globotech stuff on one spot. Which i could only have assumed was a messed up reinforcement trigger causing a super repeat. I showed Aro this however, and he took a look and said he couldn't find anything wrong so it may have been a fluke. Haven't played it again to double check that yet partially because i didn't save during that entire time. X] _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Aug 30, 2010 5:52 pm Post subject:
GameMaster0000 wrote:
Mammoth MKII pwn all AI!!
It's more powerful than the original TS, It is WTFPWN everything.(Accept Air)
Tried using it against a Nod AI that guards its base with a lot of arties? I can almost guarantee it will die before it can do even some decent damage (as I know from experience against the AI) QUICK_EDIT
yes it is. I have played and beaten all 5 Nod Missions. ]
Apparently Aro left the default difficulty level on "Easy", I changed it to "Hard" from the Game Settings and it was pretty much impossible again. If you've removed the difficulty slider from the campaign selection screen, why leave it on the Game Options screen (Accessible from main menu -> settings -> Game options)?
What bothers me more is not the impossible challenge of Mission 3, but that the two first missions are very easy compared to it (the difficulty is not consistent). Also I had no problem beating all the GDI missions on Hard.
Maybe I'll try the Nod campaign again on Normal when I have the time. On hard the AI has lower TeamDelays etc. making it build attacking teams all the time with its infinite money and send them to you as fast as it gets them done.
- Good that there is no compatibility mode anymore
- New SHP of the Nod Tiberium Reactor and Radar are excellent, Radar is my favorite one.
- AI is freaky hard compared to Beta 1, I can't just send MMII and pwned everything. _________________
Tiberian Sun : True Power - Reality Power Of 5 Factions... QUICK_EDIT
Mammoth MK II still pwns lvl 0 and lvl 1 AI's alltough you'll have to be careful against Arty clusters... probably you should grab a few crates with it first until it has at least Firepower upgrade (and maybe armor and/or speed as well)...
In the meanwhile, build up a fleet consisting of some 9 Orca bombers and break the Conyard and Mole Arty Clusters up.
I have more trouble with defending than with attacking and breaking up the AI's bases anyway, but I think that's fine because it prevents long lasting battles if you're not that good when attacking. _________________ Tales of War QUICK_EDIT
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