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Veteran.Buildings
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jun 18, 2013 7:19 pm    Post subject:  Veteran.Buildings
Subject description: Long overdue (?)
Reply with quote  Mark this post and the followings unread

Aren't you bugged that, while veterancy works perfectly in buildings,
As most related flags,
you cannot add it to countries as change?

If, for example, I want a Yugoslav tesla-based fation that has veteran tesla reactors (with extra HP using VeteranAbilities=STRONGER) and Tesla Coils with ffaster ROF and SELF_HEAL, why can't I just do it?
All my countries could use some of this...

My proposal is simple. Just as the flag works for these, in the [country] (Say "[Russians]") section:

VeteranAircraft=
VeteranUnits=
VeteranInfantry=

Should work this:

Veteran.Buildings=

Easy and simple enough, yes? Please?

See more info:
http://modenc.renegadeprojects.com/Country_Statistics#VeteranXXX_and_YYYZZZMult.3D
Everything works in buildings except this.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Jun 18, 2013 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I actually could care less if this feature is added to Ares. I think there are significantly more important things to add and fix.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 18, 2013 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

You seriously need to get a brain, that is what's long overdue.

This feature would be a waste of time.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jun 18, 2013 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you could care less, don't comment. There may be other people who want it, and if we were to only include the features "you"care for, there would be only about 5%, and same is true about most modders. The thing is adding things needed by different people. And if this feature is easy enought to add since the code is identical to some already existing one, then what wrong would it make you? Adding this feature does not detract from others but complements them. So there.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Jun 18, 2013 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

You know, you could just add the improved reactor as a new structure that only the one country can build. Ares already allows you to change power plants for AI too on per country basis so there should be no difficulties doing it this way either.

Just saying this, because I think your example usage case isn't exactly the most convicing one to support the addition you're proposing.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Jun 18, 2013 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
And if this feature is easy enought to add since the code is identical to some already existing one


Oh look, he's doing that thing where he knows the engine code again.

Quick Edit: And I do care what does go into Ares. I think frivolous features such as VeteranBuildings is a complete waste of time. I would much rather see AttachEffect or Bounty/Pillage logic get completed. Or new things, like Randomized Graphics per unit as posted in this forum. I have been modding for the last 7 years and in all of my terrible ideas did I think it would be cool or necessary for anyone to have VeteranBuildings.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 18, 2013 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

If one would have used this seriously, one would have already posted up a blueprint for this one. Since 2007 this never happened.

No serious mods use the Veteran flags because they break balance.

The wrong I would be doing with this is that it takes time away from something the modders would actually use. Like AttachEffect or Bounty.

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=======================
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=======================
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Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Last edited by Graion Dilach on Tue Jun 18, 2013 7:40 pm; edited 1 time in total

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jun 18, 2013 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is absolutely no way this code is not exactly the same as the VeteranInfantry, VeteranAircraft and VeteranUnits. All other country modifier codes are implementes in buildings as well as those. These are known as the "big four" types. So try again.

This is to every building, not just power plants. Specially useful for base defenses AND undeploying buildings as they would undeploy into a veteran building-vehicle.

Really people, why don't you fight for your own additions to ares instead of trying others ideas NOT to be implemented?

Look back into the forum where this used to be a friendly place where contributions were hailed instead of tried to be destroyed just because "i don't get what I want so why should you?" mentality.

I support any new addition to the code's functionality as it won't damage me and will some day be useful and even crucial.

PRogress, people. It is not made by bickering.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 18, 2013 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Our additions makes sense, that's why.

Also, excuse me... but I am a developer. I might know it better than you what worths my effort and what not.

Last edited by Graion Dilach on Tue Jun 18, 2013 7:42 pm; edited 1 time in total

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Jun 18, 2013 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
There is absolutely no way this code is not exactly the same as the VeteranInfantry, VeteranAircraft and VeteranUnits.

He's doing it again. :v

Quote:
Really people, why don't you fight for your own additions to ares instead of trying others ideas NOT to be implemented?

I'm fighting your ideas so other things can get done. Not like anyone is going to waste their time with this anyways.

Quote:
Look back into the forum where this used to be a friendly place where contributions were hailed instead of tried to be destroyed just because "i don't get what I want so why should you?" mentality.

This is a friendly place. We all get along pretty well. Except whenever someone who has shown to not have quite the mentality to fit in here. We are polite at first, then we shoo you away at a decent pace. If it is one less person, I can live with VeteranBuildings being your last thread.

Quote:
PRogress, people. It is not made by bickering.

No one is bickering. Just telling you that your idea is dumb.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jun 18, 2013 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

I'm fighting your ideas so other things can get done. Not like anyone is going to waste their time with this anyways.


Well, it seems YOU are wating your time. If you want other ideas to be implemented as THEM to be implemented, not this one NOT to be implemented. That is pointless and stupid. Where has an idea stopped anotherone? Quite the opposite, if you support adittions, it is more likely others to be done as well.

Quote:
No one is bickering. Just telling you that your idea is dumb.

You are dumb, If it's just a bad idea, why is it on Westwood? and this on Infantry, Aircraft and Units has been done in countless mods INCLUDING very important ones as Mental Omega. I bet that if initial veterancy was done in everything but infantry, or not coded at all, you would call it "dumb" as well. Which goes on to show what is really "dumb".

*  *  *

Well Graion, DCOder seemed to think you attacheffect adition was not really important, was it? As it wasn't included in 0.3, lol. Goes to show how this works, eh?

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Tue Jun 18, 2013 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
this on Infantry, Aircraft and Units has been done in countless mods INCLUDING very important ones as Mental Omega.


Why yes, and it was a stupid idea.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Jun 18, 2013 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
You are dumb, If it's just a bad idea, why is it on Westwood? and this on Infantry, Aircraft and Units has been done in countless mods INCLUDING very important ones as Mental Omega. I bet that if initial veterancy was done in everything but infantry, or not coded at all, you would call it "dumb" as well. Which goes on to show what is really "dumb".

u mad
In all honesty, I think the entire country bonus system is a waste of time and that was why it wasn't included in the main release. I could care less what other mods use it for. I don't care how many mods use it. My stance on the matter is time spent on a feature not even a developer cares about to be a waste of time. You lost, and you were shot down.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 18, 2013 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Enough of this nonsense.

Feature request is invalid due tzo being vetted by the community.
NimoStar is an idiot.
And this topic is now redundant.

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=======================
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jun 18, 2013 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

"tzo". You ccannot even type right.

Only you and this guy were aginst it, and this guy has declared:

"I think the entire country bonus system is a waste of time and that was why it wasn't included in the main release. I could care less what other mods use it for. I don't care how many mods use it"

NOTHING of what is included on ares is on the main release, THAT is why it has to be injected into the code. If you want the vanilla game just play it. That is the only reason you could declare that you don't care what mods do or don't use.

this is a MODDING community and ares is to add features.
This is a feature relatively easy to add and that would save me hours of coding new buildings and AI just for simple bonuses, and same for perhaps many others. You could say "but nobody is using this"... duh, it doesn't ecist, kind of hard to use it that way, isn't it? A LOT of mods use the sister features.

My own mods have finely-balanced country bonuses, which are realistic and add character. Here are the soviet ones for example, which make it roughly an armor-and-tech faction:

Quote:
[Russians]
UIName=NOSTR:[S]oviet Union ;Name:Russians
Name=RSFSR
Suffix=Soviet
Prefix=B
Color=DarkRed
Multiplay=yes
RandomSelectionWeight=3
ListIndex=2
Side=Nod
SmartAI=yes
;RUS
AI.PowerPlants=CAPP,NAPOWR,NANRCT ;CAPOWR2,
;RUS
ParaDrop.Types=SVCONSCRIPT,DEMODOG,SHK,HTNK
ParaDrop.Num=4,1,1,1
ParaDrop.Aircraft=AN124
;Parachute.Anim=
;RUS
VeteranAircraft=ZEP
VeteranUnits=SVAKULA,SVICBM,KATYUSHKA,BURATINO ;ITNK ;SUB ;TTNK
VeteranInfantry=SENGINEER,LUNR2,SPY,DEMODOG ;SHK,
;RUS
ArmorAircraftMult=1
ArmorUnitsMult=1.25
ArmorInfantryMult=1.05
ArmorBuildingsMult=1
ArmorDefensesMult=1.05
;RUS
CostAircraftMult=0.95
CostUnitsMult=0.95
CostInfantryMult=1.05
CostBuildingsMult=0.95
CostDefensesMult=0.9
;RUS
SpeedAircraftMult=1.15
SpeedUnitsMult=0.85
SpeedInfantryMult=0.95
;RUS
BuildTimeAircraftMult=1
BuildTimeUnitsMult=0.95
BuildTimeInfantryMult=1.15
BuildTimeBuildingsMult=0.9
BuildTimeDefensesMult=0.9
;RUS
IncomeMult=1
Firepower=1.05
ROF=1.2


File.Flag=rusi.pcx ;chinaflag.pcx
File.LoadScreen=sovietall.shp
File.LoadScreenPAL=uniturb.pal
File.Taunt=tauam%02i.wav
LoadScreenText.Name=NOSTR:Soviet Union
LoadScreenText.SpecialName=NOSTR:Lead Tech
LoadScreenText.Brief=NOSTR:Socialist Republics
MenuText.Status=NOSTR:Union of Soviet Socialist Republics


Oh, well.

Last edited by NimoStar on Tue Jun 18, 2013 8:14 pm; edited 1 time in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 18, 2013 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, I can't type right because an idiot is jumping on my nerves.

This is a feature which would be only used by you. Useless one.

EDIT: Also,

NimoStar wrote:

Well Graion, DCOder seemed to think you attacheffect adition was not really important, was it? As it wasn't included in 0.3, lol. Goes to show how this works, eh?


https://github.com/Ares-Developers/Ares/commits/ft-attacheffect

AttachEffects couldn't get into 0.3 because I was too busy with uni in this year. Get your goddamned facts straight.

Last edited by Graion Dilach on Tue Jun 18, 2013 8:17 pm; edited 1 time in total

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jun 18, 2013 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

You are getting into your own nerves? lol

It would be used as much as the other ones, which is to say, a lot.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue Jun 18, 2013 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

In all seriousness, Starkku gave you an alternative.
Back in the day RockPatch, NPatch and Ares did not exist. Everybody looked for workarounds and alternatives.

There are just these spoiled children joining the forums lately that don't think like this:
Quote:
Hmm, this is not working, I should try and find a workaround to achieve what I want. And if I cannot find one, then I guess it's not doable.


But like this:
Quote:
Hmm, this is not working. Let me create a tiny and probably useless feature request and have the coders of Ares do all the work, because I am too lazy to find a proper workaround. And if it's not doable, I'll just be an ass and post useless replies to month old topics!


Oh wait, the latter one was you, wasn't it?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Jun 18, 2013 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, one feature from Ares that you would use would be getting as much use as the enhanced country logic that most mods use? That's a laughable claim at best.

Quick Edit: Just to clarify,
Quote:
NOTHING of what is included on ares is on the main release, THAT is why it has to be injected into the code. If you want the vanilla game just play it. That is the only reason you could declare that you don't care what mods do or don't use.

The country bonus system was introduced in RA1, and reintroduced in RA2. It was not in the main release of the game itself, thus the commented tags. And now, I think out of all people who have participated in your shenanigans of threads, no one supports your idea. And that's a lot of the RA2/YR modding community that's active.

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Tue Jun 18, 2013 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Guys, calm down... why has every thread to go down the same road? It is hard to read all this and to split it into "relevant for this request" and "just plain bullshit".

If you don't like the request, say so. If there's a possible workaround, say so. If the workaround is effective and efficient and you see no need to implement a dedicated tag for it, say so. There is always a more important feature, thus you shouldn't be so condecending when looking at this. It is tiresome to read if you all think you are right and you just shout the others down.

I don't see a reason at all why such a minor feature shouldn't be included. Talking about it takes more time than actually implementing it. It isn't like a big and important feature has to go just because of this one. Accept that other people may have different requirements.

I could have posted this on almost any feature request here...

My rating: it isn't that important, but extremely fast to implement. I know where, and I know how. It's just a new tag, and about two lines of code. Think about it: Each of the posts here took more time to write than it would take me to code the feature you are arguing against. Writing this very post stole me the time to just do it. So, is it reasonable to argue like this?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Jun 18, 2013 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I would say it is absolutely reasonable to argue. Because I have absolutely nothing going on in my life at all.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Jun 18, 2013 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Tue Jun 18, 2013 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tbh, if you want vet building to fire harder and faster, all you got to do is give it elite ablities and elite weapon when it reaches to Vet Status. Simply as it is Razz

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FurryQueen
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PostPosted: Tue Jun 18, 2013 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread


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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Jun 18, 2013 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Guys, for me, it is whatever.
I am fine wither it will be implemented or not being implemented. I would not use it at all. But who knows?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Jun 19, 2013 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Couldn't you just do a faction specific variant of the building?  That has more benefits than veterancy, since it allows you to tweak absolutely any aspect of the code rather than just the limited set of stats which can be altered with veterancy.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Wed Jun 19, 2013 4:45 am    Post subject: Reply with quote  Mark this post and the followings unread

How does a tesla reactor become a veteran!?

Defenses I can sorta understand...

Either way low priority request that very few (only captain nemo here?) are ever going to use...

I can almost guarantee few months down the line Mr. Nimo comes up and goes oh btw can you also add VeteranArt= and also VeteranPrimary/Secondary etc oh and also VeteranSuperWeapon= too oh and VeteranCrew= and also Elite ones for the previous pretty plz with cherry on top Very Happy

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Jun 19, 2013 4:50 am    Post subject: Reply with quote  Mark this post and the followings unread

LOL, 80% requested features are stupid

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Jun 19, 2013 5:38 am    Post subject: Reply with quote  Mark this post and the followings unread

I wouldn't use this suggested feature, but I wouldn't be against it either, but if it took time away from coding a more important feature, then put it on the back burner unless a developer feels like doing it.

I'm mostly against any feature which make it easier for the modder, but doesn't actually provide anything new for the modder.

So I think I'm in agreement with pretty much everyone else here on the subject.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jun 19, 2013 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
How does a tesla reactor become a veteran!?

I want this feature too, so I can put war factory and construction yard veteran!  Smile

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Jun 19, 2013 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
I want this feature too, so I can put war factory and construction yard veteran!  Smile

Can't you actually get a veteran Construction Yard by taking a veterancy crate with an MCV?

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jun 19, 2013 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, it causes IE once veteran MCV needs to deploy into Construction Yard

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Parasite03
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Also Known As: ZivDero
Joined: 23 Jul 2013
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PostPosted: Wed Jul 31, 2013 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:


U does your picture have russian letters on the keyboard? R u Russian?

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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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4StarGeneral
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Location: Limbo

PostPosted: Wed Jul 31, 2013 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Building veterancy is foolish anyway. How does a building become a veteran? Imagine the ceremony after war.

"Congratulations Mr. Tesla Coil, you did a fine job sitting there doing what you were supposed to. We congratulate you with this medal" *can't pin it on, because it's a metal, fking building*.

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MRMIdAS
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Joined: 17 Jul 2008

PostPosted: Thu Aug 01, 2013 2:07 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Building veterancy is foolish anyway. How does a building become a veteran? Imagine the ceremony after war.

"Congratulations Mr. Tesla Coil, you did a fine job sitting there doing what you were supposed to. We congratulate you with this medal" *can't pin it on, because it's a metal, fking building*.


How does a tank become a veteran?

Do they weld medals to the hull?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Aug 01, 2013 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

The Crew manning the structures/vehicles.

Also I have trainable buildings in Colony Wars & Noodles "Mod" but meh they have specialized Pips to signify for the buildings.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Aug 01, 2013 3:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Best not to think of these things in realistic terms but rather in gameplay terms.  Veterancy could be overhauled by a modder to mean something entirely different within the lore of their game while remaining functionally very similar.

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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Thu Aug 01, 2013 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread


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/ppm/'s stupidity

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Aug 01, 2013 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Clearly this would be for defences. I don't know what the whole fuss is about.

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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Thu Aug 01, 2013 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mental Omega has veteran/elite defenses and IMO it works nicely.
Only thing is you cannot make them veteran/elite on maps by default...

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/ppm/'s stupidity

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Aug 01, 2013 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well that's all dependent on Final Alert, but I don't see that getting updated ever again.

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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Thu Aug 01, 2013 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

how about a vet factory building faster, vet refinery generating more cash, vet powerplant producing more power. gaining vet through a timer because the building is in use hence it gathers exp.

gameplay wise the player would benefit from protecting his buildings instead of selling them or letting them get destroyed. would put a whole new weight on basebuilding and baseprotection.

@Nimo why don't you create another building with more HP ROF or whatever???

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Aug 01, 2013 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Well that's all dependent on Final Alert, but I don't see that getting updated ever again.


Not really map editor's fault when the map format itself does not support such feature.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Fri Aug 02, 2013 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Vet Buildings making better effects also seems nifty.

Like Refineries getting their exp after certain amount of cash is deposited.

With Veteran leading to 25% extra and Elite giving it 50%

Factories (ConYard,Barracks,War Factories,Helipad,Shipyards) could simply have their exp gain from either being given a weapon or by building more and more units.

Depots could just do it in the same principle as Factories. The more units they repair or they're given a Weapon.

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DaRkGlAcEoN
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Joined: 13 May 2013
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PostPosted: Fri Aug 02, 2013 2:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Vet Buildings making better effects also seems nifty.

Like Refineries getting their exp after certain amount of cash is deposited.

With Veteran leading to 25% extra and Elite giving it 50%

Factories (ConYard,Barracks,War Factories,Helipad,Shipyards) could simply have their exp gain from either being given a weapon or by building more and more units.

Depots could just do it in the same principle as Factories. The more units they repair or they're given a Weapon.


This sounds like a nice idea

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Aug 02, 2013 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know why you'd have anything without a weapon gain veterancy, really doesn't seem necessary.

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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Mon Sep 09, 2013 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Building veterancy is foolish anyway. How does a building become a veteran? Imagine the ceremony after war.

"Congratulations Mr. Tesla Coil, you did a fine job sitting there doing what you were supposed to. We congratulate you with this medal" *can't pin it on, because it's a metal, fking building*.


Stop showcasing your ignorance

http://www.russia-ukraine-travel.com/hero-city.html

http://en.wikipedia.org/wiki/Category:Hero_Cities_of_the_Soviet_Union

http://en.wikipedia.org/wiki/Hero_City

And as this is , you know, Red Alert 2... about Soviets...

Wink  Rolling Eyes

Anyways, this was done for 0.4. Thank you to the one who did it.

To the haters, well,  Crying or Very sad

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Sep 09, 2013 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... haven't tested one on a Battle Bunker but if anyone can confirm if urban combat buildings can gain veterancy I might implement it one way or another for Urban Combat Buildings I guess... or the quintessential Sniper Nest Buildings.  Laughing

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4StarGeneral
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Joined: 14 Sep 2006
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PostPosted: Mon Sep 09, 2013 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
Quote:
Building veterancy is foolish anyway. How does a building become a veteran? Imagine the ceremony after war.

"Congratulations Mr. Tesla Coil, you did a fine job sitting there doing what you were supposed to. We congratulate you with this medal" *can't pin it on, because it's a metal, fking building*.


Stop showcasing your ignorance
... blah blah blah ...
To the haters, well,  Crying or Very sad


I should seriously put you in your place for being this way all the time, but I won't because I'm better than that. I understand you have no idea what you're talking about, and I'll kindly ignore it.

I don't see why UC buildings should be any different, should be able to gain veterancy, unless it's removed when unloaded...

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon Sep 09, 2013 3:28 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:

I don't see why UC buildings should be any different, should be able to gain veterancy, unless it's removed when unloaded...


Because the troops inside the building are gaining veterancy, almost as if they were the operators of the building........

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