Posted: Tue Nov 01, 2016 8:14 am Post subject:
Kirrim Finds Stuffs
Subject description: Did the New Brotherhood join me?
I was playing last night and encountered a "bizarre" "exploit" of sorts.
I didn't edit the mission in any way for Hornets to spawn from behind the refinery base. They just, do.
I'm going to finish the mission like that sometime later so that I can finally move on. I'm only stuck because I don't want to lose any GDI units.
And yes, I captured most of the Nod buildings.
Don't expect me to hang out for much longer around this forum. Just wanted to point out something. Might come back to ask questions and post other glitches. Though, Twisted Insurrection is an amazing stand alone mod, thanks for making it for all of us.
I wonder which mod is going to be updated first, MO or TI... Last edited by Kirrim on Sun Nov 20, 2016 5:47 am; edited 1 time in total QUICK_EDIT
When the AI builds Hornets to replace the destroyed ones, it comes from behind the refinery, I also had all my landing pads occupied by my GDI aircraft with no space left.
So I think it uses the Hornet spawn off the map instead spawning them beside the my landings pads.
I'm not an elite C&C 10 year vet mapper, this is just purely a hypothesis.
Edit:
Was it really extremely vital to Twisted Insurrection to have a Nod Toxin Truck cameo, Aros?
Spoiler (click here to read it):
Never give me engineers, or else this happens. Wait, this has been happening for the entire GDI campaign... QUICK_EDIT
The Toxin Truck is in fact a hidden unit, it's acquired when you own both a GDI and Nod Tech Center. It's a good unit.
Looking at that screenshot however makes me realise that half of those enemy units shouldn't be buildable, I'll fix that in any missions that feature the problem. QUICK_EDIT
Here goes the fun of abusing enemy high-tech arsenal in almost any mission..
Tho it is somewhat strange when you can train Railgun Commandos as Nod in early missions, together with some weapons which GDI doesn't have in story yet.
While you're at it, can you add a full Tiberium Reactor to New Brotherhood's small base in Nod 12 (the mission with a train)? Since the Advanced Reactors are now gone, player won't be able to heal his cyborg team in tiberium (which you get by destroying these reactors) unless he sacrifices a cyborg or two to get a healing tiberium field. QUICK_EDIT
Looking at that screenshot however makes me realise that half of those enemy units shouldn't be buildable, I'll fix that in any missions that feature the problem.
Nooo!
Don't remove everything! Could we at least keep some basic units and the Engineer / Machinist?
Damfoos wrote:
Nooooo
Here goes the fun of abusing enemy high-tech arsenal in almost any mission..
Tho it is somewhat strange when you can train Railgun Commandos as Nod in early missions, together with some weapons which GDI doesn't have in story yet.
Well, you see Person that is a Russian MRLS who I discovered a long time ago on the Mental Omega forums. Damfoos, GDI Engineers and Nod Machinists are the smartest humans alive, smarter than Globotech scientists! But, the great Aro banished them to only fulfill the simple task of being shoved in a extremely cramped transport ohmygodpleasehelpicantbreath capturing structures (And vehicles if your a Machinists.) to suppress this god-like ability to create plot holes!
Personally I think ALL the units of the opposing faction should be buildable with an obvious exception of units which said faction can't have at this time period. Maybe commandos too, though those are not 'hero' units and thus it won't be as weird as Tanya fighting for Soviets in RA2 missions. In that GDI mission with Mammoth you shouldn't be able to train any cyborgs (does the New Brotherhood hate drones too?) and other heretic tech. Limiting cross-teching to just basic stuff like harvesters, low-tier vehicles and infantry kills a good share of fun TI missions offer, IMHO.
It's namely units like Banshee Interceptors that aren't supposed to appear until at least Mission 15. I wouldn't remove everything, I'm not a monster. QUICK_EDIT
Are you sure?
I haven't noticed any exe hack that fixed this issue. Did i miss one?
\Edit
oh wow. just tried to stop a unit that was about to move on the pad and it didn't explode anymore. nice. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Units no longer explode when they are told to attack or told to stop when they are on a service depot. This patch also fixes a lot of other exploding units problems.
amazing. thanks to the cncnet guys who fixed these.
dkeeton of CnCNet wrote:
Units no longer explode when they are told to attack or told to stop when they are on a service depot. This patch also fixes a lot of other exploding units problems.
Does this include the stupid visceroid collides with harvester and harv explodes issue?
I wonder if this also helps with the disconnecting train issue, where in their movement blocked units (mostly infantry) whose next waypoint is on the other side of a track, causes the wagons to disconnect from the train, since the wagons see the cell as occupied due to the units pathfinding pre-blocking the cell, while they should actually ignore anything in their path and simply crush it.
Though since the bugfix reduces collisions, it might even increase disconnecting trains? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Regarding the off-screen aircraft spawn - wasn't there a key which pretty much stated, that they come from these egdes? If turned off, IIRC, they would simply spawn right besides the pads.
Then again, I haven't modded for years, so what do I know _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
amazing. thanks to the cncnet guys who fixed these.
dkeeton of CnCNet wrote:
Units no longer explode when they are told to attack or told to stop when they are on a service depot. This patch also fixes a lot of other exploding units problems.
Does this include the stupid visceroid collides with harvester and harv explodes issue?
I wonder if this also helps with the disconnecting train issue, where in their movement blocked units (mostly infantry) whose next waypoint is on the other side of a track, causes the wagons to disconnect from the train, since the wagons see the cell as occupied due to the units pathfinding pre-blocking the cell, while they should actually ignore anything in their path and simply crush it.
Though since the bugfix reduces collisions, it might even increase disconnecting trains?
While playing online since the update I've noticed that floaters no longer KO harvesters when they're close, so I think so! QUICK_EDIT
;;; If you pressed 's' to stop a unit while it was repairing on a service
;;; depot the unit would explode. This patch fixes that by running executing
;;; the scatter function rather than the explode the unit function.
;;; This also might fix the problem of viscroids blowing up randomly
;;; when they cross paths with harvesters. Viscroids hit this code path alot
I restarted my entire campaign for the new 0.6 update.
After solving the seige issue with my Dragonflies stuck behind an Oblisek of Light...
I thought you fixed this after Martinoz O showed you, Aro. Seriously, the flare that's suppose to bait you, saves you.
Someone on the Twisted Insurrection Team should just script a carpet bombing of the landing pad to be completely honest.
Also, am I the only person that never encountered the insta-kill vehicle glitch? Unless you count those stupid Globotech Sonic Bombers on GDI Mission 13: Isolation that kept bombing my units. QUICK_EDIT
This no longer happens. I spent the whole morning today trying to get the bomber to target shepherd and shepherd only, which is harder to do that it may sound. In any case, in the next patch (0.6.2), it'll be fixed. QUICK_EDIT
You throw another Venom Heavy Walker despite the fact it's a prototype! (Probably due to GDI's intelligence being horrible as usual.)
It's like Speeder's Mental Omega's Epsilon campaign mission 3, it seems like destroying the American Embassy the final objective, only to for the map maker throw in more enemy reinforcements with no foreshadowing (Or extremely subtle foreshadowing.) or you have to use logic to figure it out!
Or you know, be a 10+ year veteran of C&C games.
Although I do this too a lot too when I make maps, but probably even more cruel.
Spoiler (click here to read it):
When I do it, I sometimes go as far as playing victory music and then spawning in enemy reinforcements.
I usually use music to signal it when they come although.
Aro wrote:
Will do something about the Venom/Wasp thing, that shouldn't be allowed to happen on that mission. Easy enough to fix though.
Just so you know, Q45 conceived that particular mission, not me. There's no copying anybody involved, just to clear that up. All coincidence. QUICK_EDIT
As I recall the way I beat that mission ages ago was basically to spam Railgun Platforms and infantry at it. There was probably some weeping involved too. QUICK_EDIT
I fear nothing can be done about that.
The infector turns everything into a visceroid if it kills it with the special mutation damage.
Since an elite infector does only 1 normal damage and the rest via mutation damage, it transforms 99.9% of the killed targets into visceroids (which also includes killed tanks, vehicles and other stuff).
This unfortunately also includes visceroids itself as they are just an ordinary vehicle. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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