Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Apr 11, 2018 3:44 am Post subject:
YR Red-Resurrection post 2.2 support
Subject description: The battlefield is under constant transformation.
Since the release of the patch 2.2 for YR Red-Resurrection, OmegaBolt has already released mini 4 patches for it. The full changelog is HERE. These mini patches fixes many bugs, change the ballance of the game and even added a new game mode called Scavengers where you start with a mobile war factory and some mercenaries... perhaps it may remind Tiberian Twilight for some of you, but i hope it is better than that. Here's the full list of changes so far:
Quote:
07/04/2018 2.2.4
- Updated client:
- Optimizations and bugfixes to loading of saved skirmish settings.
- Improvements to startup permissions check (should now consider running client in Program Files without admin privileges as insufficient permissions).
- Changes to updater to hopefully alleviate issue where client keeps file handles open after version checks
- NEW GAMEMODE: Scavengers - Start with a War Machine (Mobile War Factory), mercs & support powers, and collect crates to grind them to build units. Destroy the enemy War Machine
- Added various infantry crates if the crate option is enabled
- Updated Textless Cameos pack
- Apocalypse: fixed missing turret bug
- Battle Fortress
- Can no longer lift Stormfronts and Stalin's Fists, in line with being unable to lift T4 units in general
- Bishop can now gain veterancy
- Sand Rush (2): fixed terrain bugs
- Offensive Tactics (6): added additional ore drills
06/04/2018 2.2.3
- Fixed issue that prevented Yugoslavian AI or any Soviet AI in End of Nations or Unholy Alliance from building up to full tech
- Can no longer build off ally buildings in missions, as it wasn't available in vanilla and breaks some stuff
- Textless Cameos addon:
- Fixed Dreadnought still displaying text
- Fixed Tech Airport Paradrop still displaying text
- Bishop:
- Increased damage by 100
- Increased cost by 100
- Demo Truck cost increased from 1000 to 1500. Removed build multiplier
05/04/2018 2.2.2
- NEW FEATURE: Added Textless Cameos Pack under the Settings -> Components tab, an optional pack which removes text from the sidebar icons
- Updated missions:
- Fixed a vanilla bug in all missions which made the AI less productive on hard than on easy
- Fixed availability of units for the AI so it should now use a more varied selection of the RedRes arsenal against you
- A07: Soviet base should now build properly
- A10: Fixed AI not attacking
- A11: Fixed availability of Combat Drugs, Emergency Repair & Prism Tank
- A12: Can no longer build a clone Tesla Coil & now need to kill the Black Guard infantry to complete the objective
- S11: Added Tors around the Kremlin
- Fixed palette issues with snow version of LA civilian buildings
- Fixed remap issues on Woytek
03/04/2018 2.2.1
- Updated the manual
- Updated missions:
- A03: fixed bug that prevented AI from properly garrisoning battle bunkers
- A04: added Grand Cannons back
- A11: Squids no longer grapple player units
- S02 & S03: can no longer build terror drones as they are introduced in S04
- S10: added preplaced Archangels & a Grand Cannon near the WCD
- S12: added preplaced Archangels around the Chronosphere & Grand Cannons along the route
- Updated the AI:
- will now build Solaris Communicator
- will now build Grand Cannons
- should no longer get stuck building Shock Mines
- Soviet AI should now use the Iron Curtain & garrison battle bunkers
- Maps:
- NEW: Ruination (6) by Black Snow
- Snowdog (6): Can now build navy
- Offensive Tactics (6): Can no longer build navy
- Final Frontier: Hallucinations (2) updated
- Sole Survivor:
- Demo Trucks are now able kill one another
- There is now a 5 minute timer, after which the map will be revealed to all
- Bridge huts no longer exist
- Final Frontier:
- Sides no longer start with both Allied & Soviet Space Marines
- Fixed flag buildings on snow theatre
- Sonic Enforcers now gain veterancy from killing things along their line of fire
- Dante now gains veterancy from killing things along his line of fire
- X-Soldier:
- Cost reduced from 1100 to 1000
- When trained with Arms Deal it now has the same vocals as a normal X-Soldier
- Fixed Fury Drone showing incorrect shadow colours at certain angles
And here's a sneak peak on the Textless Cameos Pack from patch 2.2.2:
... and the new game mode Scavengers:
If you already have YR Red-Resurrection 2.2, use the client to get the latest patches. If you don't have it, download the mod at its ModDB profile. Have fun!
Troll, post the pics on PPM next time _________________ 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.
Last edited by TAK02 on Wed Apr 11, 2018 12:48 pm; edited 1 time in total QUICK_EDIT
"The image you are requesting does not exist or is no longer available.
imgur.com" _________________ 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.
(OB stole my unofficial idea btw ) _________________ 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.
One thing you'll find out is that ideas are cheap and never original. Just bringing them to life well is what matters.
You're just jealous 'cause I thought of something and you stole that from my mind, mr. Yuri-desciple
Also, pic now shows, tanks! _________________ 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.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Apr 11, 2018 10:32 pm Post subject:
Scavengers - or Collectors as it was called originally - was something I pitched to Speeder in late 2011/early 2012 as a way to utilize the then-new reverse-engineering logic in Ares. Bolt took the idea and updated it to suit his methods of gameplay - which tbh works a lot better than how it worked in MO 3.0.
I doubt you were around in that timeframe, so you can shut up and stop claiming ideas that has nothing to do with you, Retard02. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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