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Some stuff...
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raapnaap
Civilian


Joined: 22 Jan 2005
Location: The Netherlands

PostPosted: Sat Jan 22, 2005 11:09 pm    Post subject:  Some stuff... Reply with quote  Mark this post and the followings unread

First, i would like to say that this is a great mod, and so far the best mod that brings back TD.

But there are a few things that are not like they used to be in TD with RotD.

I made a small list of stuff...

The Nod chem trooper, it does as good as no damage to anything.

Nod arty sucks vs infantry.

Nod nuke is not as strong like in TD, the damage it does changes everytime(the fire).

AI uses SW on STEALTH tanks.

No airstrikes.

Ion storms that apear random.

Transheli can paradrop(fun but not from TD).

Ion cannon takes out multiple structures/vehicles in 1 hit (and therefor overpowered compared to the Nod nuke) it also does more damage vs some things unlike in TD.

Some crate powerups have no effect or give some sort of chem missile(with RA1 nuke effect, lol).

If you buy 2 inf you get 1 since it takes to long for the first to get out of the HON.

Refresh errors with walls, fence and sandbag walls(maybe this is something bad on my side).

Blue tiberium.

Nod air plane keeps landing when repairing Nod air strip.

Helicopter blades don't spin (not possable in TS engine?).

Commando get's damaged when blowing structures with C4(it also did in TD, but there it got damaged/killed by the infantry that got out).

Some structures look nothing like the way they did in TD(but i heard there where 2 versions of the game so maybe i got the different one).

Some structures are from TS(heli pad).

I am getting owned by AI!!1!1!!OMG!1!

And some other small things i forgot about.

I hope most of this get's fixed.  Smile

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Last edited by raapnaap on Sun Jan 23, 2005 12:43 pm; edited 1 time in total

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Fremen5
Commander


Joined: 10 Aug 2003
Location: Laughing at Donald Trump in a rather flat place

PostPosted: Sun Jan 23, 2005 3:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Helicopter rotors don't work in TS.

You can also turn off the destroyable bridges, I think there is an option for that.

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raapnaap
Civilian


Joined: 22 Jan 2005
Location: The Netherlands

PostPosted: Sun Jan 23, 2005 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yea the bridges... I didn't think of that, lol.

Ill remove that.

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun Jan 23, 2005 6:39 pm    Post subject: Re: Some stuff... Reply with quote  Mark this post and the followings unread

The Nod chem trooper, it does as good as no damage to anything.
- will have a look

Nod arty sucks vs infantry.- will have a look

Nod nuke is not as strong like in TD, the damage it does changes everytime(the fire).- sorry, but it's not possible to make it work exactly like in TD due to TS' engine limitations

AI uses SW on STEALTH tanks. - I know, but I don't have any idea why...

No airstrikes. - no way to build them in.

Ion storms that apear random.- that's because of the maps, not the mod itself.

Transheli can paradrop(fun but not from TD).
- the normal transport logic was fucked up by Westwood with the patches 2.0x. This is the only way to make it work at all.

Ion cannon takes out multiple structures/vehicles in 1 hit (and therefor overpowered compared to the Nod nuke) it also does more damage vs some things unlike in TD.- I'll adjust that.

Some crate powerups have no effect or give some sort of chem missile(with RA1 nuke effect, lol).- that "chem missile" is an easter-egg, about the crates having no effect... not sure if I can fix that, but I'll try.

If you buy 2 inf you get 1 since it takes to long for the first to get out of the HON. - TS engine is crap... that's why they made their TS inf 120 credits instead of 100.

Refresh errors with walls, fence and sandbag walls(maybe this is something bad on my side).- again, TS engine...

Blue tiberium.- was cut from earlier versions, but re-enabled due to majority's request.

Nod air plane keeps landing when repairing Nod air strip.
- ht's a wonder we where able to make that anim work at all, we had to cheat a bit to get it working, and this can't be fixed.

Helicopter blades don't spin (not possable in TS engine?).- yes, not possible.

Commando get's damaged when blowing structures with C4(it also did in TD, but there it got damaged/killed by the infantry that got out).- sorry, but again no way to fix that.

Some structures look nothing like the way they did in TD(but i heard there where 2 versions of the game so maybe i got the different one).- exact recreation is difficult, since TS uses a different perspective. I personally like the images, also that guy who did them doesn't have time to work on them anymore, so it won't be changed either way.

Some structures are from TS(heli pad).- that's the only one from TS, and I used it because it looks very much like the one from TD, but with better textures.

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bernie
Civilian


Joined: 05 Dec 2004

PostPosted: Mon Jan 24, 2005 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't forget the Flamme Tank NOD underpowered who don't one shoot a minigunman  #Mad

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sat Jan 29, 2005 9:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Removing blue tiberium causes a severe shortage of resources on some FS maps. Can't do that...

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Jan 29, 2005 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
AI uses SW on STEALTH tanks. - I know, but I don't have any idea why...

AI bug that exists in RA2/YR as well. Cloaked targets take priority over non-cloaked ones, regardless of their true value.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sat Jan 29, 2005 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

If that bug exists in RA2, wouldn't the only targets be Squids, Typhoons and Boomers?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Jan 29, 2005 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

The bug does not occur 100% of the time, but it certainly does happen. More often so if you create more cloakable items. It might be related to the issue where sensor-equipped units occasionally leave their sensor capabilities on the map when killed (Destroyers being the primary example).

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mice16
Pyro Sniper


Joined: 26 Jul 2005

PostPosted: Mon Aug 08, 2005 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I most certainly recall seeing someone in ppm with helicopters wit rotating blades.... Exclamation

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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Mon Aug 08, 2005 1:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Flame tank's weapon takes at least 2 or 3 hits to kill a minigunner....

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Mon Aug 08, 2005 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

mice16 wrote:
I most certainly recall seeing someone in ppm with helicopters wit rotating blades.... Exclamation


Jah and his crew made one I think...

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Mon Aug 08, 2005 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Replaces hover units.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Tue Aug 09, 2005 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey, didn't somebody make airstrikes buildible recently?

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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Wed Aug 10, 2005 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

There aren't any hover units in RoTD, i don't think, so couldn't the rotating blades be implemented?

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Aug 10, 2005 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

DoMoNiC_HuNtEr wrote:
Hey, didn't somebody make airstrikes buildible recently?


yes,you can find it in the tutorials section.

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