Posted: Sun Mar 01, 2015 5:56 am Post subject:
Quick comments PB 5039
On PB 5039
- Should be careful with instant build for units. There is a minimum time needed for a unit to come out of factory.
Otherwise, for example you order 4 and get only 2.
- Team start location in skirmish lobby reverts to random on restart, doesn't save last used. Color changes from
random to specific colors.
- Has -NOVERIFY commandline option been disabled? Repair installation message is popping up. QUICK_EDIT
Posted: Sun Mar 01, 2015 7:17 am Post subject:
Re: Quick comments PB 5039
E1 Elite wrote:
- Team start location in skirmish lobby reverts to random on restart, doesn't save last used. Color changes from
random to specific colors.
I'll look at it.
E1 Elite wrote:
Has -NOVERIFY commandline option been disabled? Repair installation message is popping up.
Yes, -NOVERIFY is gone. Its previous implementation allowed circumventing the client's version checking, so people could've abused it online to cheat etc. I'll restore it in the future though, I used a different way to implement it for DTA's latest client which would work for TI as well. Admittedly I forgot to implement it for this release of TI. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Posted: Sun Mar 01, 2015 10:36 am Post subject:
Re: Quick comments PB 5039
E1 Elite wrote:
Color changes from
random to specific colors.
Yeah, I think it saves the last color used? I.e. if you pick random, and start the game, whatever color you end up with is saved on the lobby screen. _________________
- AI bases are filled with power plants leaving very less space, specially in unholy alliance.
- Custom folder map's game mode could be called Custom instead of Standard. Better would be to enlist them
at the end of list for other compatible game modes. QUICK_EDIT
- Custom folder map's game mode could be called Custom instead of Standard. Better would be to enlist them
at the end of list for other compatible game modes.
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Sun Mar 08, 2015 10:28 pm Post subject:
@E1 Elite: What does this file do? Were da details at? Not that I wouldn't want to download your file, you and your files seem cool. _________________ Destroy to create. All for the hunt to dominate!
In unholy alliance, even though AI player in game is able to build other side's structures, it still plays as one side
only (GDI or Nod in TI's case). It has to be exclusively told to produce units of the other side, otherwise it keeps
producing units of one side only.
The attached 'Unholy Alliance.ini' file was a test to make the AI GDI side to produce Nod units and Nod AI to
produce GDI units. It can be tested by replacing the same named file in TI PB5039 under INI folder. Additionally,
had increased the power output for power plants, so that lesser number is needed for more base space. QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Fri Mar 13, 2015 4:49 am Post subject:
Nice! I like the power plant changes too. I've always been pissed off that you have to build like 10 power plants for a single base.
Thats just retarded. I'd rather have one, maybe two power plants or so, power plants that MUST BE PROTECTED AT ALL COST! More realistic this way me thinks. _________________ Destroy to create. All for the hunt to dominate!
Hm, since update 39, (maybe before too), if the AI builds something it should not (either due to Tech Level, or even civilian structures if Base Props are enabled (and then I mean the oddball ones, not the typical base props)), the game crashes after the scores are counted.
The easiest way to provoke the AI in doing this is to set the Tech level to 1, kill the Harvester (but not the Refinery) while making sure to kill the infantry the AI spawns (so it runs out of funds).
It isn't a really bothersome crash, since the crash only occurs after the game ends and the scores are counted, and you even end up in the Skirmish setup screen as if nothing happened, but a crash is a crash. _________________ Tales of War QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Mon May 18, 2015 6:41 am Post subject:
Vulture wrote:
Another few findings about 0.39(.1)
- Snipers are stupidly overpowered in Meat Grinder.
Should proly make the Infector the Nod equivalent to the GDI sniper in this game mode, no? Edit the unit to make it have same range as GDI Sniper, and no buildlimit. Its more expensive though. _________________ Destroy to create. All for the hunt to dominate!
Sniper is still overpowered against opposing GDI - there is little reason to build anything but Snipers (and Marauders to destroy Harvesters) in the mirror match.
I think it's better if it is changed the other way around - the Sniper has a buildlimit of 1.
Question: I wonder if the Mammoth MK II and Laser Scorpion Thing should drop from crates in Survival Mode. Probably not? _________________ Tales of War QUICK_EDIT
Being bored, I found out that in GDI Mission 9, you can deploy your Conyard at the west side side of the map without the mission failing. (For those that don't remember; you're supposed to deploy it to the east of the malfunctioning tunnels). _________________ Tales of War QUICK_EDIT
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