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Reform preview - feedback
Moderators: SuperJoe
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sat May 28, 2011 7:37 pm    Post subject:  Reform preview - feedback Reply with quote  Mark this post and the followings unread

Well I couldn't think of any organised way to do this, so just post all feedback, suggestions, ideas and technical issues you might have with the preview version of Reform in this topic.

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Sun May 29, 2011 7:54 am    Post subject: Reply with quote  Mark this post and the followings unread

First off, let me say, brilliant mod.

-I have experienced one crash on a snow map (can't remember the name) but have otherwise found the mod to run bug free.

-I have a problem with the Mortar troopers, they seem a bit OP? A group of about ten is almost invincible, I left them in the middle of the map for almost an entire game and nobody could get near them.

-The Nod multi-missile seems weaker? Have you reduced the spread? Or has it been so long since I have used an unmodified missile that I've forgotten what it used to be like.

-More maps would be nice =)

-Stealth laser troopers (Henceforth referred to as SLT) seem a tad weak, and they don't heal at elite? Does the SLT not heal on purpose?

-The albatross gunship, has a weird attack run pattern? I believe it is possible to make an aircraft circle a target bombing it from afar (See Clazzy's Rules some banshee unit), I think that that might look better.

Otherwise, the mod thus far is good!

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun May 29, 2011 8:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Death Cultist wrote:

-I have experienced one crash on a snow map (can't remember the name) but have otherwise found the mod to run bug free.


Was it under any of the circumstances I mentioned in the quick guide section #11? Fog of war for one has almost always ended up in crashing the match for me. Another possible reason could be the alternative directdraw (try the opposite of what you had set it). The AI that I rushed into the preview release could be causing crashes, though hasn't yet done so for me. The mod has been crash-free for me for a very long time, so I would be interested to know what caused this. Send the except.txt here.

Death Cultist wrote:

-I have a problem with the Mortar troopers, they seem a bit OP? A group of about ten is almost invincible, I left them in the middle of the map for almost an entire game and nobody could get near them.


Hmm... artillery in general is quite powerful in TS. GDI could get 5 juggs and Nod 6 arties for that price, and those would be creating hell too. Though the mortar trooper should have quite a few weaknesses: It's shells can be dodged somewhat easily if you keep moving, they can't fire at enemies who come too close (minrange is 5.5), their fire is indirect and can easily miss small targets like units and 1x1 buildings, and they are slowish. Originally I did have them even slower (speed 3), but their running animation looked bit weird at that speed, like they were running in a swamp Laughing Also note that the preview AI is DUMB. The final AI will target infantry and other units outside your base with attacks that are hard to stop. The best counter to mortar troopers are fast units (or subterranean for Nod). A Nod bike or grinder, GDI hover MLRS or Forgotten humvee should easily be able to slaughter them.

Death Cultist wrote:

-The Nod multi-missile seems weaker? Have you reduced the spread? Or has it been so long since I have used an unmodified missile that I've forgotten what it used to be like.


I haven't changed it, other than making all superweapon reload times higher. The multi-missile seems bit random to me, sometimes takes out a warfactory / refinery with one shot, sometimes does hardly any damage. Atm. I've left all the GDI and Nod superweapons pretty much untouched, but I'll have a look if they could be changed. I don't want the supers to be as powerful as RA2 supers though.

Death Cultist wrote:

-More maps would be nice =)


I am only one man team Sad Any fan made maps would be greatly appreciated! They don't have to be Reform-only either, the mod is all about public stuff. Is there any sort of public collection of quality maps (not symmetrical horribly detailed multiplayer only maps) here on PPM? If anyone wants their public map included in Reform let me know.

Death Cultist wrote:

-Stealth laser troopers (Henceforth referred to as SLT) seem a tad weak, and they don't heal at elite? Does the SLT not heal on purpose?


They gain self-healing at veteran level. TS self-healing means healing only up to half strength though. Since Nod doesn't have medics, I made all their advanced infantry heal in tiberium (cyborgs, stealth troopers, confessors). The unit profiles give an explanation why they heal in tiberium Wink And yes, they are intentionally "weakish", as in they won't survive a head-to-head battle with titans etc. They are meant for behind the lines and surprise attacks, like targetting enemy harvesters or stranded units. Or attack with your other units, then come from behind with the SLTs. They can deal alot of damage, but you have to be careful since they are bit fragile.

Death Cultist wrote:

-The albatross gunship, has a weird attack run pattern? I believe it is possible to make an aircraft circle a target bombing it from afar (See Clazzy's Rules some banshee unit), I think that that might look better.


That sounds interesting, my initial concept for the Albatross was to have to circle around targets. Until I discovered TS aircraft either do the stupid fire-2-shots-then-fly-around or bombing runs. Albatross is hurt the most of the flying around part because they are so slow. I will definitely have a look at this. Where are Clazzy's rules???

Death Cultist wrote:

Otherwise, the mod thus far is good!


Thanks, I am happy that you like it! Cool

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sun May 29, 2011 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Editing curlyshuffle or something from rules.ini stops that shoot-move-shoot stuff.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Sun May 29, 2011 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

the improvised rotor voxels look extremely odd,

too much confusing infantry in forgotten faction, sort them out properly and delete useless ones

the new GDI mech thingy...can't remember the name,, it doesn't attack ? what is it for?

otherweise its a fun mod with interresting workarounds and loads of fun, the only thing that bothers is that it should be cleaned out a bit.
good work

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun May 29, 2011 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Destiny wrote:
Editing curlyshuffle or something from rules.ini stops that shoot-move-shoot stuff.


I tried this before, I recall it having some buggy effect in TS. According to ModEnc, if disabled the aircraft will have unlimited ammo if they don't move. It would also affect all the other aircraft that don't do bombing runs (orca fighter, harpy).

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun May 29, 2011 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

blubb wrote:

the improvised rotor voxels look extremely odd,


Not much can be done with this... it's either this or no rotors. I find these better than no rotors.


blubb wrote:

too much confusing infantry in forgotten faction, sort them out properly and delete useless ones


Which ones did you find confusing and / or useless? Some of the basic infantry have bit overlapping roles (mutant warrior, shotgun warrior, mutant scout), but this was done to reflect the unorganised nature of the Forgotten. Instead of organised troops with single uniform and single weapon they have people with pistols, shotguns and rifles. Also one of the things that seperate Forgotten from GDI and Nod is that they have alot of infantry and less vehicles.


blubb wrote:

the new GDI mech thingy...can't remember the name,, it doesn't attack ? what is it for?


The Helios can only attack air units. It's the best anti-air unit in the game though.

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Mon May 30, 2011 2:47 am    Post subject: Reply with quote  Mark this post and the followings unread


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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Mon May 30, 2011 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

I took a look at Clazzy's mod and the Banshee does indeed have an interesting attack method. It doesn't circle around the target, but due to low rate of fire, it kind of makes the airplane have a turret. It will fly towards the target and fire the first shot. After that it will keep flying in a straight line while being able to fire in all directions, just like it would have a rotating turret. What's even more interesting is that you can switch targets between shots. You can hit up to 5 different targets per "bombing run".

I've applied this logic to the Albatross. The unit seems alot more scarier now, extremely satisfying seeing it pass over a convoy and take out a couple of units in a single run Cool Thanks alot for the tip! I will definitely add you into the credits for this Wink

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Mon May 30, 2011 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh cool thank-you lol =)

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Thu Jun 02, 2011 2:23 am    Post subject: Reply with quote  Mark this post and the followings unread

New Post, I was wondering if you could address the issue of AI turrets... They blood their bases with them... The rebuild them faster than my artillery can destroy them lol this fixed with the new ai?

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sat Jun 04, 2011 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Death Cultist wrote:

-I have a problem with the Mortar troopers, they seem a bit OP? A group of about ten is almost invincible, I left them in the middle of the map for almost an entire game and nobody could get near them.


I have reduced their speed from 4 to 3. This makes them alot less effective against units, since most units can easily catch up to them and kill them. This change shouldn't affect their base attacking capabilities either, which is their main role.

Death Cultist wrote:
New Post, I was wondering if you could address the issue of AI turrets... They blood their bases with them... The rebuild them faster than my artillery can destroy them lol this fixed with the new ai?


Aye, I made the AI build alot more base defences to make it harder to destroy their bases. About AI rebuilding them, not much can be done with that. The AI automatically replaces lost structures, even in the exact same spot where it got destroyed (unless that spot is blocked). In base assaults you should take out some of the bigger and more expensive structures first. The AI will be busy replacing them, while you can advance and take out base defences and other buildings.

Death Cultist wrote:

-More maps would be nice =)


I will be including the map pack containing 70 community maps to the mod, as suggested by you Wink . Anyone who wants to check them out already, you can find the map pack here. If anyone have maps that are not included in that pack and want them added to the mod, contact me here or with a pm.

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Sun Jun 05, 2011 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

This mod is going to be legendary

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