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RickyD

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  1. I finally got around to play through the game and both expansions, great job you guys did there to keep that old game playable, it is very appreciated. Over the course of playing the game I stumbled on a couple of things that may be glitches, bugs or features, I don't know. The first one is kind of a major problem, the rest are mostly minor nitpicks you way or may not be interested in fixing but I'm throwing them in for good measure just in case you are interested in patching those things (or not in case those were weird game behaviors were also present in the original game and you intend for this version of the game to behave as close as the original version did.) First of all, big exploit, the game does not save the exact number of ore on every tile. I recall one mission where I had an ore field where my collectors harvested in a checker board pattern, when I saved and reloaded my game, the checker board pattern was gone, replaced with tiles fully saturated with ore. Not only that, but I did some testing later on, you can increase the size of ore fields simply by saving and loading the game at the start of a mission, and every single time ore is spawned on the map, simply save and load the game and the game will replace the tiles with less than maximum number of ore with tiles fully saturated in ore. I do not know whether this is a bug in this version of Red Alert or if this is a feature from the original version of Red Alert, that being said, this is definitively an exploit in my book and if it's not gonna be fixed, the two guys speedrunning the game should definitively be informed of its existence because it could probably help them improve some of their records. I would have liked if the difficulty level chosen at the start of a mission or campaign was shown somewhere on the GUI, the option menu or the briefing screen. I played the whole game on Hard difficulty but there were times where I was unsure whether I picked Normal or Hard difficulty, especially in the expansion missions where units' stats and speed are tweaked, which sometimes had me thinking "Man, units moves so fast, I think I chose the wrong difficulty level, better restart to be sure I'm playing on Hard..." This one's more of a minor annoyance than anything, if you capture sub pens and build submarines in the Allies campaign, when you destroy all the Soviet buildings, the game will not only reveal the location of the enemy submarines, it will also reveal the location of your submarines too. Not a deal breaker but it's a tiny bit annoying when you wanted to use submarines to efficiently snipe and clear out those annoying Soviet submarines clumped together in choke points. In the Aftermath mission Deus Ex Machina, if you put a scientist or Volkov in a chinook helicopter, as soon one of them enters the chinook, it will immediately take off and fly north to evac the unit. Not a game breaking problem but definitively a leftover copter behavior from those evac Einstein/Kosygin type of missions that doesn't belong in Deus Ex Machina. In the final Allies campaign mission, as soon you destroy the outpost with Tanya, you are given reinforcements and a MCV. I have noticed when I played the game, the reinforcement and MCV enter from the east but below the destroyed outpost, but while watching speedruns of the game, I noticed speedrunners get their reinforcement and MCV to enter from the east but above the destroyed outpost in the middle of a bunch of ore fields. I don't know which version behave correctly. Anyway, thanks again for keeping this old game alive.
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