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TK3600

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Everything posted by TK3600

  1. TypeImmune=yes ; not blow other friendly terrorists up. Crushable=no ; not crushable by tank except battlefortress. I know I am taking a risk when I give terrorists these buffs. I feel like it can be an interesting unit so I gave it less conventional buffs. Edit: Because no one played PvP with my mod on, it is the only source of research I can find.
  2. Too strong or too weak? If it is lean toward weak side see above post, it is intentional. If it is too strong, here are my thoughts. I am open to corrections. Dps/cost: inferior to rhino slightly. Against infantry is an exception. The alpha is larger, that I agree. But not that significant I think. hp/cost: much inferior to rhino. 300/1200 vs 400/900 range: 5 vs Rhino's 5.75. Advantage: shreds infantry, shoot through wall, and arguably stronger than rhino when elite. My proposal: It acts like a fire support to typical rhino attack to counter deployed infantry or fodders (dogs).
  3. If we were to argue, I want to clarify a few things. I mentioned my mod because I thought the philosophy fits: Keep things unanimous. Avoid controversial balance change. I make bad units less bad, never intended to make it good/meta. Whatever I change only serve to make things better than before, while make minimum people complain. Theoretically I can create perfect balance and people will still complain because our biases and skills are different. I do not intend to find the perfect balance, I want all people say "these seem like the right direction, at least things will not get worse". My approach lean toward not making enough changes, but almost never overbuff. Example being the terrorist, it is definitely buffed, we can both agree it is at least stronger than before. Whether it is strong enough is irrelevant, as long as it is unanimously agreed an improvement over original, it can be patched/implemented. In other words, my changes lead to 3 possible consequences: 1. The buff is not enough, but it is an improvement. It is intentional, but we can talk about it if more buff is needed without any risk of drastic gameplay effect. 2. The buff is too much. Rare, but clearly not intentional. I am very keen to keep it under control and I am super open to criticisms on this. 3. Unknown/unclear. I will expand below. I think the terrorist change is between 1 and 3. From my numerous testing using it against AI or face AI using it, I think it is still probably the worst unique units. You may think it is obvious, but already do you see people complain OP. I am avoiding that. And because the no tech requirement change is so drastic, and no one pvp tested online, I am holding back further buff (for example give it same hp as conscript) until I see it is not at risk of OP. It is super hard to propose changes here, and super easy to shot down proposals because "purist" dominates here. (Like RA2 vs YR, even developers are under fire let alone me!) Now with that out of the way, I will share you my personal opinion of the buff and why terrorist can be possibly be 'strong': 1. Without any terrorists potential pressure, there is an optimal build up. Hypothetically it means leaving army a bit weak until certain tech unlock, say the war factory(dont argue, just an example). The mere possibility of terrorist attack means enemy should deviate the optimal build up to have early defenses. It is highly unpredictable due to how early it is available, before your dog even scouted, so you cannot say it will not happen. 2. All possible counter has flaws, assume the terrorist didnt succeed set you back by blow up buildings. Tanks are hardly an counter. It is available before war factory, and when it exists the most useful period of terrorist is already over, and the new buff prevent crushing means a repair bill on grizzly is worth 300, a terrorist cost 200. Dogs killing terrorist will die too, 200 cost vs 200 is flat. Pill box cost 500 vs terrorist's 200, and may not fully cover the base. Infantry is slower than terrorists and has low range, meaning you need to build enough of them, like 4-5 to cover the risk, and those are money not spent on tanks. 3. Now assuming terrorist did succeed, it set enemy build up back at a reasonable cost. Once enemy have tanks, it is not utterly useless due to it is not crushable (die without explosion), an improvement. 4. Tactics I have not thought of, like put them in flak truck. The fact terrorist not longer kill other friendly terrorist means their hp pool is increased 5 times in a group, you actually need to shoot all of them instead of kill one and detonate the rest. That leaves room to creativity. I didnt want to risk it be a new meta because terrorist attack is especially rage inducing. Those are my thoughts. Basically terrorists can create an early advantage in economy which can snowball. Maybe it is still not enough especially compared to things like American para drop, but I think it is a step up from vanilla.
  4. They are not meant to counter tanks, just better than before. It does have rad level from 100 to 135, 35% increase, can cause enough damage to justify the cost. Also the pressure it exerts early on, before mirage exists. Terrorist have no range. It serves as a deterant to force ally build infantry guard. It also serves as cheap anti grizzly. 1 sentry gun, pill box zone it out. Still worst special unit IMO. Not to say con yard has different armor type takes more to kill, and engineer technically will one hit it.
  5. Have you guys tried my AI mod? I think I did a great job balancing too. I will not say it is perfect, but every change is made carefully and conservatively. Many of the changes mentioned I already made. Namely these but not all. Reference: grizzly range is 5, rhino is 5.75 1. Tesla trooper fire range buffed to 5, with enough rate of fire to beat a grizzly but not Rhino. Previously it lose to grizzly if both stand still. 2. Tank destroyer range is 6.5, will fire first against Rhino. It was 5 before. 3. Apocalypse tank can fire on move. 4. Demo truck same hp as flak truck, and deal enough damage to kill war factory and enough radiation to kill survivor infantry come out of building. Cost 1400. 5. Terrorist can be build immediately with barrack, immune to friendly terrorist, immune to tank crush, damage buff to 3 hit a barrack. 6. Tesla tank range buffed from 3.5 to 5, can fire on move now. I will not say they are as strong as desolator, but every nation has enough niche to justify unique unit over only using regular units.
  6. When it comes to it, it is due to lack of matchermaker system. If noob know they are fighting another noob, they will consider. But the other may be a pro playing for 15 years.
  7. I think it is a good thing. In an old game with only veteran players the barrier of entry is high. Noob is needed to keep a causal playerbase and keep the game alive.
  8. How about add "auto repair" as part of the CNCnet client? By that I mean AI repair your structures automatically. Yes, it is doable. I did it in my mod.
  9. New patch: 1. Decreased sentry gun and pillbox threat to 20 so they are not prioritized in attack over grizzly tanks. 2. Aegis cruiser default to guard area, helps AI focus. 3. Larger terror drone attack by Soviet. 4. Soviet tank attacks are followed up by terror drones. 5. Submarine guards area by default, helps AI defend shipyard. 6. Slave miner threat increased to let AI focus it over slaves. 7. AI use larger dolphin rush vs ship yards. Guaranteed frustration! 8. AI respond to attacks faster, apparently there was a delay coded. 9. AI use the V3 rocket from crates now. 10. Easy AI no longer us dolphin rush. 11. Dreadnought and carrier use 25 guard range instead of 20, which I wrote by mistake. 12. Carrier can fire on the move now. Not that it is needed for balance, but it is necessary to as part of a hack to let AI target land units. 13. AI respond to carrier with robot tanks attack. 14. AI now send prism tanks via transport on naval maps. May be slightly buggy. 15. Easy AI Allied may have 2 groups of air strikes. 16. Fixed AI slow to build base because some infantry is blocking the wall. 17. Human players now automatically have damaged structures repaired. I personally really liked this feature, but if you guys don't like it I will remove it, or make it optional. 18. AI no longer use navy to rush con yard on easy. 19. New and improved naval scripts for fleet battle. 20. AI now regroup slightly closer to enemy to fix bugs like stucks and iron curtain running out by the time they reach base. 21. Experimental feature, grizzly tanks respond to enemy automatically within 20 grids. Same mechanic as dog chasing spies. If it turns out glitchy I will remove it. 22. Desolator available in crates. 23. Fixed sniper script, which I broke by mistake. 24. AI use dogs to contest for oil derick control. 25. Buffed tech outpost missile to give enough range to kill engineer before it capture it. 26. Libyan could use iron curtain to rush 3 demo truck at once. 27. Soviet use smaller submarine attack on easy. 28. Deployed siege chopper has same HP as flying. I made it consistent. 29. Soviet use larger attack when fully set up (owning battle lab). 30. Allied use bigger tank attack when fully set up (owning ore processor). 31. Yuri now use its attack submarines as missile submarine when there are no more enemies. 32. Soviet AI send rhino tanks in transport in naval maps. 33. Hornet fighter on carrier turn slightly faster. (tiny buff) 34. Allied AI patrols super weapons. 35. AI more likely to use infantry when owning hospital. 36. Soviet respond to dreadnought, carrier, boomer, V3 with flak trucks. 37. Allied AI harass miners with Mirage tanks.
  10. Tibed is bugged. It breaks my mod all the time. It adds thing I never intended and cannot be removed unless I save a previous version.
  11. AI builds 5 times as fast with 5 MCV. Their base is so large 2 AI can fill a large map.
  12. How did you record it? AMD's relive doesn't seem to work full screen.
  13. Dont play Unholy Alliance mode against AI.
  14. I dont think it ran dry, Soviet just got wrecked by prism tank which killed both con yard and refinery.
  15. Update: 1. AI chain build different Navy. If they build combat fleet, they follow up with bombard fleet. Vice versa. 2. Improved script for combat fleets. 3. Allied airfield is now included in the strike scripts. 4. Allies respond to black eagle with AA tanks. 5. Yuri naval strike is followed up by floating disc to support. 6. Easy enemy no longer use 9 rhino tanks when having iron curtain. 7. AI capture tech power plant now. 8. All faction now has script for garrison infantry, not just Soviet. 9. AI capture oil faster with 2 engineer teams. 10. Changed tesla coil charging scripts. Now they charge multiple tesla coil. 11. New scripts that make Soveit AI attack stuff in between bases, adding unpredictability. 12. New Soviet infantry attack scripts. 13. AI builds 2nd barrack now. 14. Tesla tank attack no longer ignore interception. 15. Raised Tank destroyer threat rating. 16. Increased priority attack construction yard. 17. New scripts: Soviet AI will harass other soviet player's miner with tanks and terror drones. 18. Raised grand cannon threat rating. 19. Hard AI is very good at detection mirage tanks, from 35% to 80% detection. 20. Medium AI also follow up Kirov attack with tank harassments. 21. Terrorist buff: uncrushable. 22. Soviet will occasionally guard oil with dog. 23. Tesla tank buff: Can fire on the move. 24. New Floating disc attack pattern. 25. Bigger robot tank attack. 26. Decreased pill box threat rating, which also decrease how much AI build it. It sometimes block base development. 27. Rocketeers guard base better on AI allied. 28. Tank crush even more aggressively, will crash deployed GI too! 29. Super weapon targeting considers oil derrick and nuclear reactor.
  16. Did you design some of the effects on your own? I don't see some of them on vanilla game. Or are they unused assets?
  17. 1 Basically you duplicate existing factories, and set techlevel=-1 so player cannot build it. Beware how much you give them, because AI handle extra factory differently than players. 2 factory = double speed and half price. Slightly faster than 3 player factories. I dont want to add more than 3 factory unless you want an AI cheating very obviously. 1. Add numbers for new buldings [BuildingTypes] 407=BLD001 408=BLD002 409=BLD003 410=BLD004 2. Duplicate the new buildings and change their name to the one listed above. Such as: [BLD001] Adjacent=2 AIBuildThis=yes Armor=wood Bib=yes BuildCat=Tech Capturable=true Cost=2000 Crewed=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=408,880,435 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM DeployTime=.044 ExitCoord=512,256,0 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 Factory=UnitType Image=GAWEAP ImmuneToPsionics=no MaxDebris=15 MinDebris=5 Name=Allied War Factory NumberImpassableRows=1 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Points=80 Power=-25 Prerequisite=PROC,GAPILE,GACNST Sight=4 Spyable=yes Strength=1000 TechLevel=-1 ThreatPosed=0 UIName=Name:GAWEAP WeaponsFactory=yes 3. Go to above codes, set TechLevel=-1 to prevent players seeing duplicate buildings. Set Image=(original building name). 4. If that looks like trouble, just copy my rulesMD.ini
  18. Philosophy. Despite the fact I am really impressed by Toveena's weapon effects, I will never add them because I want the game to be basically the same. Our differences would be: 1. Your adjustment is map specific, intelligently using different paths. My AI will keep going the same way, but it will work on any map. 2. I included some balance change, you only changed AI. 3. I tend to focus on the macro side of things, while your attacks are very specific like targeting economy. 4. Your AI go all in basically have no base defense. Ultra aggressive. I know the fix. Download my mod, it has the correct ordering of building numbers. Copy it.
  19. I like the new effects you made! Do you know how to make AI do naval transport invasion?
  20. What did you find? I personally think I am not that good because I do not play PVP often. But I do know AI in and out and I opened up Final Alert to see the scripts first, so no element of surprises here.
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