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CCCP84

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Everything posted by CCCP84

  1. now for each change it is specific: (I can’t comment on the units from Yuri revenge, I don’t know well enough) Regarding special units for specific countries - Of the Soviet countries, Iraq has a clear advantage, therefore, in my opinion, the rest of the special units can be improved. I agree with that. The same applies to the German tank. The rest of the special units are ok. Power Plant Price - I don't understand why this change? for all the years of the game, no imbalance was noticed. The rule should work here - if the need for changes is not obvious - do not change. The prism is an already very powerful and formidable weapon, obviously not in need of improvement. It is in its place. Improvement will lead to imbalance. Chrono legionnaire - ready to support, given the insufficient use of this unit in the game, including due to its high cost. Reducing the price here can be beneficial. Agree. Harrier, Black Eagle - Extremely negative change. The inaccuracy of the strike was incorporated into the game. It should be possible to avoid being hit with a certain chance. This is part of the gameplay, where the skill of the player is manifested. The patriot rocket is the same as with the planes. I often use the opportunity to get away from the rocket with a rocketeer, and often successfully, this is where the player's skill is manifested. This inaccuracy, I am sure, was deliberately thought out and incorporated. An extremely negative change. Great cannon - if the need for change is not obvious - do not change. (such a need is not obvious to me) IFV - the same as a patriot, plus why the number of missiles has been reduced? Elite IFV is a formidable weapon, and it should be so. Change is harmful. The IFV Sniper is a very harmful change. Terror drones are practically the only advice weapon against this fast sniper car. Do you want to strip the soviets of their last weapon and make that car invulnerable? Why was it done at all? The gap generator - if the need for changes is not obvious - do not change. Apocalypse tank - if the need for changes is not obvious - do not change. I never thought about some kind of inferiority of the apocalypse, which means that it is quite full. Players actively build and use it. Tesla trooper - if the need for change is not obvious - do not change. Flack Trooper - he was already quite balanced. Perfectly balanced. Perhaps these changes are due to the fact that you are playing in YR and there are overpoweredg GI, but that is a problem of GI and not a flak trooper. Change better GI, they obviously work damn wrong. Kirov - if the need for changes is not obvious - do not change. The desolator is again a problem of the YR. The effect of radiation is enhanced there. I can't confidently talk about YR, but in RA2 it works fine, but there is some problem with lag when activating the desolator. This is what it would be worth doing. Try to somehow reduce that lag. Dogs, engineers, trees, infantry - if the need for change is not obvious - do not change.
  2. It may seem that I am only complaining, but this is due to the fact that first of all you are talking about problems, because there is no need to talk about the merits, because everything is ok with them. Then, this time I'll start with the merits. You guys are doing a great job. CNCNET is a great project that has made RA2 very advanced. Before CNCNET, we played on a server with a maximum online capacity of 50 people on weekend days in the evenings. And there was a problem to recruit the necessary number of players to play. CNCNET has united the whole world, and this is wonderful. The fact that you added the ability to play to 8 players is amazing too! This is just a wonderful and most useful improvement. (Consider adding the ability for the 9th person to act as spectator in the game.) I will also say about fixing bugs, preventing cheats, this, of course, deserves only praise. Thank you guys for creating CNCNET. It is definitely a very progressive and evolving platform! Regarding "Multi Engineer", "No Dog Kill Engineer", "Destroyable Bridges", "Up to 100k" in credits "- I can say that I never use these functions, however, they are not a problem, because they are optional. As you may have noticed, I also wrote about the new patch. As long as it remains optional, it is harmless. I only expressed concerns that some changes could be applied to the main game. But how I understand now that you are not going to apply them to the main game. Now a little specifics on the new changes, and why it's bad. To begin with, I hate YR. I hate it on several levels .. First, for the terrible voice acting. When I hear "the water is warm" or "cash in a flash" and all the rest of the trash, I get sick. I am offended that a serious game, which was made by serious people, was turned into a cheap clownery. It's the same with units. Yuri's race is just a mockery. Crowds of zombies, Hulks and flying saucers are a mockery of a serious creation, which is RA2. The annoying creaking helicopters that turn blades into cannons and BFs that generally kill the gameplay and normal unit confrontation is ideotism. Why upset the balance in the power of GI? They are super powerful here, it is generally not clear how to deal with them. They parachute and demolish buildings. It is pointless to fight them with tanks, building a pillboxes is also pointless. Why did they made it? Indeed, in RA2 they were completely balanced. It was possible to crush them with tanks, build a pillbox. There was a perfect balance in RA2. IDEAL. If I were you, I would have thought about using the RA2 parameters for the GI in YR(maybe in your patch), rather than increasing their speed. I understand that 90% of people will jump to the ceiling with joy if more zombies, monsters from the movie Aliens3 are added to the game, if units will apear, that will shoot nuclear missiles from a machine gun, if maps will be filled with diamonds in 4 layers and put money not 100 000, but 10,000,000. But, there are players like me who prefer to play chess, instead of fighting chessboards and throwing queens and rooks, bruising each other. Therefore, I will ask you guys, support the RA2 regime. It is valuable for its classicism and conservatism. There are some bugs and non-working things there, it would be nice to fix them, but more on that later. To be continued.....
  3. Yes, as an option it is harmless. By the way, there is an idea to add a "no france" option to the lobby(like yuri side is disabled when RA2 is on). Think about it. Sometimes you have to write this phrase very often. Such an option would get rid of this.
  4. In general, I believe that any changes to the game should go through certain discussions and agreements. I think such changes should be approved unanimously, and only after that they should be implemented. From this patch I am ready to approve the changes to the chrono legioners, destroyer tank, demolition truck, terrorists, tesla tank range only (the rest is harmful). The rest of the changes are definitely harmful. I cant say anything about yuri side, because i play only RA2.
  5. As for the planes, too, they must have a percentage of inaccuracy. There should be a chance to dodge the missile. This is also an element of the game. I often use this inaccuracy to avoid losing base when attacking by planes. Do you want to make death from them inevitable? This is very bad idea.
  6. Ifv sniper will kill terror drones? Guys, most of these changes are unnecessary, and moreover, they are harmful. You have embarked on a bad road that can lead to the destruction of the delicate and verified balance that exists in RA2. GI is already overpowered in YR. Do you also make them faster? This is a big mistake. Prisms too. The only things that could be improved ara the Destroyer Tank and Tesla Tank. The rest is bad for the game. Most importantly, guys, don't ever apply such significant changes to the game itself. We can just leave this patch off, so you can do whatever you want with it. Add more zombies, aliens and dinosaurs there, let stones fly there and plasma throwers smash everything on the map to shreds. But, for heaven's sake, don't touch the main red alert. There are obvious bugs that are clearly harmful and need to be fixed. Better deal with them. Moreover, some of them are very easy to fix.
  7. On this map, military strategy turns into military-political. Here you need to understand very well who to attack and who to rely on, otherwise you will lose. In the last game, all 3 players understood this well. that's why this game went on for so long.
  8. We had a case that a person became AFK during the match. then the game ended, we started the next one, and the player continued to be afk even though he was ready in the lobby. Apparently, autoready should turn off automatically after 10 minutes, or at least after the start of the game. And one more problem has been identified. When returning to the lobby, not all players return from the game. But at the same time they are marked as "ready". And when loading the next match, they don't load. Definitely, autoready should be disabled when starting the game. There are many problems with this now.
  9. no bro, just look at the number of kills .. it was an intense game all this time .. played all night until morning. And, in fact, did not finished the game. Just one player disconnected. None of the three remaining players had a advantage at the time of the disconnect. The game could still go on for a very long time.
  10. games on oceania can be long ...
  11. What's the file path in the mixer to display the models? How to find the file containing the models?
  12. Thanks a lot, now it works. When I wrote "IMAGE" in capital letters, it didn't work. Apparently, you only need to write 'Image ", the first capital letter, the rest of the lowercase letters. Looks really better. Thank you. What other unit images are there in RA2? Is there a complete list? How to find out?
  13. Released ver 2.0 Fixed a bug that does not allow attacking submarine units in any way. Partially solved problem with Psychic Sensor in RA2 mode.
  14. I partially solved the problem. In the part that deals with the definition of submarine units. This is important because all my maps are for naval battles. The solution is quite interesting. I gave the building a unit, which is a sensor: [NAPSIS] FreeUnit=WINI [WINI] Image=MRJ Cost=1 Armor=heavy Speed=0 UIName=Submarine Detection Module Sensors=yes Strength=350 Selectable=no SensorsSight=13 ImmuneToPsionics=yes ImmuneToRadiation=yes I worked on making the psychosensor explode when destroyed, and detonate the attached unit with it. But then I discovered that for some unknown and completely illogical reason, the unit ceases to see underwater units when the psychosensor is sold or destroyed. This is definitely some kind of bug, but luckily it works to our advantage in this case. Of course, extra tile is involved by additional unit, and perhaps some aesthetic nuances, but these are not very big inconveniences, compared to a non-working psychosensor. Moreover, the attached unit looks like some kind of additional module with equipment. So that the players do not rack their brains about why this is needed, I signed it, and when you hover over it, the text is highlighted (if this option is activated in the game settings). Another small disadvantage of this solution is that this system continues to work even after a power outage, which, of course, should not be. But, these are the costs of such a solution to the problem. We choose the lesser of two evils. Especially considering that usually the energy is not turned off. Otherwise, this system works just fine. I have already improved my maps, tomorrow I will update the versions. As for the tanks-mirages and spies - I have not solved this problem. The question remains open.
  15. Cant write there "you do not have sufficient rights to write a message."
  16. There is a problem with attacking submarine units. All ground and flying units and cannons cannot attack submarine units, when they are visible to the player. Also, they cannot be attacked by dreadnoughts and aircraft carriers. At the same time, it is impossible even forcibly targeting such units at a visible underwater target. The cursor is displayed as a crossed-out crosshair and the attack is not possible. This is definitely a bug in the game. The problem is fixed easily. In rules.ini for each corresponding unit, add the following line: NavalTargeting = 5 This will allow targeting by the player, also ground units will be able to attack underwater targets by themselves, when they are detected. I have fixed this obvious bug for my maps. But I recommend fixing the rules.ini for the whole CNCNET. In addition, I recommend adjusting the selling price of units in rules.ini so that in RA2 modes it would be impossible to earn money by cloning and selling the Infantry of alliance. In addition, fix a bug with Yuri Prime in RA2 mode, which captures 10 units, instead of the proper 1. + replacement of the missing elite dreadnought and V3 rocket explosion animation for RA2. I recommend adding all these lines for the respective units to rules.ini: [APOC] NavalTargeting=5 [ATESLA] NavalTargeting=5 [BEAG] NavalTargeting=5 [CARRIER] NavalTargeting=5 [CLEG] Pip=red Soylent=750 NavalTargeting=5 [DESO] Pip=red NavalTargeting=5 [DMISLEWH] AnimList=VTEXPLOD [DRED] NavalTargeting=5 [E1] Pip=white Soylent=100 OccupyPip=Persongreen NavalTargeting=5 [E2] Pip=white OccupyPip=Persongreen NavalTargeting=5 [FLAKT] Pip=white NavalTargeting=5 [FV] NavalTargeting=5 [GAPILL] NavalTargeting=5 [GTGCAN] NavalTargeting=5 [HARV] NavalTargeting=5 [HORNET] NavalTargeting=5 [HTK] NavalTargeting=5 [HTNK] NavalTargeting=5 [JUMPJET] NavalTargeting=5 [MGTK] NavalTargeting=5 [MTNK] NavalTargeting=5 [NALASR] NavalTargeting=5 [ORCA] NavalTargeting=5 [PTROOP] Pip=red Soylent=500 NavalTargeting=5 [SHAD] NavalTargeting=5 [SHK] Pip=white NavalTargeting=5 [SNIPE] Pip=red Soylent=300 NavalTargeting=5 [SPY] Pip=blue Soylent=500 [SREF] NavalTargeting=5 [SuperMindControl] Damage=1 [TANY] Pip=red Soylent=500 [TESLA] NavalTargeting=5 [TNKD] NavalTargeting=5 [TTNK] NavalTargeting=5 [V3] NavalTargeting=5 [V3EWH] AnimList=VTEXPLOD [YURI] Pip=red NavalTargeting=5 [ZEP] NavalTargeting=5 [CABUNK01] NavalTargeting=5 [CABUNK02] NavalTargeting=5 [CAMSC08] NavalTargeting=5 [CAMSC09] NavalTargeting=5 [CAFARM06] NavalTargeting=5 I play only RA2, so for YR the list of units to fix targeting submarine units will be larger.
  17. Apparently, the lines highlighted below should work, but they don't. [NAPSIS] UIName=Name:NAPSIS Name=Psychic Sensor BuildCat=Combat Prerequisite=NATECH,NACNST Strength=750 Armor=wood TechLevel=10 Adjacent=2 Sight=10 PsychicDetectionRadius=15 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=50 Power=-50 Powered=true Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=220, 390, 150 AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary. HasRadialIndicator=true ConcentricRadialIndicator=true ; SJM: If HasRadialIndicator, use a concentric-ring effect rather than radar sweep. DetectDisguise=yes DetectDisguiseRange=15 ;Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumble SensorArray=yes SensorsSight=15
  18. And the same is with naval units... CNCNET RA2: Original RA2:
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