
throstur
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Everything posted by throstur
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Yeah I see what you've done, I think it's kind of weird that the only anti-air units are the siege choppers. It's a pretty fun looking map though.
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Definitely not the first and only Air War map, I made one called Air War 2 that I still had lying around from like 2006 so definitely not the first. Good effort though, very nice.
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Big problem with CNCNET's RA2 / YR ore grow algorithm.
throstur replied to CCCP84's topic in Red Alert 2
Takes ages, but it grows and spreads further than 1 tile. Tested on Tsunami. Look at ore field on right, starts in sand area only, not on grass, on left, I mined the middle out of it and walled it. I have 6 derricks which explains the cash but you can clearly see how superior oil is to ore in the late game. And this is what it looks like after a walk to the grocery store and back. -
Hello. Without a second sync_cncnet0.txt to compare it to, there's not much we can advise you on. What you want is two sync files from the same game and to see how they are out of sync. You can use a tool such as `diff` for that. Reconnection errors happen when two clients disagree about the state of the game, so it is more likely to happen under the following circumstances that can "create uncertainty": One player is using a trainer (cheats) but changes something that might affect another player, or performs an action that another client knows is illegal At least one of the players are on wifi and a dropped packet is picked up out-of-order but processed (this is a working hypothesis, but seems that wifi users can have reconnection errors for no other reason) The runtime is not exactly the same between players, could be a version mismatch, botched patch, even a map bug that doesn't crash normally but the players have different stacks due to ASLR and one player disagrees on the state with another player (or one player crashes) One of the players experienced a net split to the tunnel, that was resolved but some packets were missing or counted twice (not 100% sure about this one but "identical" games on different tunnels do seem to affect reconnection issue prevalence, seems also that the game's tunnel will have changed in the lobby sometimes when this kind of recon error happens) So, long story short, it can happen for many reasons, but it's almost always a regular old desync caused by some unprescribed variance. Using LAN cables and diddling with /framesendrate might help you in your situation, but your mileage may vary.
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I don't agree that allies are underpowered AT ALL. The game has pretty much always been centered around the design of soviets having good AA and allies having good AG, with rush and brute-force tactics favoring the soviets and more cunning long play favoring the allies. This is why the allies need the spy, and actually the balance therein is that allies are actually much better than soviets if they manage to infiltrate at least the war factory (but barracks makes a big diff for the BFs). I think your blanket statements of allies being underpowered is complete bollocks. The early game starts in Grizzly/IFV vs Rhino/Flak and conscript/tesla vs GI/GGI: In terms of units, the balance is fairly equal. Rhinos are stronger but slower, I've seen good allied TC with infantry support absolutely demolish a slightly larger soviet force in the early game In IFV vs Flak, the lack of space in the IFV is easily compensated for by the increased speed and ability to equip an IFV with an engineer in the early game before a depot has been built In terms of infantry, especially when coupled with the ability to fire from transports, the allies have a clear upper hand here. Aside from the desolator, the soviets do not get any infantry that the allied don't have a better version of -- with the exception of Ivan, which is quite strong but underutilized. You cannot tell me that flak is better than GGI because the only thing that made it better was speed 4 instead of 3 but now the GGI goes the same speed and deploys into "better" AA.. actually this is a good point for a bit of a tangent: ;GI Missile Launcher [MissileLauncher] Damage=40 ROF=40 Range=8 Burst=1 Projectile=AAHeatSeeker2 Speed=30 ;40 [GUARDWH] Verses=20%,20%,20%,100%,50%,100%,10%,10%,10%,100%,100% CellSpread=.5;gs patch PercentAtMax=.5;gs patch [FlakGuyAAGun] ; Separate from Flak Cannon weapon so that stats may be tweaked Damage=20 ROF=25 Range=8 Projectile=FlakProj ; AA bullet shared with Flak Cannon Speed=100 Report=FlakTrackAttackAir Warhead=FlakGuyWH [FlakGuyWH] ; For Flak Trooper Anti-Air CellSpread=1.0 PercentAtMax=.2 Verses=150%,100%,50%,80%,80%,20%,0%,0%,0%,100%,100% ; no buildings As you can see in the snippet above, you can see that not only does the flak trooper get less DPS at the same range (although the delivery is admittedly instant) but actually when you think about it, other than the Flak AA being better at anti-infantry (allies have rocketeer for that anyway), the only time you'd actually want flaks instead of deployed GGI's VS air is when fighting massive blobs where the AOE factors in considerably or when destroying a kirov, because it gets an 80% effectiveness vs the GGI's 50%. This obviously only covers the AA part of the Flak Trooper, but the GGI can easily undeploy and deal with infantry in a way that is about as effective as the flak trooper's anti-infantry capabilities so I don't think there is any need for comparison along those lines, not to mention the GGI being uncrushable while deployed (all this for a measly price of 1 extra conscript). So that covers the early game, pretty balanced in my opinion but allies still suffer higher micromanagement compensated for with chrono miners to reduce harvester attentivity requirements. Let us move on to the middle game, I assume at least a radar and two war factories or an iron curtain for soviets and a tech lab for allies: Air support: Allies now have excellent air support, soviets might have choppers if they have a battle lab (to be fair, usually if they don't have one at this point it's because they don't need one due to having decent map control using basic units). The case of soviets winning on kirov spam is just a symptom of having absolutely no resource control and is not really related to the balance between factions. WITH PLANE DODGING, allies vs soviets is balanced because a flak or two can trade effectively vs harriers at least some of the time. Without it, there is an implied arms race in available harriers vs flak production which forces soviets to build a battle lab for choppers which trade rather poorly on the battlefield due to their comparatively high price and low strength. Units: Mirage & Prism tanks can effectively counter a deso flak quite easily, usually requiring several loaded flaks to effectively deliver the payload. They can also kite the Apocalypse, and now that prisms fire while moving, an apocalypse chasing a prism tank has absolutely no chance whereas before these tanks were a fair 1v1 match up heavily influenced by nearby terrain and skill. Overall it used to be very well balanced, slightly favoring the soviets with an industrial plant vs allies without spy upgrades. I'm not even going to rant about how broken BFs are. They do have a counter but I rarely see it work without mistakes from the defender. Infantry: Here's where it gets tricky. Chrono legionnaire is a mad one, so insanely powerful, but also very expensive and sacrifices rockies in the build queue -- my personal verdict is balanced but I'm sure some might disagree. The spy -- can spy practically any building to be cost effective although I admit the radar debuff is hardly worth the cost on small maps. Once the spy has managed to infiltrate a war factory and/or barracks, an investment of around $3000, the allied player has permanent supremacy into the late game and can only be defeated on multiple fronts or by starvation. I feel that this extreme bias towards the allies in the late game is by design and fits in with the spirit of the game, as demonstrated in the campaign missions for both sides. But to balance that, the soviets need to maintain a slight edge in the early game for a chance to level the playing field. The middle game is supposed to be balanced, or in favor of the allied player if the soviet player is turtling, but the prism tank buff dismantles the balance completely. Now as for the Yuri side being better -- might just be the way it was portrayed in the campaign, but I remember since the game launched that Yuri was always the best side, with it's weak tanks being totally overcompensated for with mind-control EVERYTHING, and it can doddle with power and refineries with re-usable disks for less than the price of a two spies. I don't think Yuri side will ever be balanced but as I said earlier, I don't really mind or care. In competitive games I feel that in a 1v1 situation, Yuri has several weaknesses in the early game (like destroying the refineries and the barracks) that cause it a great deal of harm. It's not terribly unbalanced, just not balanced in the same way as allies vs soviets are, or were. I think the main thing here is that micromanagement is being removed from soviets (plane dodging) where it doesn't need to be, and the allies get increased combat capabilities from prism tanks that it really doesn't need.
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As much as I thought I liked this patch, after having tried it out a little bit I've decided that this is probably the most "pussy" set of changes I've ever seen added to Red Alert 2 and that it kills the spirit of the game. Nerfing engi rushes nerfs soviets. All of the tank changes nerf soviets, except for the TTNK upgrade which is nice but unnecessary -- TTNK already offers the benefit of the electricity arcing over walls which is why it had such a low range -- it's meant as a strike force to eliminate walled buildings during a base invasion. Like, sorry, but the plane accuracy, the prism tanks and the measly debuff to BF infantry all stinks like a package to make Allies stronger and Soviets weaker. When I think about it, it makes overpowered by design Yuri less overpowered too, but I don't really care about Yuri, third side was always meant to be a bit OP.
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Hi Yosef, I found that my map would become very laggy and sometimes crash with the default AI settings, because I had spawned hundreds of units that were still alive. You can try changing the [AI] and [General] sections:
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Thank you for this Yosef, very detailed explanation! In the end, I thought it would be too many triggers because I want players to be any country except Cuba/Russia (and maybe Libya) because I have some custom AI for those countries, so I put a lot of gattling guns on the right side of the pavement and when some are destroyed the trigger is fired, but excellent explanation!
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What did you find Merc? Did you solve it? How did you get it working for TSun?
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Hello. I noticed in FA2 there is a Trigger Event called `26 Crosses Vertical Line`. I've put this on the right side of the center of the map with the event parameters "Player@A" and the trigger actions is to enable another trigger, play a speech and play hells march 2. Unfortunately, the trigger doesn't fire. I moved the trigger onto the map with "place on map" and then clicking on a cell in the map, and the little red thing with X appears. Now I want the trigger to fire if I send units to the right side of the map, but it doesn't fire. I literally put tanks on top of the cell and drive them in circles but the trigger doesn't fire. Is there a way to do this, or do I need to use a long series of `59 Entered or Overflown By... (YR)` to separate the map in two? Attached is a test map, just a basic map with some stuff for fooling around easily, you should see the trigger activate when crossing the concrete line on the right, but it doesn't seem to work. test_1.map