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BRCKHAN88

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About BRCKHAN88

  • Birthday 10/21/1995

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  1. Hello, If you definitely get bored from unfair conditions, you should try my mod pack at your earliest available time HERE IS THE LINK!..
  2. SIEGE UPDATE HAS BEEN RELEASED (F[AI]R LITE V1.3) Thanks @YosefAnanto his contributions, I discovered some serious bugs in my mod pack that must be urgently fixed. Now I release my "Siege Update" which includes serious enhancements on Siege Choppers and Siege logic on Naval invasions. As I said before, The F[AI]r Mod pack does not have these changes yet, so I recommend downloading this pack for an up-to-date experience. changes yet, so I recommend downloading this pack for an up-to-date. What's New Compared To V1.2: 1. Fixes & Additions & Changes I applied in Vanilla Red Alert 2 + YR * Move Command Issue on Mixed Flying&Deployed Chopper Selection. * Wrong FLH values of some weapons. + Intelligence Naval Bombard & Trasport Scripts. (Get ready for real Siege) + AI Chopper Deployed Attack & Elite Deployed Siege Choppers & Elite Magnetron Weapon Range: 12-->14. & Sights of Ranged Units (SREF, TELE, V3, SCHD) are equalized in 12. 2. Additions with Ares Extension *Prerequisite inequality on Allied factions. (In the Vanilla version, Allied factions have two different Air Force types using the same assets and logic, so it was necessary to use overarching prerequisites for Allied radar tech. This naturally meant that any Soviet or Yuri faction opponent who captured an Allied barracks could easily produce rocketeers with their radar. This injustice has now been completely fixed.) YOU CAN REACH THE UPDATE DETAILS AND LATEST VERSION FROM HERE!!! INFO: Legend of items= *: Fixes +: Additions &: Changes -: Subtractions
  3. Thanks for your contribution, my friend.I also left a detailed comment on your video. But we want to see a real 7 vs 1 challenge with this AI from now on
  4. Finally, our first release & our ModDB page has been published!!! I will give brief information about our modpage. As you know, the first time I published this modification as an AI Enhancement patch on this forum. I will expand my project and make it an unofficial structural RA2&YR update so in near future, I'll rework every campaign and Co-op maps to enhance the whole experience. For now, you will see 3 options for download: 1. F[AI]r Lite: My Rebalance+AI Enhancement patch that you have already experienced, just renamed for classification. 2-3. F[AI]r Mod: My initial versions of the unofficial update pack; one of them is in a setup format, another one is in a loose format. Both of them contain the same. PS: You can obtain detailed information like instructions to install from their summaries. INSTALL LINKS OF THE LATEST VERSION
  5. I look forward to your feedback, mate. Would u make a YT video if u like it😅
  6. HOTFIX (BETA 1.6) RELEASED !!! After releasing and testing V1.5, I encountered an infrequent but critical bug by chance in 2 of the 100 games I played for trial. This hotfix removes all of the crashing issues, so please update your version if you're already using V1.5. What's New Compared To B1.5: 1. Fixes & Additions & Changes I applied in Vanilla Red Alert 2 + YR * General Bridge Repair Script creates a random crash if Repair Teams jump directly at the line Fix a Random Pick feature. The faulty line has been removed for a Fix. & Gattling Warhead is not powerful enough against buildings after some small changes I made for balance. I refined it back to return to its origins. & Flak weapons have been generally strengthened for the sake of balance (their place in the hierarchy is still the same. You don't feel to much difference in the game). & For effective attacks, decreased TeamDelays:(450,600,750--->300,400,500). (As a result of my observations, when this value is lower than 300, the AI tries to spam multiple units simultaneously, so it often cannot send a team out and attack, causing a pile-up in the bases. In addition, it also prevents the AI from producing defensive and Backup troops like an MCV Production.) & For enhanced economy for Allied & Soviet AI, increased HarvestersPerRefinery: (2,2,1--->4,3,2). + Activate AI.tlb to gain AI some individual characteristics. (AIGenerals Enabled in Rules(MD).ini) INFO: Legend of items= *: Fixes +: Additions &: Changes -: Subtractions
  7. HUGE PERFORMANCE IMPROVEMENT UPDATE (BETA 1.5) HAS BEEN RELEASED !.. Finally, a new launcher implementation (gamemd-spawn.exe) for CnCnet has been applied. This update brings mostly hot fixes and performance improvements. What's New Compared To B1.4: 1. Fixes & Additions & Changes I applied in Vanilla Red Alert 2 + YR * Animations on Allied Battle Labs and Radars. Now their animations are freezing when blackout. * Prerequisites on all Units & Buildings. (For ex: Now Cuban Terrorist production now depended on the existence of Soviet Radar.) * Flak Units lose too much power on their weapons when promoted at Elite Level. Now their values are balanced with their regular guns. + AI now defends their strategic Tech Buildings such as Oil Derricks, Airports, Machine Shop etc. + Voicelines of RA2 Tanya on YR Tanya. Now she is more prime than before & Hero Units (Tanya & Boris) now detect any disguised units. Now they're becoming more functional on the battlefield. & Threat values of independent aircrafts (like Rocketeer, Choppers, Kirov, Disk etc.) to numerical from special. Now AI defensive teams that have AA features react to aircraft attacks. & Cloning Vats in YR moved to Tech tab from Combat tab just like in RA2. - Duplicated or Unnecessary Flags in original .ini files. 2. Additions with Phobos Extension * Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix. (by Tyuah8) * New Attack scripts directly target any disguised units. Now AI uses a "DetectDisguise" ratio before targetting (by FS-21) & Jumpjet Climbing Logic Enhancement. Now they level their height before reaching an obstacle like a cliff, highrise, etc. (by CrimRecya) INFO: Legend of items= *: Fixes +: Additions &: Changes -: Subtractions
  8. My friend, I'll publish a hotfix for the most general errors and miscalculated features I observed in a couple of days. For instance, do you have an error log that specifies the missing file or the root cause of this error, etc.? This may make solving these issues easier for me. Thanks for your collaboration
  9. BETA 1.4 HAS BEEN RELEASED!.. What's New Compared From B1.3: 1. Vanilla : Fixed Logics and Improvements: * AI Miner spawns like a cancer cell. Now all Miner production triggers bonded on the presence of a refinery that belongs to AI's House. * "Red Alert 2" mode, "Wrong Rules Applied" issue has been fixed. + MC Technotypes now have the ‘Sensors’ feature to detect submerged units. This will give the Yuri Faction the ability to advance in Navals. (It seemed ridiculous that the MC units that detected spies and Mirages could not detect submarines.) & AIProductionCutoff feature now return back to the original value: 1500 (Decreasing this amount caused AI selling its buildings quickly to kick out attack teams quickly when it had a chance to restore its production.) & Tuned general scripts to perform better in "ai.ini" and "aimd.ini" (Engineer Capture Scripts&Naval Transport Scripts, Guard Scripts, Hunt Scripts, etc.) & AI Virtual Purifiers amount raised a bit for maps having limited resources in order of h;m;e: 8;4;2-->10;6;2. This will maintain AI Production. 2. ARES Additions & Changes: + Tech Structures will by default return to the civilian side when a player is defeated or giving up rather than self-destruct. & All AI factions now may build more than one Repair Depot (Grinder for Yuri) to keep MCV production under guarantee. 3. Phobos Additions & Changes: * The bug that parasite will vanish if it missed its target when its previous cell is occupied (by TaranDahl/航味麻酱) * Units are now unable to kick out from a factory that is in construction process, and will not always stuck in the factory (by CrimRecya & TaranDahl) + Building placing and deploying logic enhancement, now all human or AI units inside the foundation area will scatter automatically outer the region.(by CrimRecya) + Efficient Bridge Repairing operation scripts has been applied. (by FS-21 ) - AI Gather at Deployed MCV behavior has been disabled to prevent any potential stuck with AI Teams. This will prevent AI Teams abandoned their current tasks. (by TaranDahl/航味麻酱) INFO: Legend of items= *: Fixes +: Additions &: Changes -: Subtractions
  10. Thnx for ur support 🙏 Unfortunately some features are broken in the original .exe even if they are defined and hardcoded, like the team retaliation feature, which requires reverse engineering to rework. That's why I use the Ares modification to patch the .exe launcher easily. Also, Mental Omega uses the Ares modification and I can say that it has almost no bad impact on the game's stabilization and performance.
  11. BETA 1.3 HAS BEEN RELEASED!.. What's New Compared From B1.2: +RA2Classic mode support with AI scripts has been added. +AI now builds multiple MCV, Now AI Base will spread all over the map like a cancer. +AI Alternate Production Cutoff value has been decreased to 750 from 1000. Now AI will recover their resources or lost conyard before sell their building and change it's production strategy. +You tell me
  12. Unfortunately you're right about this. As for me, persuade all C&C community applying my modification to improve their gaming experience from 23 years old game is an utopia, considering there are a few people left who plays c&c games, and also this is not my direct motivation. I'm just a simple RA2 player who wants to take care of it's faults and shortcomings just obtain more fun from that. Cncnet just provide us more modern and stable platform to play it together. That's why I am sharing my modification from here, hope to find some people having similar expectations. Nothing more.
  13. !!! A COMPREHENSIVE UPDATE (BETA 1.2) HAS BEEN RELEASED !!! UPDATE NOTES: 1. Fixes I applied: - Yuri Bust skin and animations updated. Now it has a higher resolution and it's firing with two lasers. - San Francisco misc building 1 (CASANF17) occupation muzzle Fire positions have been fixed on artmd.ini. - Large task forces sometimes get stuck on gathering commands. The pathfinding algorithm of the game is totally crap but I make it much better for AI. 2. Additions & Changes: - The whole aimd.ini has been edited for optimization (trigger weights, taskforces, scripts, etc.). Clean coding has been applied for developers interested in developing this project. - Brutal AI making more constant attacks with small task forces. - Flak troopers can now be trained directly from Soviet Barracks without Radar Tower for balance. I will be releasing a more comprehensive structural update with campaign support for those interested in the near future. Stay tuned for further updates😎🤘
  14. !!!HOTFIX & LATEST PHOBOS EXTENSION HAVE BEEN APPLIED ON V1.1!!!
  15. !!!THE FIRST INITIAL RELEASE IS JUST COMPLETED. GET READY FOR THE TEST!!! WARNING: This mod is a comprehensive enhancement in the vanilla game dynamics, No significant alterations and modifications occurred "ex: Another Boomer Sub unit but modified for only fire on the land or building Yuri Statue as a defensive structure, etc." Known Error: The current mod always keeps crashing with the new spawner (gamemd_spawn.exe), so it runs on classic gamemd.exe. I would appreciate if you could let me know where I need to edit ClientDefinitions.ini or any other configuration file. 1. New Fixes & Additions & Changes I applied in Vanilla Red Alert 2 + YR * FIXED AI Defensive Units Stop Approaching any attacker, stuck on its latest cell and locked on their latest attacker in If they took any damage... * FIXED Harvesters stop collecting when no ores remain in a moment. Now AI will trigger their idle miners. + ADDED MCV Production Priority feature. 2. New Additions with Phobos Extension 0.3.0.1 + ADDED Efficient Bridge Repairing operation by AI. (Not intelligent, just a bit more efficient than Vanilla, because AI does not detect which bridges are destroyed in the map & Which side of Repair Hut is available to reach. Installation of Mod: +Drag and drop all the files in the .zip into the main directory as they are. You don't need to make any backups. Uninstallation of Mod: +Run "un[AI]nstaller.bat" in admin mode to remove it. After that, you must reinstall the latest CnCnet patch from the Update Center. It will restore the whole game.
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