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Shouldn't the factions be choosable at the pre-game screen? The only advantage for them being choosable in-game like this is their opponent won't know which one they pick which can be pretty bad as it would make planning for timings or compositions in the early-game virtually impossible which will feel very cheap to players.
I suggested to move the build menu closer to the minimap in Discord because I am worried of players spending too much time looking back and forth between the minimap and the build menu, but I guess if they know the hotkeys that won't be much of a problem as the only reason they'd look at it from that point is to check the progress on what's being built.
Although I definitely think the Support Power panel (At the top-left) should be moved down toward the minimap as well.
Well, well, well. Look who we have here.
And then the elegant hair swoop at the end.
Just out of curiosity if it's not too personal what led you to deleting your Facebook account?
Interesting though. Nice to see AI doing some strategy. :D
I was skeptical about this show at first, but it quickly became one of my favorite modern shows as I just got hooked and was kind of sad when I finished watching all that was out at the time. (There's probably a few more episodes out by now though)
I think this may not be a good translation because that's more like training than domesticating. (As domestication takes place, well, over several generations)
It's just all of them really good, I hate to see the designs go to waste.
It's probably kind of important that you do update the Resources folder, otherwise you might have problems playing with other people, either through CNCNet or through LAN, due to desyncs or just be unable to play with them entirely as a lot of the files in there is how the client determines what version of the mod you have and even what version of the client itself you have iirc, and lots of other things like that. You should take this issue up with Rampastring.
According to PC, you could just build your AIs directly into the engine and it wouldn't be a problem for people switching between your mod and other mods or other versions of the game even. You would have complete and total control over everything the AIs do that way.
That is so, so so very much better. I think the only real thing I have a problem with now is the volume. It should either be a bit quieter because it could be distracting, though it should still be hearable because the unique sounds makes it easier to identify something that might be coming without even seeing it. I wouldn't know where to start with how much less volume it should be, but 50% less is probably way too much and maybe 5 to 10% would be too little.
Foot sound needs to be softer ad quieter. It sounds really unprofessional that way. Literally sounds like someone is just hitting a box or something. But with those adjustments I think it would definitely be passable at the very least (But probably better). the vehicle sounds on the other hand are perfectly fine.
At this point it's impossible to connect MO into the Tiberium universe. The technology is far too advanced for the time period TD takes place in, 1995 Earth with post-WW2/modern technology such as a trimmed down Abrams Tank. Technology in the Tiberium universe did not really start exploding until Tiberium arrived. In RA2/YR/MO there isn't really much of an explanation as to why the technology is advancing so much and it's already advanced far beyond TD-era yet still taking place in like ~80s time period.
I think you should use more of those designs! Maybe as alternate skins. Like each one is a 50/50 chance of being one skin or the other (or whatever chance for X amount of skins)
It would appear the map editor cannot read protected mixes? So that makes it insanely difficult to do map making as you can't see, well, anything at all except what isn't changed from vanilla (Which is very, very little. Basically only the terrain and a small handful of buildings and units).
That's a weird-looking moped.
I wouldn't say Soviet Navy is weak, just lacking options. Subs are seriously one hell of a naval domination unit with very few ways to counter it effectively if you get a strong presence of them before someone gets a lot of Destroyers then at that point it's a very even fight. Squids even have a tough time dealing with them, from my experience.
EHEHE. EHEHEHEHE. AHAHAHAHAHA.
Real talk: This was a fun mission. I wish more of them were like this. But I've heard there might be an act 3? So maybe in the future we'll get a lot more of them. *Shrug*
The heal might be done through an AttachEffect, which the animations that normally play during an AttachEffect are disabled when cloaked. The animation is probably what's doing the healing. This isn't something that they can fix as it's a problem with either ARES or RA2/YR itself.
Any particular reason why losing power on one of the new missions results in you pretty much instantly losing, even if you're already building a powerplant very well ahead of time??? (My Power Plant was at like 80% completion. Went into low power. Did not finish in time before I lost the mission) It's practically impossible to prevent them from destroying some of the power plants without knowing ahead of time when and which ones they're going to attack so giving such little leniency for the mission ending is pretty ridiculous.
Why even make such trial-and-error design when you can't save the game, and probably never will be able to? There are other ways to make things difficult, fun, and interesting without resorting to such a cruel trick.
Ah, finally. Some more macro missions for Epsilon. So much better than boring commando missions. I especially like the ending to the second new one. ;)
That Paradrop is literally just an entire ******* army on-demand.
The idea is kind of like the Robot Control Center in RA2YR.
Definitely think there needs to be a dark theme. This is a lot brighter than the previous theme and it's definitely hard to look at for someone with more sensitive eyes, like myself.
Both being default? How would that work? From what I can tell the will both be there as a choice but one is just going to be the default.
What if you had to have a central Hive structure to power these defenses, and if it got destroyed they all go offline?
Kind of like all the ants coming from these Buzzer Hives are all coming from a singular place, and these Buzzer Hives are just exits for that and when it gets destroyed all the ants in it die with it. (But they're not actually ants you pay for obviously)
That's really weird. They say 220 miles per hour.