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They won't be *defending* exactly, but base structures will be auto-repaired by a crew of AI controlled Technicians. That should free players up to defend and counterattack instead of spending time fixing buildings.
Check this out for thoughts on repairing:
Not as far as I can tell. Swing by our technical help section on the forum and we'll try to figure out why you can't connect.
(11:53:28) (BHPAPB) Host: (Chronojam@IRC): Test
(11:53:33) (BHPAPB) @ChopBam: Fail.
(11:53:33) (BHPAPB) Host: (Chronojam@IRC): Server seems up, yeah?
(11:53:39) (BHPAPB) @ChopBam: Server is up.
(11:53:42) (BHPAPB) Host: (Chronojam@IRC): Somebody was just saying on ModDB that it's down
Yes, the goofy map that never seemed to be much use.
Please check out our forums at Bluehellproductions.com for technical help
Mostly for special circumstances, not something you'll build and put out.
If it doesn't play well, we'll make adjustments accordingly. One thing that all the post-RA1 real time strategy titles had was the ability for your veteran forces to self-heal, which became important for taking small retreats to heal up and avoid losing all your momentum (and investment) after combat. By RA2, cultivating and protecting elite units (with their self-healing and superior weaponry) could be vital to surviving the mission. We'd like to capture some of that.
Nice shots indeed
I've sketched out a couple, with AI machine gun fire to keep you from running across the top too long. For right now, the closest you will come is something like Antlion, but it's not quite trench warfare.
I've just posted a news update; in addition to not being able to see infantry coming from the sides, they'll be able to hide off radar to ambush after you pass.
Correct, it was fine how it was in past circumstances. But, we're aiming to make some significant changes to the tanks, icluding making them more vulnerable to infantry and with less built-in situational awareness.
It's being physically shipped, it's not a virtual machine
Yep, we decided to leave that in there instead of yanking it away. If I'm not mistaken we left it rigged up so that it "works" to a certain extent. Its tracks/wheels had some issues that we started fixing up last night.
A nice retrospective :P The team's been busy over the holidays and such so we haven't posted much but we actually have a pile of naval-related work that got done before the break. We would like to get it back in, with more fun and less imbalance this time.
That won't help you then, the game itself requires a pair of EXE files to launch and requires two EXE files to install.
Servers are ready and stable.
Quick note, our server hosts (all of whom live in another time zone than I) are still working on getting the servers updated. Huge props to ModDB for authorizing the 2.1.2 Full so quickly, they've become quite fast and it caught us off guard.
I didn't expect this to get authorized so quickly. Standby while we migrate the servers to the new version.
Just a quick update, the build system and SVN used by the engine guys have been down for around a week. Without that, we can't really produce new internal versions.
Very impressive. I remember the hunt for the steel crates back in elementary school, so we could get that final bonus as Nod.
It's a huge pain in the ***, we know; the problem's code related and has been fixed but we're still testing the new build to make sure nothing's screwed up.
If you'd like to verify the slowdown's fixed for your machine, please check the news post on "open testing" and grab that test copy. If the issue's resolved, congratulations. If you still have the slowdown, please post on our forums at www.bluehellproductions.com/forum and let us know!
Yeah, we know it's been a big problem for a lot of players but we think we've got it fixed up now. We're testing everything else right now; our main coder's been on a vacation for a while but he just got back so we can polish off the last issues.
Yeah, building longevity will be impacted. On the flip side, low tier infantry are available without a Barracks, so you'll always be able to mount a defense or retaliate as long as you had money saved up.
That is 2.2.0
Tesla Coils have been given a slight nerf
About halfway accurate, it's the partial phasing effect from a Gap Generator as APB_ICE said.
It's not public yet, sorry. We've been neglecting to post news for our moddb pages lately, I just did a quick bit at the APB page and hopefully later can do a writeup for this one, too.
Right now in testing, four
Hm. Not the next bugfix-build (2.1.2), but the next new-features build after that (2.2.0). Anybody who downloaded the Maps & Mods SDK we put out might have noticed a very early test version of the Chronotank was in there.