Hmm, loading game resulted in crash, should i send the crash.dmp ?
And thanks for being so open to new additions.
Im not here to break your enthusiasm or anything, in the end im a fan of both MEC's and what youve shown in the screenshots seems amazing conception ; however but i feel inclined to state that unless the sc2 engine magically fixes itself and decides to run with more than 1fps(and that is happening on modern machines, incredible!) have to stay away from anything that is being done on sc2, because there is no point in spending so much time of my life trying to play an broken game at snail's pace.
Said 'inclined to..' because this is actually an widespread problem and once the mod gets completed one may not be happy to see just an dozen or so lucky players(and then always the same dudes) on it.
Again this is no way aimed towards you guys but rather about how the game's engine runs(or rather: doesnt want to for rather obscure or even unknown reason(s) and only blizzard can do anything about it but opts to not do jackshit about it at all) but hey trying doesnt hurts, so goodluck and hope you see success.
May i inquire a bit about the teamcolor palette, is it same shades of magenta used in Wesnoth ?
Maybe you would do it in an future release, i hadnt play this in multiplayer before so didnt even know about that.
My next question will be regarding the German campaign:
How to pass the mission involving an celtic boii tribe, where you have to cross the river with rafts ? I can only put 5 men to the other side since an raft can carry only one person.
Was i supposed to send an worker over to build a barracks at other side of river, or maybe build a bridge via parking all rafts next to each other ? What is the solution there.
Excellent, thank you! thats simple to use and familiar as it functions similar to Wesnoth(which ive mod before).
1a. Can we duplicate that as BonusAgainstGiants, that will function if target has been tagged as Giant.
1b. Actually, we could put the various classifications to an good use here, instead writing it seperately for each what if you can rework that into an modularly used dmg modifier that can be told to do modifieramountx dmg against (classification). For example: Damagemultiplier (1.5x) (Cavalry) <-this given to an Spearman will let it damage cavalry targets for 50% more than normal. Ofcourse you will know better than me on how it needs to be structured, but i think you have got the idea. :)
2. Did you opt to not include Arcane thou ? An third type could be used for constructing damage over time effects or being used when the other two wouldnt be appropriate. (at the moment no example falls on my mind but it certainly wouldnt hurt to have it in place just in case they would suddenly became required)
(btw ive been the persistent guest in this chain of comments)
Ahm, rememberd one more thing:
Parked an fully salvaged rank 3 ZSU next to US Airfield facing the helipad, shot down helicopter whilst its ascending but barrels didnt graphically adjust so it looked like projectile coming from under the turret.
Played a few rounds with the GLA Fortress general and so far felt awesome.
I have an picture to show two things:
At an low resolution the money display gets obscured under the UI, as seen.
One of the planes instantly take-offs the GLA Airfield like that, its always one of the rear ones, not always the right one sometimes rear left too.
Whilst GLA Airfield is under construction you can only select it clicking at the construction barriers at edge.
Is it just me or the GLA Airfield runway is a bit shorter than the others and GLA planes are rearmed considerably faster in comparison to other factions ?
At the generals power menu some level 1-3 abilities arent connected with an horizontal bar but since its obvious not really an issue.
I had an idea for turning Camo Netting for Radar Van into individually installed GPS Scrambler that passively cloaks the vehicle, and can be activated for cloaking units in close vicinity but reveals the radar van for duration of active.
Hmm, maybe they shouldnt be unarmed but have an mg until gets upgraded to autocannons.
As far i can remember russia faction always had armed gatherer unit and the sudden change can be bothersome for the longtime russia player.
a bit problematic on custom maps that have derricks on isles otherwise unreachable, but thats a niche case.
Maybe something like a 'shuttle engineer' ability to be put on command hq that calls an small helitrans with paperthin armor, that picks up the engineers(or any infantry?) garrisoned inside then ferries them to destination spot that is designated during ability usage as target.
Game doesnt launch with swr.net enabled, and since there is no any error msg, screen or such, cant even give any helpful info about it. Nothing happens. I suspected anti-vir closing it down the moment has launched and ive went ahead, uninstalled then tried without and still doesnt launch with swr.net set to on. Firewall is also told to not block.
I believe prob is the launcher itself, so id like to ask if there is any way to launch the swr.net enabled game without it ? Any idea ?
Russian, Chinese and ECA "refinery": 3-4 trucks when built precisely nearby perfect distance,
with US you either build one refinery per depot and adjacent to, with only 1, or a bit further away with 2 choppers running at a time, as your initial dries up you should build atleast another supply pad in main-base, inspecially if map has those smaller supply piles across, then increase the chopper count and send to multiple other depots at once, if available.
with Gla assign 6-8 worker per supply stash, if you want fast cash can build 2. depot on other side of same depot to drain it faster but beware money flows into battle fastest with gla so its the earlier you can get up your secondary income its the better with them.
Have to state that im generally disappointed.
2 years is a long time to not adress issues in the proper manner, if your additions did anything then thats further worsening the standing problems (regarding game balance).
Other than that congrulations on the lag reduction.
Still the best april fool's so far.
and least i forget here some bugs ive noticed during testing:
ECA howitzer unit seems to have trouble firing over impassable on land terrain,
first time firing the howitzer, deployed it told to fire, fired 2 rounds and entered cd, instead firing the full 6 described in tooltip. second time fired correctly.
filled chinese airfield with the secondary bomber unit, then order all 4 to take off at once, front pair took off then instead following them the rear pair did rotate in place 90degree to left on the runway, re-rotate to fix direction and then take off, the couple sec delay in take-off caused an loose formation.
For the old Battlefields there are:
Seemingly nobody cares about C&C's :,( Where iz gonna be everywun. QQ
Soo.. you lowered base HP to 6000, arent you cute <3 Have you faced an Eldar player worth a damn before ? Or have, y'know actually played the game at all before having had started modding it ? No ? What a surprise, whilst buttfucking 3 AT THE SAME TIME with my unlimited supply of basically everything but inspecially Wraithguards,i had exactly thought so too. Hereby i dont even mention that i had complete map control throughout the round, but hey that doesnt matter because it was so short anyways. Now go ahead and guess 3 times why, smarthead.
'Fun Mod' AHAHAHAHAHAH,so much for "Fun", my ******* sides...
If anything needs to be done then bases strengthened, not reduced in HP. Hereby i can propose a somewhat radical approach: Bases would remain at 10k HP, but a T1 base structure would take 1/4 dmg of all incoming sorts, T2 half and T3 full.
Also you have to understand the pricing formular used to determine unit and popcap costs and apply accordingly instead random values(hereby im looking at ASM).
Also the pop-cap is doubled but doesnt play 2x but like 1.5x because raised popcosts on nearly all squads due to added extra guy. To achieve the 2x effect might need 250-300 instead.
And for cosmos' sake, get rid of Wraithguards being able to enter transport and webway gates.
Since you are trying to do a fun mod might as well see if you can,try get Chaos Termies added.
Both Tibsun and Firestorm, and its mods as well work on my win7 machine, that must be something on your end.
In the grim darkness of zero hour, there is no way to fix the AI pathfinding lag.
(Even if you get the strongest machine, it will be still there)
I cant remember if renegade featured some kind of bullet drop, or any more advanced mechanics that have became standard by now.
Will this feature any gameplay improvement over the original or its just about shiny graphics ?
More types of neutral structures
Flares for JSF
Cliffhopping for hovering saucer
Liberty walker builds as structure, initial state functions like a fortress. Transforming into mobile is one-way trip. Secondary MG' platforms at side of knee-joints covering each leg in a 90 degree facing that side. Maybe something to assist nearby like an energy shield ability, man this unit sucks.
Construction Osprey functioning as mobile repair via an ability that grounds it
Secondary MG for Abrams
Smoke-shells for Paladin
Turbo ability for Nato Ore Trucks that on activation if loaded will cause to lose some of the cargo for getting to safety
an Jeep for aussies
alternative upgrade at aussie refinery that will repair the ore truck whilst unloading
re-implement energy resource for them, a system like each production structure produces energy to power inbuilt and standalone defenses and the superweapon. Only the Bunker wont drain any power.
deploy into a field hospital ability for M113
Beton Walls for soviets
Repair bay for soviets
enable self-repair when below 50% hp at Battleminer
Tiberian Kodos hahah.
Are there Taurberian Ops too ? :D
So theyre searching for names, ok:
Supa Helium Krooza,
Dr. Tratos' super seekrit airbaze,
The softy sixpack,
Ah, nothing like a freshly cleaned, empty comment section. :>
Thanks, did both. Now its not crashing frequently but rarely.
Always an internal Error in skirmish. ;_; HALP! :p
The campaign and challenges remain playable.
No idea about multi.
Ive seen these as a friendly reminder from GW to Blizzard that inspiration works both ways.
The idea is an ported over and adapted to codex version(read that as 'an gud propa one') of Firebat/Marauder used in SC2. If you have ever seen how far the terrans in Starcraft is inspired by Wh40k SM, and that inspiration went to a copy-pasta everything lvl in SC2, and know the story about how sc1 had initially begun development as a wh40k game you will understand.
accessable (with Chrome)
indeed fits grimdark well
pre-heresy word bearers
Not only unmoddable but without any map editor too, so assured that it will die a quick, horrid death.
I say this biased on my past experience, maps like fastest map possible etc. have been just as popular like regular matchmaking even in the prequels peak years back then.
not supposed to have firepower.. Its utility unit, propaganda buff provider.