Untitled Mod still crashes upon loading from GenLauncher, thank you for the update.
Untitled Mod still crashes upon loading from GenLauncher, thank you for the update.
Unleashed Mod still crashes upon loading from GenLauncher, thank you for the update.
Is v2.0.2 the same as the GenLauncher 1.07 version?
Using GenLauncher I get a "serious error", yet all the other mods on GenLauncher work. Am I able to use the mod separate from GenLauncher without this mod causing problems with GenLauncher or will this problem be fixed in an update soon?
It's Continued here:
Heroes3wog.net
Hope that helps!
I understand, thank you for taking the time to read my comment at least. One more idea could be to use the old Contra mods and have them as variants. So, one contra version (ei. Contra 5) might be better suited to my suggestions along with other people's suggestions and could be it's own branch of Contra as a whole. So people wanting the old units would be able to play them in Contra 5 while others can play this latest Contra 7 that is considered late stage or almost finished. Other people wanting different country factions could play Contra 6 where it's possible to implement your mod team's ideas that couldn't make it into Contra 7. That way we have many flavors of Contra that will keep us playing this great game for years to come. Thank you again for reading these comments and I hope this new one I made makes sense! lol
I have a detailed request! ;p xD
Realism & Longer Strategy Gaming: (Possible Gaming Mod Option for those of us who want less short arcade-style gaming and more strategy options?)
-All buildings should have fire-port options to garrison units.
-Big/Base buildings should need artillery (Range Needs to be at least 2x wider radius)/explosive/building clearing weapons (Flame) depending on Structure Type to be damaged instead of regular bullets having damage effect depending on caliber. This would also give reason to use building weapons and vehicles more.
-Infantry should have more roles/usage in battle while vehicles have a longer build time and cost much more to make.
-Infantry should usually be invisible when not moving, dependng on type (Sniper/Terror/Hijack/Sabotuer always invisible, Normal Soldier invisible until moving/firing, Heavy Weapons Always Visible for obvious reasons.)
-Infantry speed dependent upon weapon carried, which would make transports more useful and utlized in-game.
-Every General should have the basic infantry (standard soldier, Rocket, Motar, Sniper) along with their specialty infantry. But depending on their factions should have different build-time (Shortest/Cheapest/Unskilled = GLA; Then China = Middle build-speed/Moderate Cost/Maybe starts at a Promoted rank 1 being skilled unit OR just has better skill start stats [DMG/Range/Speed] then GLA; USA = Cost the Most, Longest build time for Infantry but Has the best stats and loadout of the Factions).
-LOADOUT Example: Sniper GLA is cheap/quick to make/but has the shortest range of the sniper classes and Maybe at the highest promotion has the ability granted to have the lowest chance per shot to take out a vehicle driver.
While Sniper USA has expensive/long build time/but has abilities to target vehicles from the start and get options to target Helicopters at a decent chance percentage. Also act like artillery spotters/markers which increases damage to the unit the sniper is targeting.
Artillery/Rocket = Accuracy/Range/reload times/Movement Speed ALL dependent upon Faction, Loadout dependent upon General Type; Basically, what would you expect a specific General to field in battle, some might not opt to have certain basic units but might have a range of other options for other unit types.
USA/China:
-MEDICS (Small Area Heal Effect to Fully Heal 1 or 2 soldiers at a time. Other soldiers even at the Highest promotion cannot fully heal, maybe just to start of the green color health bar.
-SERGEANTS (AURA BONUS Similar to GLA Command Truck Aura but smaller range)
-CAPTAINS (CAN Call in smaller off-map abilities depending upon faction and even more diverse upon General Type: artillery, lone plane airstrike/support)
-DELTA FORCE (Close Quarters, Building Clearing)
-SEALS (Air Drops)
-COMBAT ENGINEERS (Can Build Certain Defences & Carry C4)
Put Unit Caps and make them Expensive to offset spamming.
GLA already has Hijacker/Terror/Sabotuer so adding more to the unit roster of the other 2 factions according to true world military units.
MORE GENERAL POWERS DIVERSIFICATION: Some of the powers to each General are pretty straight-forward and are no brainers to get, but that usually leaves the other powers to hardly ever be used or picked. Adding more complementary powers to the generals would help to have players try out other options that are just as devastating as the Generals must have powers to stay relevant instead of mixing and matching powers for other deadly combos.
THIS IS A GREAT MOD!!! I enjoy it thoroughly, I'm hoping my suggestions will help the mod further. Thank you for looking it over!
Hi PredatoR! I have a detailed request! ;p xD
Realism & Longer Strategy Gaming: (Possible Gaming Mod Option for those of us who want less short arcade-style gaming and more strategy options?)
-All buildings should have fire-port options to garrison units.
-Big/Base buildings should need artillery (Range Needs to be at least 2x wider radius)/explosive/building clearing weapons (Flame) depending on Structure Type to be damaged instead of regular bullets having damage effect depending on caliber. This would also give reason to use building weapons and vehicles more.
-Infantry should have more roles/usage in battle while vehicles have a longer build time and cost much more to make.
-Infantry should usually be invisible when not moving, dependng on type (Sniper/Terror/Hijack/Sabotuer always invisible, Normal Soldier invisible until moving/firing, Heavy Weapons Always Visible for obvious reasons.)
-Infantry speed dependent upon weapon carried, which would make transports more useful and utlized in-game.
-Every General should have the basic infantry (standard soldier, Rocket, Motar, Sniper) along with their specialty infantry. But depending on their factions should have different build-time (Shortest/Cheapest/Unskilled = GLA; Then China = Middle build-speed/Moderate Cost/Maybe starts at a Promoted rank 1 being skilled unit OR just has better skill start stats [DMG/Range/Speed] then GLA; USA = Cost the Most, Longest build time for Infantry but Has the best stats and loadout of the Factions).
-LOADOUT Example: Sniper GLA is cheap/quick to make/but has the shortest range of the sniper classes and Maybe at the highest promotion has the ability granted to have the lowest chance per shot to take out a vehicle driver.
While Sniper USA has expensive/long build time/but has abilities to target vehicles from the start and get options to target Helicopters at a decent chance percentage. Also act like artillery spotters/markers which increases damage to the unit the sniper is targeting.
Artillery/Rocket = Accuracy/Range/reload times/Movement Speed ALL dependent upon Faction, Loadout dependent upon General Type; Basically, what would you expect a specific General to field in battle, some might not opt to have certain basic units but might have a range of other options for other unit types.
USA/China:
-MEDICS (Small Area Heal Effect to Fully Heal 1 or 2 soldiers at a time. Other soldiers even at the Highest promotion cannot fully heal, maybe just to start of the green color health bar.
-SERGEANTS (AURA BONUS Similar to GLA Command Truck Aura but smaller range)
-CAPTAINS (CAN Call in smaller off-map abilities depending upon faction and even more diverse upon General Type: artillery, lone plane airstrike/support)
-DELTA FORCE (Close Quarters, Building Clearing)
-SEALS (Air Drops)
-COMBAT ENGINEERS (Can Build Certain Defences & Carry C4)
Put Unit Caps and make them Expensive to offset spamming.
GLA already has Hijacker/Terror/Sabotuer so adding more to the unit roster of the other 2 factions according to true world military units.
MORE GENERAL POWERS DIVERSIFICATION: Some of the powers to each General are pretty straight-forward and are no brainers to get, but that usually leaves the other powers to hardly ever be used or picked. Adding more complementary powers to the generals would help to have players try out other options that are just as devastating as the Generals must have powers to stay relevant instead of mixing and matching powers for other deadly combos.
THIS IS A GREAT MOD!!! I enjoy it thoroughly, I'm hoping my suggestions will help the mod further. Thank you for looking it over!
You my friend are awesome! Would love to see bigger, no... HUGE maps! :p
Thank you! I tried to do it manually but I'll just wait for the included launcher version... yup I'm that stupid...
I was wondering if the units and buildings could be shrunk/scaled down along with game world assets to make the maps seem bigger. It's sad that on most maps we have to crowd our buildings together only for them to get wiped by super-weapons.
Also buildings being more resilient to attacks based on their material strength would be nice!
Amazing work so far hope to see what 0.4 beta brings in the future!!!
Hi, is it possible to get the full download with the hotfix included in one download?
Is it possible to just reupload the full mod instead of having to download two files?
Just upload it as an add-on, the mod seems to be discontinued...
Sent these to your mod while back, hope you'll reply, Happy New Year!
OmeG Nov 19 2021
Overall this is a good mod, I'm wondering if you could tone down the damage gap between elite "hero" and elite common units as I was able to wipe out 6 entire bases with only 4 range and 4 melee elite hero units.
Also please allow only siege weapons to do actual damage to buildings (fire/explosive/massive weapons mainly the wolf clans hammer and ball melee units look like they would damage buildings more than the other clans melee units.
Also depending on building type bricks/stone is resistant to fire damage and would take a lot longer to destroy versus a peasant hut.
If we could have some realism with range weapons, I couldn't see the leafs blade throwers match the range of bow/arrow from dragon or those match the range of rifles from serpent. This could be balanced by leafs short throwing range being faster at throwing and medium fast running speed. Where dragon bows are medium speed at shooting and medium and medium slow at running. While rifles are slow to reload, longest range next to cannoneers and Arah range unless they have scope add-ons than they have they farthest range in game.
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OmeG
OmeG Nov 19 2021
A lot of these tweaks would require us to need the basic units still instead of first to elite and hero units win. Or no need for siege weapons because hero units are strongest vs everything.
2nd tier units are usually skipped over for elite because any elite will take out a basic and second tier unit without much effort. So if you had 2nd tier units specialize in taking out certain elite units or hero units, than they would have purpose to be included in the attack or defense strategies depending on the clan and unit types logically.
I was also wondering if you're able to add new special abilities to the heroes instead of just a model/skin change or is that already in the works?
Anyhow great mod, hope to see more improvements to it!
Will 4.0 be out in time (about 7 days from now) to vote for it as a mod of the year?
A lot of these tweaks would require us to need the basic units still instead of first to elite and hero units win. Or no need for siege weapons because hero units are strongest vs everything.
2nd tier units are usually skipped over for elite because any elite will take out a basic and second tier unit without much effort. So if you had 2nd tier units specialize in taking out certain elite units or hero units, than they would have purpose to be included in the attack or defense strategies depending on the clan and unit types logically.
I was also wondering if you're able to add new special abilities to the heroes instead of just a model/skin change or is that already in the works?
Anyhow great mod, hope to see more improvements to it!
Overall this is a good mod, I'm wondering if you could tone down the damage gap between elite "hero" and elite common units as I was able to wipe out 6 entire bases with only 4 range and 4 melee elite hero units.
Also please allow only siege weapons to do actual damage to buildings (fire/explosive/massive weapons mainly the wolf clans hammer and ball melee units look like they would damage buildings more than the other clans melee units.
Also depending on building type bricks/stone is resistant to fire damage and would take a lot longer to destroy versus a peasant hut.
If we could have some realism with range weapons, I couldn't see the leafs blade throwers match the range of bow/arrow from dragon or those match the range of rifles from serpent. This could be balanced by leafs short throwing range being faster at throwing and medium fast running speed. Where dragon bows are medium speed at shooting and medium and medium slow at running. While rifles are slow to reload, longest range next to cannoneers and Arah range unless they have scope add-ons than they have they farthest range in game.
Hi, is it possible to have 3.2 and 3.3 patch combined into one version or file and then install it all in one go which would be easier to end users?
Still unsure how to install all this, do I just extract the zip 3.2 to the BFG DIR then same for 3.3 patch and then "RUN RBhidef.exe OR BFAhidef.exe IF YOU USE BFA"
OR
"RUN RBhidef.exe OR BFAhidef.exe IF YOU USE BFA" for 3.2 then do it again once I extract all the files from 3.3 patch to BFG DIR???
Sorry for the troubles but hoping this comment will help future ppl like me... lol...
LoL, that's more of a personal preference, they did mention that they had a huge Lore for the game so my guess is that they'd shy away from game mods.
The great part is that if yall do reach out to each other we'd have a much better game... faster... once you're caught up with all the Lore or the BR universe.
I prefer mods because they add more replayability that the developers don't have time to do because they move on to other games and are financially motivated than what the players want... which is where you come in my friend! XD
p.s. Sorry for the late reply.
WHAT!? YOU'RE GOING TO SURPRISE US WITH THE LATEST VERSIONS OF ALL THOSE MODS PICTURED ABOVE?!?!??! THIS TRULY IS AN AWESOME ANNIVERSARY!!!!!
The video looks amazing!
I'd love to support you, but I'm only comfortable doing it on Steam. Will you get it "Green Light" on steam?
If you do get it on there will you add the steam workshop feature?
Looking forward to seeing it there, congratulations on your game!
Did you join the Battle Realms team yet? They need to play your mod if they havn't yet... good job as always!
Awesome to have the chaos mod! Thank you for making it and updating it! Is it possible you could make a mod that would make realism the main theme, like Company of Heroes? I'd love to see what you'd come up with!
If you're able to somehow incorporate all the goodness of the C&C franchise into your game, along with the first Company of Heroes game and the Total Annihilation or Supreme Commander games plus Warhammer 40K 2nd Gen; You have yourself a very unique game that I would buy in a heartbeat.
-Extremely different playing styles per faction... Many Factions...
-Smart AI comps
-Utilizing Environment "height" with realistic non-symmetrical maps
-Replayability = Same strats never work the same next game
-Game Modes "King of the ____"; Survival waves; Missions; Conquests
(Warcraft 3 custom maps specialized in a plethora of game types)
Just a start but that's the wishlist for committing to an indie game!
Are those buildings garrison enabled to provide realism?
xD Go to Sleep! Go to Sleep! Go to Sleep! :p
Thank you for adding more to the game, you should get in contact witht the actual game developers and see if you can help them out. Maybe they'll hire you for updating the game with additional content.
OmeG
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