Dream it, do it!

0 comments by Protroid on Nov 11th, 2011

Before I begin anything, I'd like to say that this post is regarding Synergy's removal from ModDB. Like many of you, I was surprised when I learned that Synergy had died. It was very interesting to me (mostly because of the mindcontrol that had been implemented), and I personally was eager to play it when it was released. What I do not understand, is the fans incapability to accept the words Synergy is dead.

As Sighnapse and R3ven said, they stopped working on this mod as they felt that they were turning out, well shit. To quote Sighnapse is a blog post of his own:

Sighnapse wrote:Neither of us were still satisfied by the quality of our work, as easy as it is to just accept the praise of fans I have to face the fact that I am far from happy with the quality of Synergy assets. It is definitely an improvement over our original stuff but it's still not my best.

Now then. You can say whatever the hell you want, that wont change how they view this matter. Going back to what I personally think, the models were good, but I do not model. You can show me a house made out of a cube and a triangle made in blender or 3DS Max, and I would still be impressed. I understand your confusion, but if the developers hate what they do, why should they continue to work, especially if those developers are modders? Who recieve no pay, devote large portions of their time to the mod, and look to amaze their fans.

A lot of people, almost everyone as a matter of fact, wants to see Yuri back. Lets say this was a mod with nothing to do with Yuri, and added some group of psychics. Would as many people care? My personal thought is no. Do you not admit the possibility that 60% of why your upset is because Yuri is not going to be in Red Alert 3 yet? Its nothing to worry about. Although I cannot share your nostalgia due to my age, and my first C&C being Generals, I still feel that other mods, such as Paradox, Unleased, and Frontline are just as great.

Now, as a member of the Paradox dev team, allow me to say this to anyone who hasn't gotten this through their skulls. Yuri will never be added to Red Alert 3: Paradox. To explain, Sketch himself has said that Yuri has no place in Paradox. Our lore just doesn't fit him anywhere. To be quite honest, he did not even exist in Paradox the same way he did in Red Alert 2. Yuri is dead as of July 4th 1969 (where the storyline begins). If you do not believe me, read Psychics in Paradox under General Setting details on our wiki (which I will post below). For those of you that want to read it here first: Yuri was around at one point, but Cherdenko had him killed.

That concludes my own words. Please, respect the descisions of Sisghnapse and R3ven, and look forward to other fantastic mods that are in development!

Paradox General Setting Details:

Wiki.paradoxmod.com

Report abuse Paradox Mod Bugs 2!

10 comments by Protroid on Dec 3rd, 2010

1: You can select rebel global upgrades by selecting them as you would a group of units (Where purchased, cannot move).
2: (R3ven, I think you did this on purpose) My Demo trucks don't seem to be able to plant bombs on enemy, well anything, only the ground.
3: Weird Death Animation glitch.
4: Rebel Yell! can be used on vehicles.
5: Jackhammer seems to be weaker then other super weapons.
6: FoW rolls into an area the Jackhammer fired in before the weapon is finished (Contrary to other Sws)
7: Sensory Depreviantion is considered a super weapon.
8: Mastiffs can crush vehicles.
9: It appears after that happens, the Mastiff can no longer fire.
10: PAWI truck for Superweapon isn't spawned exactly where you want it.
11: Pions do NOTHING.
12: Blitzkrieg can be used on infantry.
13: Graphics don't appear for spacefold.
14: Longbow Mk2s don't have vet icons, but still get heroic upgrades (awesome unit by the way)
15: Bounding Box Issue has STILL not been fixed on the Atlas.
16: GPS Lock, Wireguided Missile Strike, and Double Agent are available immediately.
17: The $100 Foxhole can be sold for $250.
18: No stealth indicators for the Vehicle Warehouse and Service Pad
19: The American Flag on the tent barracks disappears after its built
20: The ambulance's stealth makes it practically invisible.
21: The rebel barracks can not disguise itself as other structures.
22: Razor missiles can only be fired on water targets, and when they are fired, bombs land a few inches away from the target.
23:  Omni-Landers don't show what they are carrying
24: The rally point for the rebel refinery is slightly off to the side
25: Tracks that rebel ore collectors leave are slightly off
26: Rebel engineers can't recharge an RC car's batteries Batteries have been removed
27: The Rebel Powerplant's sell animation is bugged.
28: Allied Spies disappear after being told to disguise themselves, they are also still able to use their special ability!
29: Cardinals tend to shrink in size after transporting a dog.
30: Mines placed by the Minelayer don't damage enemies.
31: Shooting animations will continue after your unit dies, provided your force firing it.
32: Sparrows remain stealthed after using radar pulse.
33: Spies seem to not lose their disguise after using a special ability
34: Minedrop and Wireguided Strike both have no protocol flare revealing the location of activation.
35: Mines can be cleared using spiral technology from Dusters, Vacum Imploder Missiles, and Claymore drones.
36: Assault Strikers loaded with Javalin Troopers don't seem to fire. Needs Further Testing...
37: Visible mines are auto targetted by units on agressive stance. Needs Further Testing....
38: Rebel Yell! does not negate cover.
39: The Ranger's seismic scanner mines can be selected.
40: Despite their description on the wiki, Longbow Mk1s cannot hide in a PAWI field.
41: Mortar Infanry cannot degarison buildings, as the the wiki states they can.
42: Lees can't attack at max range.
43: Heroic Twinblades lose their fancy black smoke missile trails, I assume this to be true with other factions aswell.
44: The Beagle secondary speeds up all rebel vehicles.
45: The Beagle secondary also clears protocol mines.
46: Jammer Trucks have no effect on aircraft (Twinblades at least)
More Bugs to come!

Note: PLEASE don't post bugs in the comments section. Only the forum on the Paradox Moddb page. I check it reguarly.

Report abuse Paradox Heroic Upgrades

0 comments by Protroid on Aug 21st, 2010

As asked by mpa here is a list of all (working) heroic upgrades in the mod Red Alert 3 Paradox.

Allies:

Assault Striker
Peacekeeper
Icarus
Gaurdian Tank

Units that can't gain veterancy:

Subhunter Frigate
Swan
Horizon

Confederates:

Duster Bomber
Destroyer
Frigate

Units that can't gain veterancy:

Ranger
Dustrunner
M-100
Lee

Note that some units cannot be tested due to the fact that they are unknown or just cause a damage increase (like the Javalin soldier) that heroic would already produce.

ANOTHER NOTE: I was mostly focusing on the vet upgrades when I was writing this, I will be revising it soon and adding other units as need be.

Report abuse Paradox Heroic Upgrades

0 comments by Protroid on Aug 21st, 2010

As asked by mpa here is a list of all (working) heroic upgrades in the mod Red Alert 3 Paradox.

Allies:

Assault Striker
Peacekeeper
Icarus
Gaurdian Tank

Units that can't gain veterancy:

Subhunter Frigate
Swan
Horizon

Confederates:

Duster Bomber
Destroyer
Frigate

Units that can't gain veterancy:

Ranger
Dustrunner
M-100
Lee

Note that some units cannot be tested due to the fact that they are unknown or just cause a damage increase (like the Javalin soldier) that heroic would already produce.

Report abuse Paradox Heroic Upgrades

0 comments by Protroid on Aug 21st, 2010

As asked by mpa here is a list of all (working) heroic upgrades in the mod Red Alert 3 Paradox.

Allies:

Assault Striker
Peacekeeper
Icarus
Gaurdian Tank

Units that can't gain veterancy:

Subhunter Frigate
Swan
Horizon

Confederates:

Duster Bomber
Destroyer
Frigate

Units that can't gain veterancy:

Ranger
Dustrunner
M-100
Lee

Note that some units cannot be tested due to the fact that they are unknown or just cause a damage increase (like the Javalin soldier) that heroic would already produce.

Report abuse Paradox mod bugs 1

0 comments by Protroid on Jul 30th, 2010

Posted for additional help for Sea-106 to find bugs. These are only the bug I have seen or have already been mentioned.

1: Universal Invincibility glitch
2: Hawkers can get stuck on the ground after an airpad was destroyed
3: The Atlas can not be click selected
4: The confederate gate has no open/close animation, nor can it be closed after being opened
5: The subhunter's repeater cannon can always be seen
6: Razor missle can be fired while under water
7: The M-100 can fire at targets an inch away from itself
8: The rebel barracks can not disguise itself as other structures
9: Rebel engineers can't recharge an RC car's batteries
10: Tracks that rebel ore collectors leave are slightly off
11: Vehicles from the vehicle depot do not come out of the door, they go through a wall
12: The cruiser can attack anything, friend or foe, without forcefiring
13: When frozen the pelican's rotor have a weird graphics glitch
14: The Omni-Lander has no unit description
15: When an Atlas grows a unit, the unit can't be seen when zoomed in far enough
16: The imperial's warrior's outfit changes back to the orriginal when the secondary is activated
17: Service pad repair drones can fly
18: The ambulance's stealth makes it practicly invisible
19: Omni-Landers don't show what they are carrying
20: It is imossible to scrap razor subs without making them surface
21: The Apollo's heroic does nothing, but it does show the missle
22: The Assault Striker only gains veterancy when it runs things over
24: When a garrisioned ore collector is told to fire on a unit, it stops, rather than getting into range
25: The American Flag on the tent barracks disapears after its built
26: The rally point for the rebel refinery is slightly off to the side
27: The X Workshop needs more squares to take up when built
28: The dozer's build radius is slightly off, you can build one more square outward
29: The Pion Isospin Array's anti-garrison weapon does not work
30: The jammer truck primary and secondary abilities are mixed up
31: Bulldog's special does nothing
32: Undead minutemen behind sand bags
33: Enemy multigunner turrets stick around after they have been defeated
34: When a terror drone goes into a cruiser, the cruiser rocks around violently (and hilarious)
35: You can't recycle demo trucks without blowing them up
36: Fusion Torchtanks can't fly anymore
37: The Swan Seaplane's icon is always land
38: Massed units have no armor increase
39: It is imposible to tell if a bomb is placed on an allied construction yard
40: If you have 2 cruisers on Ultra high Graphics attacking a target at once, the game crashes
41: Not only does the Longbow's heroic do nothing, but after it rearms at the airpad, it disapears
42: The Jammer Truck's tracks are off, very off
43: The service pad and vehicle warehouse do not have stealth indicators
44: Horizons do not do damgae to walls
45: When Tanya is in a assault striker, the assault striker can drive up to buildings and plant C4 on it.

I hope that this helps, I will try to find more and post them on additional blog posts. If a bug is fixed, send me a PM. I will update and add to the list as necessary.

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