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The Russian Supply Warehouse doesn't list the Power Required in the building menu like other structures that require power, even though the structure clearly consumes 1 power. I have tried to point this out before, but no one seemed to notice.
Have you suddenly been picking the Veteran Company GP unlock? If so, don't pick it for the time being, it has been fixed for the upcoming 1.851 patch.
Contra is great and all, but it definitely wouldn't be my first choice, the AI issues in 008 Final are enough to give me pause. I honestly still prefer Shockwave as my go to Zero Hour mod, followed very closely by RotR. Shockwave would be pretty much perfect if Chinese Neutron Cluster Mines were an upgrade like Neutron Bomb and MOAB instead of requiring another GP, which is one thing I believe NProject Mod really did right.
I have always had a focus on building my economy before producing my army, only producing just enough to repel enemy incursions or relying on defenses, so this should be right up my alley. Though I don't have a good way to get the 4.1 patch anytime soon.
Well, I have finally beat a General's Challenge mission, Special Weapons General vs. Stealth General. Fortunately, the Stealth General kept firing his Scud Storm at the void in the back of my base, until I was able to suppress it with two Temples of Gaia. My Black Sharks were also able to effectively counter his artillery assaults and infantry incursions.
One issue in 1.85 I have noticed is the Russian Supply Warehouse doesn't show how much power is required even though it obviously requires 1 power.
I have never given Project Raptor a try, so I wouldn't know if there were Siege Soldiers in that.
Probably the USA Mortar in NProject Mod.
Yes, I meant to reply to Narcoutic and I's Shockwave discussion below.
The Laser Designator Base may be one of my most favorite things I have ever seen. The Armor General also has modular defenses similar to the RotR Russia Component Tower. All Chinese Generals besides the Tank General have the Siege Soldier.
I would recommend Shockwave, it is a skirmish/multiplayer mod for Zero Hour by SWR Productions, which includes at least some of the people who are also making Rise of the Reds, that enhances the three factions and each of their three generals, while also adding a fourth general that is more distinctive from the base factions and the other generals. The factions are much more balanced, all of the factions and have some form of tank and, with the exception of the Tank General, all of them have artillery.
The various general's themes are more prominently featured in how they play, with the heroes even reflecting those traits whenever possible, and some cut content from Zero Hour has been enabled.
The USA most notably has Exosuits for their infantry that function similar to the ECA Pandur, basically being the prototype for them. The Laser General has many more Laser units, the Railgun Artillery, and the Laser Designator Base instead of the Fire Base. The Air Force General has a few more aircraft options, including the Tornado Bomber, a cluster bomber, the Constructor, a helicopter construction dozer, and the Medivac instead of the Ambulance. The Superweapon General has a more high tech weapons, including some drones, the Enforcer, and homage to the Chrono Tank, and the Plasma Tomahawk instead of the Tomahawk. The Armor General has specialized vehicles and infantry, limited aircraft, and the Starlifter.
China has the Siege Soldier, mortar infantry, and the Tiger Gunship, a Chinese take on the USA Comanche. The Nuke General has many more nuclear options, including the Devastator, a nuclear tank that is fast and packs a punch, the Fallout Bunker instead of the Bunker, and the Nuclear Research Plant for more specialized Nuclear tech. The Tank General has the Reaper Tank, a AP ground-attack gattling tank, the Ramjet Turret instead of the Bunker, and the Industrial Plant for more specialized Tank tech and to reduce the cost of vehicles. The Infantry General has the Siege Soldier, infantry squads similar to the Angry Mob, the Battle Fortress, a heavy Assault Troop Crawler, and the Mortar Pit. The Special Weapons General has the Coal Power Plant instead of the Nuclear Reactor, no propaganda, the Pyro Trooper similar to the one from RotR, specialized artillery, including the Hammer Cannon instead of the Nuke Cannon, and the Black Shark, her own take on the Tiger Gunship.
The GLA has aircraft in the form of the Ballon, making anti-air actually necessary, and the Salvage Drop General's Power that allows intrepid generals to take advantage of the salvage feature for their units, though nowhere near the same way as the RotR Recycler. The GLA generals usually have their own take on standard GLA vehicles, especially those that don't specifically represent their theme. The Stealth General has an even greater emphasis on stealth, including Camouflage for other infantry besides Rebels. The Demolition General has an even greater emphasis on demolitions and explosives, including the Topol, a high explosive long range variation of the Scud Launcher, the Camel, an explosive variation on the Toxin Tractor, and the BRDM, a long range wire-guided missile launching vehicle. The Toxin General has an even greater emphasis on toxins, including the Scourge instead of the Scud Launcher, viral weapons for the Toxin Tractor and the Scourge similar to ECA tear gas, and nerve gas for the Toxin Rebel and the Toxin Terrorist. The Salvage General takes the salvage theme from the GLA and runs with it, using unique infantry and vehicles, a modest air force similar to what is seen in RotR, the Basilisk, a stolen and over the top USA super heavy tank prototype, and the Scrapyard instead of the Black Market.
All I meant was Tunguskas are their best offensive anti-air option, because Grumbles work best as a stationary defense. I was also informally comparing Overlords with Gattling Cannons verse Sentinels with Warden Missile Pods, since Sentinels really perform similar to the Shockwave Nuke General's Overlords.
I can't effectively establish a base with the USA, so I haven't been able to properly experience all of the new things, all because Protectors, unlike Patriots, aren't immediately available and Humvees have scarcely ever worked for me.
The ECA, China, and Russia are definitely my best factions, followed by the GLA, and then the USA.
I am a defensive player and the ECA offers me so many tools, that they are obviously a very attractive option, though Howitzer Positions and Claymores don't seem to be as effective against buildings as I would like them to be. I really need to go back to not completely relying on Guard Towers and Gun Turrets at the expense of Fortifications and Vehicle Digouts, because Prepared Defense is my preferred pick for first General's Power. The Manticore Protocol is definitely my preferred protocol, followed by the Pandora Protocol, and then the Venom Protocol. The Manticore is an amazing tip of the spear for a Leopard and Gepard tank column, especially when supported by Anvil Bots and the two Manticore tank upgrades. The Pandora is interesting, though I really use the protocol for the General's Power upgrades and the enhanced Solaris Relay, since I the powers that are enhanced are my preferred powers. The Venom Protocol is great, but the other protocols, especial Manticore, are so much more attractive to me, because I prefer tanks over infantry on the offensive.
China has always been my best faction, especially once they got the Internet Center in Zero Hour, because a Bunker, a pair of Gattling Cannons, and a Speaker Tower is a tenacious defense at a choke point, which can be extended very easily to effectively cover a larger area if need be. It is a little harder to pull off in RotR, since Bunkers are no longer immediately available, but they are still pretty darn effective. Unfortunately, I am not the best when it comes to an early game assault, but Overlords with Gattling Cannons and Speaker Towers supported by Nuke Cannons have always been a reliable assault force that has served me very well for a long time. The lose of Neutron tech, especially Neutron Shells for the Nuke Cannon, is my only real problem with China in RotR.
Russia plays fairly similar to China, though they have a slightly harder time defending against tanks than China, especially without helicopters. Sentinels with Warden Missile Pods and Arena Systems and Mstas, supported by MTP Recovery Vehicles, is a pretty tenacious assault force, though their anti-air options lack something to be desired.
I don't use the GLA to their full potential and I know it, which is most apparent in the fact the Stealth General, ideally the Shockwave version, is my preferred way to play them. Don't get me wrong, I really like the RotR GLA, the enhanced tunnel focus is probably how I believe they should have been from the beginning and the Recycler is a great addition, but they just don't fit my defensive playstyle very well.
I suck so bad with the USA, words can scarcely describe how bad I suck with the USA. The USA, unless I am on the offensive with Paladins, Tomahawks, and Avengers, using the Laser General equivalents, or turtling up and wearing down the enemy with the Air Force General, has never been been my best faction in the first place. So gimp the USA's defense, and I suck even more. TOWvees do not work for me, the AI just focuses them down before I can even try to kite with them, to the point normal Humvees are arguably better for me, especially against Combat Cycles. I haven't even been able to appreciate all of the changes to the USA, because I suck so bad them.
What about fixing the flag pole on the USA Barracks? The NProject mod is pretty much the only mod I have ever seen that actually fixed that little mistake.
The nuke salvage is for Bomb Trucks.
I would argue that the ECA Emergency Protocols are a real strategic choice, but the choice of loadout on a hero that can be recruited over and over again is more of a tactical choice, like the Manticore Protocol tank upgrades.
Thorn if I am not mistaken, since it was a drone related tech.
Yeah, all Fizzie wants is to be able to chose Boris' loadout each time he can be recruited. My guess is the team is treating Boris like the ECA Emergency Protocols, though I honestly don't see a particularly compelling reason why that has to be the case. It is not like Boris is free or anything like that.
I think it would be a good idea for the team to point out in the description that the navy ended up being scrapped, because people finding the mod here will be under the mistaken belief that the navy is currently included and will be expanded in the future as things are currently worded.
My strategy is to take as much territory as possible, or at least a second supply dock with static defenses, so it usually takes me a long time to get a War Factory and Detention Camp or T1 in general. When ever I have tried to use units as a defense in the past, whether it be Generals, Zero Hour, or mods, they usually just end up getting steamrolled, especially against Hard or Brutal AIs depending on the game.
The problem is, attacking units are getting just close enough to be within the minimum range. Garrisoning Fire Bases seem to be the only effective way to utilize them, but with out a Pathfinder, an ECA infantry assault supported by a Combat Medic is virtually unstoppable.
Why do Fire Bases have such a long minimum range, which prevents them from attacking Combat Bikes and Quad Cannons attacking them? I don't see why one should have to garrison them in order to be effective. I can't hardly use the USA due to this, since Protectors aren't available until T1.
In other words, it should be similar to another SWR Zero Hour mod, Shockwave.
SoraZ said there wasn't much to see due to technical issues.
Why hasn't the Beta stream from March 22 shown up on YouTube yet?
Then is Tidal Wars doomed to fail?
Is it just me, or does the Air Force General's HALO Drop not work from the command bar to the right, only from the command center itself?
Technically the TV series are a parallel universe to the film, but in practice the TV series are more of a loose continuation of the film.
I still don't understand why Sci-Fi replaced Atlantis with Universe after only five seasons.
Why do all StarCraft mods use version 1.15.1?
I am using Windows XP with the new Alpha 10 compatible version of the mod.
I am a little confused on how to get the mod demo to work?