An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.
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Feb 27 2011 Anchor | |
Forgive me if this is just BALALALALALA,and I'm not sure that is possible code-wise as I don't know much about them. So here goes nothing; |
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Feb 27 2011 Anchor | |
Wait? Spawn an invisible and indestrucatable structre like the confed mcv? So that's why my tanks keep shooting at the confed spawn D: |
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Feb 27 2011 Anchor | |
Yes lol,that is the reason. It is just that the Confederate MCV spawns units and not structures. --
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Feb 28 2011 Anchor | ||
wat. Explain pls, I understand the placeholder they need to put for the upgrades but then I lost it. |
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Mar 1 2011 Anchor | ||
I think he means infiltration increasing unit strength, instead of coding a new infiltrator effect, do the same thing as confederate upgrades. I am not entirely sure, but I think it is hardcoded. |
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Mar 17 2011 Anchor | |
It probably won't happen as in RA2 (units production icon was only visible when you could buy it) but still I doubt Paradox Team can't make an invisible structure spawn on the spot that would unlock the said units. Any devs comment on this? --
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Mar 17 2011 Anchor | ||
I really don't see the point in making infiltration effects stonger, each infiltrator has its strengths, other than infiltration itself. See, the spy can bribe (really, really useful), the shinobi can kill infantry and is very discreet in an attack (you can catalyze your attack using them), the soviet infiltrator is powerful (as an infantry unit), and so forth. The infiltration effect is more of an added bonus, you can get even more use out of the infantry that is already very useful. Infiltration is one of the more balanced aspects of the game, there is not really much of a point in changing it. Remember, the ra2 spy had worse effects, but could only infiltrate, not anything else. It'd be cool, but unnecessary. RA2 infiltration would be very OP, because of the veteran effects. Edited by: g.a |
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Mar 17 2011 Anchor | ||
I think that Infiltration is hard-coded, but I feel like infiltrating a production structure should be more rewarding- its an incredibly risky and expensive tactic, a temporary shut-down does not seem sufficiently rewarding. Perhaps if it also denied radar like MCV infiltrations and MCV infiltrations denied construction. |
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Mar 18 2011 Anchor | |
I don't get why it has to be hardcoded, isn't it just enough to give them a specific melee (and suicide weapon) against buildings and then code that however you like. Not that I think it needs to change (maybe in duration) considering how hard it is to pull off. |
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Mar 18 2011 Anchor | ||
Doesn't infiltrating an mcv allow you to see everything always? |
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Mar 18 2011 Anchor | ||
I don't think so, I think is just shuts down enemy radar. Its admittedly very disorientating, but it would probably be fair if it also had another effect. |
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Mar 18 2011 Anchor | |
It also provides a sight radius permanently around the MCV. -- Yours faithfully, That guy who does hammy stuff on a regular basis. |
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Apr 1 2011 Anchor | |
Nope,it makes you see a large radius around the MCV,enough to see an average-sized base. Shutting down radar is just a side-effect. --
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