The latest version is released. Bugs are fixed and new units are available.
Global:
1. Remake AI for the sake of reducing crash probability. Present AI is weaker but more stable.
2. Infantry decal will be invisible to the enemy and visible to allies when it is in stealth.La Commune:
1. Chronos can use ion storms to attack enemies in a straight line.
2. Add Spy. It is permanent stealth unless being detected by enemies.
3. Slightly Increase the damage that Toxic Fog cause to infantry.
4. Mirage Tank now needs about 0.7s to prepare for attack.
5. The particle beam of Athena Cannon is remade. And now it can now follow the designated hostile target.
6. Fix the Barracks model.
7. Barracks building time is increased to 10s.
8. Restore the auto rally point of Refinery.
9. Adjust the OBox of Airbase so that player can select it easily.
10. Health of Ranger is reduced from 500 to 450.
11. Health of Enforcer is reduced from 500 to 450.
12. Mirage Tank's Prism Beam can reflect laser to nearby targets.
13. Kodiak Main Cannon will cause 100 additional damage to target in 2.0 seconds.
14. Max Health of Proton Tower is increased from 1000 to 1200
15. Proton Turret can disguise nearby allies.
16. Catalyst Reaction Damage Radius is increased from 55 to 150.
17. Sniper can normally get experiernce and upgrade.
18. Proton Turret Laser Damage Radius is increased from 10 to 15.
19. Proton Turret will cause more damage to all kind of Tanks.
20. Orca causes more damage to Flak Trooper and Archer Maiden.
21. All Sonic Grenade can clear garrison.
22. Fix the Commune Fighter wrong fire bone.
23. Auto Heal Efficiency of Enforcer and Ranger is reduced.
24. New Engineer is added.
25. Time Freeze Duration is increased from 20s to 25s.
26. During Time Stop, All allies units will be unattackable and invulnerable.
27. Chronos weapon will cause EXPLOSIVE damage and any object that is destoryed by ion storm could cause catalyst reaction.
28. Dolphin attack range is increased from 150 to 300, and the better visual effect is implemented.
29. Target of Hydra Microwave beam will suffer 25% more AA damage.
30. Interception rate of Point Defense Laser is reduced from 0.25s per shot to 0.5s per shot.
31. Aircraft Carrier's Attack Drone can more accurately hit the target.
32. Arch Angel's Build Cost is raised from 1800 to 2200. Build time is also scaled.
33. Arch Angel will release drones less frequently.
34. Catalyst reaction triggered by infantry death is less violent.
35. Orcinus Orca's missile can be intercepted by AA fire.
36. Kodiak can use main cannon to attack large airborne target.
37. Kodiak Max Health is increased from 3200 to 4000.(before the airpower protocol.)Imperial Forces:
1. Mastermind can correctly select mind control target.
2. All mind control units can now detect and reveal hostile stealth units.
3. When Archer Maiden is died of toxic fog, the dead body will correctly release toxic fog.
4. Exploder will release chaos fog if and only if it successfully trigger its suicide weapon.
5. Tengo's projectile is not that dazzling when exploding.
6. Bio-reactor Healing Area will appear only when selected.
7. Exploder will no automatically acquire enemies.
7. Health of Exploder is reduced from 320 to 280.
8. Build time of any units that are built from War Factory is reduced 1s.
9. Increase Barracks openning door and closing door animation speed.
10. Reload time of Imperial Commando's special power is increased from 40s to 100s. Affected Object will be permanent stealth.
11. Omega Yuriko cannot instantly kill Giga Fortress, Arsenal Gunship, Archangel and Chronos but can slow down their velocity and cause damage to them.
12. Tank Hunter will be stealth when in Spider Hole. Reload time of Spider Hole is increased from 0.5s to 3s.
13. Add Psychic Sensor Ship.
14. Giga Fortress Core build-time is increased from 25s to 30s. Build-cost is increased from 5000 to 6300.
15. Slightly raise the missile damage of Striker VX and seawing.
16. Mastermind can control 4 units.
17. Psychic Tower provides expansion radius.
18. Units being controlled can't be controlled again.
19. Add Plasma Defender, a very effective weapon against Armour.
20. Increase 20% Imperial Worrier's Gun Damage.Commonwealth Of Sovereignty:
1. Add Conquerer Aircraft which replaces Badger Bomber.
2. Paratrooper will be dropped by 4 aircrafts.
3. Magnetic Singularity can correctly attract Cryo Legionnaire Ranger, and Enforcer rather than kill them.
4. Mammoth will automatically recover 1% health per second.
5. Mammoth provides Repair Zone that rapidly recover health of nearby vehicles.
6. Lightening and Arsenal Gunship can use countermeasures.
7. Fix the trail of veteran Blade's rocket.
8. When Howitzer switches to Tear Gas mode, smoke effect will appear at the fire point to instruct the toggle state.
9. AA Battery will replace original AA Gun.
10. Dreadfought can switch to Cruise Missile Mode. In this mode, Dreadfought's attack range and vision will be doubled, and the missile can be accurately hit enemy. But the missile velocity will be 50% slower and the missile can be intercepted by ordinary AA weapon.
11. Blade build-cost is increased from 1100 to 1300.
12. Arsenal Gunship build-cost is increased from 3200 to 3600.
13. Add Pearl Destroyer
14. Reduce the build cost of Tesla Trooper from 600 to 500
15. Add Tailwind Missile Launcher.
16. Add Shinki Gauss Cannon.
F I N A L L Y
Yay, hope it does not crash randomly anymore and the empire got buffed!
I will play a few rounds today and try to give feedback and see if I find
any bugs or left overs that you might missed and if you plan to make also
missions and story that be cool. Maybe what happend after yuriko left
and escaped the prison and what happend to yuri? It be extremly fun
if they both would meet each other in a funny bonus mission.
Ok so played a couple of matches with each faction.
Sadly sometimes it still crashes so no big change there.
Taliwind or whatever the name of the huge rocket launcher unit of the soviets.
Is insane and broken... you can build a huge army of them and fire all over the
Map and destroy the enemies whole base without even having to move anywhere.
They even destroy things in the air... broken much? x,D
Allies are broken like always not much to say there.
Aside from that you can just build chronos and basiclly instant win.
Or kodiak and other broken nonsense.
Empire not changed that much aside from the fact that now there shinobi are broken.
They can stealth and be untargtable not even recon units can detect them ...
thats kind of broken... and to top it of they have tanjy c4 now? x,D
You can just run into the enemy base without them can counter you and c4 the whole base. Or send yuriko in a stealth car, go near there construction yard and warfactory and just take it over. Some units really need some balance and changes.
Else you just have to build that one unit and instant win the game without big tactic. Since you not need to mix and match units to compensate for weakness of the other which is normally the case.
Aside from the crashes and balance issues the mod has potential and I like it.
I still don't know somehow the crash happens...
I have tested online with my friends for several times, but sadly it seems that crash is inevitable.
Tailwind is actually not that powerful for the allies or soviet, because you can use powerful anti-air firepower to intercept the missile. For the allies, even a fighter can intercept the missile by point defence laser.
Shinobi is a good problem because AI does not want to build stealth detector...... Perhaps in the next version C4 for building will be cancelled.
I think the bombs from before of the shinobi where op enough and still somewhat balanced. The stealth is op since it ignores recon units abilities... stealth is cool if balanced tho.
Aw I did fight the empire with the soviets tho.
Can the empire not stop the missles yet? They where 100% defenseless vs them and I did just spam them on there base and instant won.
Kinda broken haha, I like some new buildings and units tho.
Just some fine tuning is needed but since it is a mod in progress it is fine. You probably will get to that once all units and building are finished. Yeah I really wonder what you did in the mod that causes those random crashes... hope you figure it out somehow. Else it ruins your work and peoples enjoyment and also your own... sadly those bugs are a bummer.
Thanks for your hard work. (=
Grievances and ideas
1. The update still did nothing to rectify La Commune's sniper's inability to attack or let alone think for themselves sans manual target designation.
2. All anti-infantry infantry personnel still have abysmal ranges to their weapon systems. please try to make it on par with anti-armour infantry ranges - less the needless loss of life is your goal for infantry units that is.
3. change the portray of the commune "rifle-man", we all know that what he's wielding is sure as hell not a rifle or let alone a marksman weapon
4. Boost the firepower and hp of the imperial warrior
5. change the weapon of the allies assault destroyer, or just change everything about it - it's a destroyer of a futuristic, technologically advanced, faction. Maybe Drones, rail gun system, and an AA platform of sorts (something similar to the hydra).
6. increase range of all tanks regard less of faction, and an anti-infantry weapon to all MBTs PLEASE!! NO OTHER MOD HAS DONE THIS; PLEASE BE THE FIRST TO DO SO ( I WOULD AID IN THIS ENDEAVOR IF I HAD THE KNOWLEDGE, TRUST ME)
7. Flares for all aircraft or some sort of jammer
8. an aerial transport for La Commune and Japanese. Probably a heavily armoured and armed dropship esque transport for La Commune, and a aerial and armed version of the sudden transport.
Seems like the issue regarding infantry ranges was resolved during the first release of this mod - however even up to now it is still extremely buggy or at best non-user friendly; especially with La Commune unit path finding.
Also another thing to note your new engineer won't auto repair units unless manually designated like the sniper.
another thing La Commune infantry doesn't need the nerf, rather a boost - such as a increase efficiency in their auto-repair system, and more health. just increase the build time and cost if you want balance them out
just remove the guardian tank, it's useless for La Commune
Maybe a different weapon for the riptide ACV, maybe an anti-surface weapon?
engineer is A problem that is to be solved. Actually there maybe some technical thing and I am seeking the solution to let it automatically repair allies unit.
Well, sry 4 my delay because of my busy stuff. I just have seen your feedback. Let me pick some points from top to down.
1. Do you mean that Sniper will not automatically acquire and attack enemy infantries? It might be due to its too short vision range. I tried to fix it.
3. That might be a description error. Fixed it.
4. Yes, that is true. And I am doing so.
7. Actually I want to let different factions aircraft have different ways to evade missiles. Countermeasures for the Commonwealth; Point Defence Laser for Commune; and maybe some tricky psychic/nano technic for the Empire.
8. It might be embarrassed to give aerial transport for Commune, because after upgrading T3 you have powerful chromosphere and wormhole to do the same mission. On the other hand, I agree that the Empire needs such thing. And the Empire Airforce will be updated in the next version.
Hi and thanks for the response, and again your work is extremely wonderful. Pretty much in agreement with everything that was pointed out by you.
So as for anti-infantry infantry weapon and vision range - will it be on par with the anti-vehicle infantry?
And the allies new engineer auto targetting for healing sans setup will it be implemented?
Yeah no aerial transport for the La commune - their worm hole and chronosphere tech are extreme powerful maybe just reduce cool downs for them to be widely and frequent used?
As for missile defense counter measures for the empire's aircraft - maybe nano chaff that disables both missiles and nearby hostile ground vehicles?
And since there's been the addition of the soviet topol icbm missile platform. Some sort of SDI or shield is needed for all factions.
The assault destroyer's retrofit can be disucssed a little later
This is starting to sound like supreme commander but with infantry
1. Anti-infantry infantry weapon and vision range is basically shorter than anti-vehicle infantry as the latter represents "heavy weapon".
2. Yes, I have fixed that problem.
I crash when I start all my skirmish in this version:(
that is abysmal situation...
After using 4GB tool,no more crash XDD
Understood, so for the assault destroyers of the La commune - aside from torpedo and rail guns how about adding Anti air defenses and missile counter measures same with the air craft carrier - like the multigunner turret (small scale but in groups of four)?
for imperial naval units; they really need a boost in fire power - both in naval counter measures and air defense
nice work so far boosting up the archer maiden's ability, but her fire-power seems to remain the same.
please add minor anti-armour damage to the mecha and jet tengu units. The AI seems to hold these units as a primary combat unit, and when used against either La commune fighters or COS fighters they stand little to no chance in these engagements, almost akin to mosquitoes being eaten up by a passing bird - the former being jet tengu that is...
Did a few matches with random vs random and it worked out till I got to the allies, the soviets now at least have a strong counter vs their air armada. Their big *** aa cannon, shinki I believe it's named. But the allies proton turret (basic turret) is still broken as ****. I flew one match with one of the soviet arsenal gunships in the empire's base and he had like 40+ rocket angels shooting it, it got damaged and got back to my base intact. Now 2 matches later I attacked the allies ai with 6 of them and I lost 2 in the first 20 to 30 secs and after 1 min the other were either falling back or dead.
My army: 6 arsenal gunships.
Their army: 1 fighter, 2 rocket guys, ...... and six protons cannons.
Like 40+ rocket angels do normal dmg vs 1 of those arsenals and even 12 flak cannons eat trough them. Yet 6 of those basic turrets annihilate 2 to 6 of them under 2 min.
So yeah the update is great with the ai causing fewer crashes and the new unit/buildings, but those turrets of the allies still just annihilate everything.
Also, I like how the archangel of the allies is now at least not going bananas with their drones flying all over the map.
Keep up the good work cause it's a great mod(also quite a stable one to) and hopefully, those cannons get a debuff.
I downloaded this version but when i copy it to red aler 3 mod its show that still version 1.0 and no 1.005 .
Any solution ?
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hello. skirmish maps are locked for me and i don't know why