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Comment History
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

I assume you mean for GLA, for Europe just play normaly.

For GLA:

1. Salvage Europe technology level 1
1.a. can be done with recycler and salvaging create with Europe level 1 tech
1.b. can be done with pirate from jet-ski by capturing and scutteling tech level 1 European ship

2. Upgrade battle network from jetski or pirate

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

Reinstall ZH and usr GenLauncher for modding. Moddb.com

Select mod Rise of the Reds, patch navy and no addons.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

On windows 10. Download navy-maps, unzip and put them in

C:\Users\<your-username>\Documents\Command And Conquer Generals Zero Hour Data\Maps

If you don't have this folder create it. On map selection screen select unofficial maps.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

Not for now as I wait for RotR 1.9. Adding ground to sea and air to sea weapons will make migration to 1.9 have more conflicts.

When migration to 1.9 is done all factions should get two x vs sea weapons one tier1 and one tier2.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

Hi.

I agree that models are not best, I accept it, I am not good at creating models. What is worse is textures I don't know at all photoshop or similar for creating textures. And full look of units can be better upgraded with new textures and not model. When I get time to work on this project new textures would be before new models.

Aircraf carrier is already at max size for gameplay perspecitive.

I wont make ship slow
Reason 1: gameplay, ships sail on sea, sea is open "plane" with no features like hills etc, sea is big and usual longer map path to enemy then land. this make it more interesting to play
Reason 2: IRL, ships are not slow (especialy aircraft carrier) they have slow acceleration and big turning radius but they are not slow. (I think that kind of movement is ok represented in mod)

Evan if there are models of ships I wont use them as they are not mine (I wont steal).

Thank you for comment if you have any more questions, just ask I will answer them.

If you have time can you write what you think about unit and abilites from gameplay perspective?

Kind regarde, Rommel917

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

I version 2.0 each faction can build special dozer that can build naval yard on any map.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

I will contact GenLauncher devs and see what can be done.

Good karma+2 votes
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

Just send :)

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

You need to build it close to water, and turn it aroud so side with crane is looking at water. Then ships will spawn in water.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

Some extra tips . Navy addon is designed to make that kind of compatibility easy (as possible) to create. To make it possible to merge into RotR 1.9 and eventually RotR 2.0.

Most of files are new and you should not have any problems with them. Common files like locomotors, weapons etc. the are no changes only additions on end of file and start after comment ";---- start navy" or similar.

Notable exceptions:

Generals.str => upgrades descriptions are changed
CommandSet.ini => all command centars and naval yard have changed commandsets
MarineJumpjet.ini => same as original jumpjet just starts in air
Informant2.ini => same as original just can go into transports
MerceneryRunner.ini => fix bug with weapon changes if ocl-ed
Saboteur.ini => restore zero hour unit
Upgrade.ini => add 2 upgrades to make switching 5 command sets of naval yard possible, engine limitation is 128 upgrades, if you after merge have more then 128 upgrades it will not be possible to merge mods without deleting some upgraedes. I dont know about Officer Powers but Rise of Japan add alot of upgrades so I would check count of all unique upgrade in mod and all submodes and addons that you want to merge before starting.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

Criticism is welcome.

I have used model from original zero hour, I will fix this in 3.0 when all capital ship configurations should get something little unique in model.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

Not easy, I assume you know how to use finalbig and git.

1. Create emthy git repozitory
2. Extract one mode to branch1
3. Extract other to branch2
4. Merge both to master
5. Delete all files without merge conflict
6. Merge all files with conficts (copy all different objects into one single file)
7. Difficult part: Rename duplicate object in whole projet might need to revert some deleted files and change references to renamed objects
8. Put all files in .big file with more ! then any other file you have in any mod
9. Put both original mods into rotr and .big file from step 8 into rotor

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

I dont have time for compatibility patches, but if anybody wants to do them they have my permission.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

I have release new version with a fix, that should make ships created from buildable naval yard spawn alot in front of naval yard to make them more likely to be in water on non official maps. You cant download this again and delete old version and install new.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

Addon is designed to primary work on maps from rotr navy map pack, you sholud try those. If you are using buildable naval yard it depends alot on how beach was created on each map.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

I am glad that you found solution

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

Moddb.com instal genLauncher from this link and there is easy 1.87 install.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy 2.0

No it is not compatible with hanpatch, hanpatch have to fast development cycle I cant keep it compatible. If hanpatch is stabilezed I will make it compatible with navy.

Good karma+6 votes
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy

I am currently working on navy 2.0 addon, and more importantly preparing code for easier merge with rotr 1.9 version. In that version naval yard will be buildable similarly as in tech dozer addon.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy

On some specific button, or in general, if it is in general rename file to have more ! characters at start of name. It should have at least 1 more then any other file.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ One eternity later...

Welcome back general, I was designing addons in a way to make easy update when new version is relased in hope that you will return.

Good karma+5 votes
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy

If you use GenLauncher. After instaling RotR.

Extract !!!Rotr_Intrnl_Navy.big (only !!!Rotr_Intrnl_Navy.big not !!!Rotr_Intrnl_INI.big) into:

"<ZH-instal-directory>\GenLauncherModifications\RISE OF THE REDS\1.87 Public Build 2.0\"

then rename file !!!Rotr_Intrnl_Navy.big into !!!!Rotr_Intrnl_Navy.big (add one "!" on start of file name, file must be first in alphabetical order to properly override data)

Tested on GenLauncher 0.0.3.1 and it worked.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy

Can you check these possible issues to see where is the problem.

1: Do you play 1.87 PB 2.0 version (When you start game how many different choices you have for rank 1 general power, must be 5 if it is 4 should start game from ROTRinternal.exe

2: Can you see map Chanell Storm [ROTR NAVY] in "unofficial maps" when you select map. If no, do you have mappact instaled to "C:\Users\<Username>\Documents\Command And Conquer Generals Zero Hour Data\Maps" if there is no Chanell Storm map there go to Moddb.com and install maps.

3: If you make all this and start game on Chanell Storm capture NavyYard and still dont have ships. Go to instal folder and confirm (folder with ROTRInternal.exe) and confirm that you extracted data from this mod to folder. You must have file named !!!Rotr_Intrnl_Navy.big not RotR_Navy.3.zip

4: If you have done all that and still dont work join ROTR discord and I can help you faster there.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy

Did you install map pack with navy maps? Ships are only buildable from tech structure Naval Yard that must be captured,it is placed only on some maps.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy

I have not created any maps, they are from old (2015) mappack that SWR team (creators of RotR) published when they announced that navy was cancelled. I just continue on theirs work by adding ships for all factions.

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy

I have not tested that compatibiliy, if its some small fix to make it compatible i will make it. From reading description of that addon I am opptimistic for next version.

Good karma+2 votes
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy

Extract content of file into ZH install directory. Must have RotR 1.87 installed before.

Good karma+3 votes
rommel917
rommel917 - - 30 comments @ Rise of the Reds Navy

I want to add AI, currently dont know how, I will need to find time to learn how AI works in this game. Then change it to build ships.

Good karma+2 votes
rommel917
rommel917 - - 30 comments @ Red Alert 3 Paradox

When you are working on so many different factions why you haven't made something like Zerg . They are one of best factions in all RTS .

Good karma+1 vote
rommel917
rommel917 - - 30 comments @ Rise of the Reds

Why Russia has so big buildins ,
War Factory is bigger then Command Bunker .

Good karma+1 vote