Member of C&C Generals: Zero Hour Contra mod team.

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ThePredatorBG
ThePredatorBG @ Contra 009 FINAL

No. Just 009.

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ThePredatorBG
ThePredatorBG @ Contra

When it's done. :)

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ThePredatorBG
ThePredatorBG @ Contra

The player always enough time to train RPG Troopers/Tank Hunters/Missile Defenders in order to stop the Demolishers. There is no need to add a new unit/building. On top of that, AI uses Demolishers only on Hard and Insane difficulty, not on Easy. If you are new to the mod and want to explore and get familiar with new stuff, choose Easy.

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ThePredatorBG
ThePredatorBG @ Contra 009 FINAL PATCH 1

Your game's registry got corrupted somehow. Reinstall the game to fix it.

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ThePredatorBG
ThePredatorBG @ Contra

No. We will fix it in the next patch.

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ThePredatorBG
ThePredatorBG @ Contra

Yes, we know about these issues. Lag and save crash are very hard to fix. We won't give up though, we have them on the list. Whenever I get more free time, I will run many tests, hoping I will find the cause. His last base attacks will be nerfed in the next patch.

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ThePredatorBG
ThePredatorBG @ Contra 009 FINAL PATCH 1 changelog (part 20)

It was beaten on Hard even before the nerf in Patch 1. There are some walkthroughs on YouTube if you want to see how it's done. To edit starting cash in Challenge, you will have to open the map in World Builder, find the money script and change it.

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ThePredatorBG
ThePredatorBG @ Contra

Red Rock is one of the maps offering the least performance. Switch to a smaller map with less objects and you will get more performance.

You can reduce particle effects in the game's options. Untick "Disable Dynamic Level of Detail" and play with the particles slider, which limits the amount of particles shown.

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ThePredatorBG
ThePredatorBG @ Contra

Okay, I will explain in in more depth.
Fuel Tubes have two fire modes: Fire at Will and Hold Fire (2 weapons) and a button for manual fuel spill.
Chemical Pumps currently have two buttons for manual spill of Toxin and Acid.
Fire mode switches are weapons themselves. Max weapon limit per unit/structure is 3 (hard-coded engine limitation). Imagine we have these 3 buttons: Automatic Toxin spill, Automatic Acid spill and Hold Fire. If Automatic Acid spill is selected and player wants to manually spill toxins, button for manual toxin spill stops working (Automatic Toxin spill needs to be selected).
Fuel Tubes have the same bug if Hold Fire is manually selected by the player - manual spill stops working unless Fire at Will is selected. This bug does not occur if the player never switched fire modes on that Fuel Tube. You can try it yourself.
As Chemical Pumps have more fire modes, the problem becomes bigger as there is a higher chance to get into the glitchy situation.
I've also tried making the manual spills act as abilities, but they cannot be tied to the weapon cooldowns.
So, we are left with either manual or automatic modes only.

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ThePredatorBG
ThePredatorBG @ Contra

Yes, but then manual spill will have to be removed, which is worse, because acid initially damages the pump. We cannot have both manual and automatic because of weapon limit.

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ThePredatorBG
ThePredatorBG @ Contra

I tried it now. No difference. I will send you the test map in PM if you want to test it.

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ThePredatorBG
ThePredatorBG @ Contra

Enker, check my response here if you haven't -> Moddb.com

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ThePredatorBG
ThePredatorBG @ Contra

If you could make a simple test map where the crash always occurs, that would be of use. I made one and ordered 300 tanks to shoot. I also placed around 400 Power Plants, which emit smoke particles. The game slows down a lot but doesn't crash. I have all graphics maxed out. Perhaps the game is unstable on some systems and not on others.

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ThePredatorBG
ThePredatorBG @ Contra

Balance comes first. When balanced solution is found, those units will come back.

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ThePredatorBG
ThePredatorBG @ Contra 009 FINAL PATCH 1

Download and install Download.microsoft.com (.NET Framework 4.7.2 Runtime) to fix launcher not starting up.

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ThePredatorBG
ThePredatorBG @ The End of Days

RL = Real Life

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ThePredatorBG
ThePredatorBG @ Contra 009 FINAL PATCH 1 changelog (part 20)

They are available as general's powers. Being in Barracks, unlimited, with 10% chance to decrew tanks was not balanced.

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ThePredatorBG
ThePredatorBG @ Contra

Noted.

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ThePredatorBG
ThePredatorBG @ Contra

We are still working on the mod. That's all I can say for now.

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ThePredatorBG
ThePredatorBG @ Contra

There is no Campaign in 009 Final. If you are instantly victorious, you either installed the mod manually and skipped the Scripts folder rename step, or you have to reinstall Zero Hour to fix it.

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ThePredatorBG
ThePredatorBG @ Contra Wiki page

It cannot be disabled without editing the mod files. The rank system allows to balance stronger units. In multiplayer, it encourages active playstyle and promotes good play (good trade-offs in battles will make you reach higher rank first; bad unit control will make you lose most units, which is bad play and thus no matter how much money you have, your enemy will be ahead by rank). It's one of Contra's unique selling points. It takes a while to get used to.

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ThePredatorBG
ThePredatorBG @ Contra

50+ online players daily probably speaks something about balance. You just don't get how balance works in Contra. Tanks are not supposed to kill infantry.

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ThePredatorBG
ThePredatorBG @ Contra

They were removed for being imbalanced and I don't see why they need to come back.

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ThePredatorBG
ThePredatorBG @ Contra

All challenge missions are beatable on the hardest difficulty and there are many videos already on YouTube. I do not understand your frustration. There are some people who want bigger challenge, hence three Boss generals were made. There is easy and normal difficulty too... Patch 1 fixes many problems, did you download it? And yes, generals are balanced for online play. If you think about it, defenseless generals like Nuke cannot be compared with defenses general (Super Weapons) in any Challenge mission (was that different in 007 - no). We even added $5000 bonus for Nuke general and all GLA generals, which is already better than before in terms of "balance in Challenge".

At the end of the day, nothing stops you from enjoying 007, and nobody forces you to play 009. Everyone has opinion. Creator himself played Challenge mode in 009, and many Boss mission concepts are his ideas.

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ThePredatorBG
ThePredatorBG @ Contra 009 FINAL PATCH 1

Ok, I see. I will try to fix it.

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ThePredatorBG
ThePredatorBG @ Contra 009 FINAL PATCH 1

This can happen with all generals depending on map. If enemy players are too close to each other, one will stop producing because of nearby threat. It is hardcoded AI behavior that cannot be changed by mods. You should attach a screenshot of that base and give more info for me to analyze. Otherwise, I can just give you general info which might not be related.

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ThePredatorBG
ThePredatorBG @ Contra

Well, if it's just 1 AI, that is something else for sure. Contra has never been as stable as it is now and many people can confirm. We play 3v3 and 4v4 games daily and the game almost never crashes or ends with a mismatch. What you are saying here sounds like another problem which is not related to the mod at all. There is a compatibility problem between Zero Hour and Windows 10 which causes the game to often crash within the first 10 minutes. I had this issue too. You can get a fix for it and read the instructions on how to apply it on our Discord: Discord.gg

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ThePredatorBG
ThePredatorBG @ Contra

Lower the amount of AI or play with humans only. That's the only fix. The game engine cannot handle it.

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