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Jetpacks die really quickly lol... In earlier versions, they are really tough in swarms, and I agree they might be too tough. Right now, they seem too fragile.
Ion storm generation of planetary assault carrier might also be bugged. It was during the last GDI mission that I encountered this. After a while into the game, ion storm on the PACs and the Mothership can no longer be turned on/off.
Bug in Allied Mission #19 Stormbringer?
If I use chrono legionnaires to erase the Soviet construction yard, the game would crash.
Allied #11 Panic Cycle seems to allow the construction of Yuri buildings at the Allied MCV once it has reached the base and deployed.
Further Yuri buildings like the Mind Reader would become available if I capture the Soviet buildings.
This is something new that happened in 3.3.4, but not in 3.3.3.
There seems to be a bug with the gattling tank/cannon. For example, in Epsilon Campaign #21 Obsidian Sands, I built lots of gattling cannons to defend my base. After a while, the gattling sounds are no longer played. I created a gattling tank to test and there is again no sound when the tank fires.
Hm... Is it possible to make infantries inside listening outposts hold fire too? Or is it a engine limit?
I have only played Tiberium Essence for TW. Campaign worked just fine. For KW, I have only played your mod so far :).
Anyway, hopefully in the distant future, someone could come up with a fix. I somehow enjoy torturing AIs in campaigns...
Downloaded the mod. It's not supposed to work with the campaign, right? Since I started a new campaign, saved the game, loaded the game and crashed...
Are there different tiers of garrison clearing weapons in the engine like crushing? Like tier 3 GC weapons can clear tier 2 GC-resistant buildings or below that sort of thing?
Is this Black Hand only?
Seems to fit. Good for ST to get more big bullies.
How about making the elves herd trees?
Hm... You're right. I guess you can't make the factory unsellable once the Mastadon is finished?
Mastadon may still destroy the factory perhaps. But it is up to the player to sell the factory to get some cash back, or pay the full price if they are too slow or forgot to do so. So perhaps add half the factory price to Mastadon's price?
Ah, what if I sell the structure before Mastadon lands? Do I still get the Mastadon and some cash back?
Then how are they supposed to yell? :p
I think replacing ST's Mammoth with Mastadon makes sense (no. 4).
From my understanding, ST makes use of TWII units and improves upon them, like the Titan and Wolverine. It makes sense to have an improved Quad-walker mammoth that is cost effective enough for mass deployment. Of course, its stats and cost should be balanced.
It would seem that rail-gun is the only option for this model. Can't use sonics as in Twilight or cannons (there is no barrel!). So it is basically a Mammoth MKIII with legs and with built-in rail gun. It can still feature adaptive armor as an upgrade, if you simply replace ST's Mammoth, isn't it?
As for the cyborg commando, I vote for no. 3.
I have never played Twilight before. When I first saw this unit, I thought it has a jetpack but in fact it doesn't. Personally, I find this design weird if it can't fly. What do you propose to justify its wing-like build? How about give the commando two upgrades. Player can choose one on the field between a stealth generator and a jetpack? I know jumpjet is GDI's stuff. But jumpjet is quite a low-tech thing in this universe.
You have a point. How about using sparks instead of fire?
Well of course, to find all enemy units. If it is disabled, strike forces with no MCV and no stealth detection units can never finish the real-time battle.
A real solution would be to remove the timer, but allow players to auto-resolve a real-time battle mid-way. But that's the developers' job, not yours.
I wonder if there is a way to work around it. For now, lengthening the time can be a stop-gap. At least, I dunno... I can keep my units stealth for half an hour? Instead of several minutes?
One thing from World Conquest that troubles me... When moving a strike force to attack an enemy base, we can resolve it by real-time, right? Once started, a timer starts to run and on time up, all stealth abilities will be dropped, including that of stealth tanks, specters shadow team etc.
What is the point of this? Personally, I find it annoying when using Nod. It basically discourages Nod to use stealth in this game mode.
Hm... I still think it's a bit weird to have a fiery explosion when they are landing with nothing nearby.
Oh, but is it possible to explode only when they land near something? Like the specter's shell will only become "fiery" if detonated near buildings and vehicles.
To emphasize "hard steel", they are supposed to smash into enemies with their jumpjets to deal damage, right? In that case, I'd suggest to use a "dusty", "few spark", "no fire" effect instead of a fiery explosion.
If they happen to destroy a tank, for example, then of course, explosions will make sense.
Agree. A high cal AP hand cannon instead of anything to do with "rail" technology would make more sense. Such a unit is fine, as long as it uses "hard steel" weapons rather than "hi-tech".
Hm... The four images on this post have bad links, it seems. I have revisited this page for a couple of times since two weeks ago, and they are still not fixed. If no other people find the links dead, it must be my problem...
Burrraahummm... don't be hasty...
Regarding the icons you've added, I think I'll still go for GDI/Nod use simple icons and Scrin uses new icons.
It wasn't like the older games. In TW/KW, we have actual ability buttons for the deployment action. Such buttons are rather big and therefore hard to miss, for new and old players alike.
My experience was worse... When I started on C&C, I only had 1 disc (the GDI side disc) and no manual. My brother and I had no problem with deploying the MCV, but we did not know we could construct buildings and produce units. So we actually fought GDI mission 1 - 4 with the starting units ONLY (usually after selling the MCV for 5 additional minigunners lol!) Luckily, GDI has the airstrike, which means on mission 3, we could destroy all SAMs and hide behind a freaking large Tiberium field, then use the airstrike to "hopefully" destroy Nod's construction yard and everything else. So looking back, we were so dumb... :p
Back to your question, the Scrin deploy icon is clear enough. But I don't see Nod's deploy icon. Where is it? I'd say we can keep GDI's and Nod's deploy icon simple, as they are the human factions in the game. Scrin's flying MCV is a bit new, so may be it's a good idea to introduce a new icon.
For the Purifier, reduce the speed and lower its flamethrower's firepower such that the Purifier will survive a 1-vs-1 duel against a Mammoth with 1/3 hitpoints left. If possible, reduce the speed only so that we can still enjoy the moment of burning down whole bases like a boss if we can get close. But if doing so will result in a speed even lower than an engineer, then balance the reduction of speed and damage. In such a case, I'd favor speed reduction : damage reduction = x : 1, where x > 1.
How about determining the teleport range according to the charges stored in the tank? So the tank can jump to nearby locations (behind enemy tanks, for example) in short intervals, or it can jump long distance with full charge.
Hm... This error was encountered while playing Nod Mission 8 - Zero Gravity.
See this image. Postimg.org
In case you can't see what the eclipse tanks are doing, I made them attack the lamp post right next to destroyed vulcan cannon. The IE pops up when the lamp post was destroyed.
This is the second time I play through this mission. The first time did not end even after I have destroyed every building and wall sections. So I restarted the mission.
I suspect it has something to do with this IE, as if triggering this IE will screw up the victory trigger.
Here is except.txt.
Error code: EXCEPTION_ACCESS_VIOLATION
Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access address:00000000 was read from.
Internal Version 2.0
Release Build: 10 by STEVE_TALL - 06/05/2000 - 14:27:06
CPU 686, MMX Yes, Vendor: GenuineIntel
Eip:00000000 Esp:0018F2B0 Ebp:0000000A
Eax:0F3AE69C Ebx:0F3AFCE0 Ecx:0F3AFCE0
Edx:0018F360 Esi:0F3AFCE0 Edi:00000000
CS:0023 SS:002b DS:002b ES:002b FS:0053 GS:002b
Bytes at CS:EIP (00000000) : ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
... (I guess the stack dump won't help...)
Hope this helps.
Or some bigger ships can deploy like the cruiser and then repaired like buildings?