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Nice for immersion but it would be distracting at best, so if it cannot be turned off on demand then there should be a no-rain version as well.
Wouldn't it be easier for everyone if you activated the Forums section and make threads for bugs, issues & ideas/suggestions and have a sub thread for each.. or something. So less people ask the same thing for which you answer the same thing, each time. Just saying.. it's tedious sifting through 300+ pages of continuous comments to see if something has been mentioned or asked already.
Bug/issue:: skirmish; options: short game, crates, safe crates, no sup.weap., harvester bounty; AI/Opponent (Easy) captures my HQ & refinery (around 5 minute mark) and sells refinery; I recapture HQ; enemy can still build around it as if it's theirs; I relocate it a few cells over; issue persists.
On some maps the Veinhole creep can expand really far while on others it doesn't at all. Is that due to a map specific setting? On some maps harvesters get stuck after filling up; can be manually moved back though. -I say "on some" because I didn't keep track and just remembered these.
Great update! :D .. sadly it's unplayable for me ;(
Why do no projectile animations not render? It can't be a win10 issue because all other games that can run render all stuff just fine. But for whatever reason none of the W40kDoW games/expansions (WA, DC, SS) render the projectile or spell effects at all. Any ideas why?
I say there should still be a way to directly counteract the big missiles before they hit. Or make their launchers more expensive and have longer firing-prep and reload times.
The Demo challenge is still the suckiest of all for most factions.
Btw. for some reason the game crashes for me after about 15~30 minutes when taking the Chinese Infantry Gen. to the Usa Air challenge. Gives no error, just quits.
I request 2 game options: one for disabling air units & aa structures as they would not be needed; and one to disable all forms of artillery units (vehicles, infantry, regular & mega sizes, shell & rocket/missile/energy).
i can refrain from using them but the AI cannot unless "globally" forbidden.
Like legos :D
It uses the same maps. Each area has one or more possibilities from the official maps .. so basically the only major difference is that a script decides the map you get. You could do the same manually, just pick one randomly or use a dice.
What would be the point? Additional factions/races can be added in TW too if that's what people want. Other than maybe the Global Conquest mode it doesn't have noticeably different or better stuff.
I would vote this up a million times or more, sadly the site allows only +1 per person.
Steam is so pervasive it is just Cancer. I don't use it either (nor GOG, or any other platform that requires me to install an app through which to use stuff hosted through them for that matter).
Among other things it makes full offline play and installations whenever without internet impossible or overly tedious.
if this move was made for ease of downloads, then you could have just made a direct download or magnet link. The installation and patching process was simple already.
For some reason the game crashes with a general exceptional error on the Air challenge map using the Infantry General. does the game create a crash log somewhere?
Is there a way to skip a challenge in the sequence? I don't have mad micro skills so other than the Stealth gen. I can't beat the Demo with any other gen. ON "too easy", not to mention the rest. I like the challenges, but not the Demo map, I would like to skip that.
Where have the icy maps gone?
Will the newly planned pavement behave much like in vanilla or will there be differences (other than visually)?
I would like Bubble shields to function like an impenetrable anti-conventional-projectile wall like one would expect shields to be, even at the cost of higher upkeep power costs. It would also be nice to remove personal shields from most units. Shielding should be something special, right now they are everywhere.
The Airforce is not that bad, the solution is easy, spam AA everywhere and keep smashing its HQ and airfields with whatever's available.
Demo on the other hand is indeed broken, was even before ChaosMod. Other than using Stealth I can't find a way to beat it on TooEasy, not Normal or hard, but on easy! Even if I somehow survive the suicidal tanks & infantry either the superweapons or the nuke topol hits me. Because of course that unit can shootfrom halfway across the map and its the only unit based missile that can't be targeted let alone shot down and its reload time is considerably less than SWs but has similar power. :/
Please nerf Demo challenge for easy & normal.
Please ease the Demo challenge for "too easy" mode. now it feels like this should be the average one. Either make it send less AA tanks or just fewer groups and less frequent waves.
I can't get mods to work with KW, so no. since it's possible to add new factions to TW and system wise it's not much better / different from TW he could just add new stuff, incl. faction,s to TW TE. i tried the few Kw mods, but none work for me even though I have the disc version.
1. Can the build panel items on both columns have their own position ID or something in their respective columns? So that say, if I lose the barracks then rebuild it, infantry items will reappear above vehicles? also related would be making sure that all infantry items are grouped one after another even if some are unlocked after say a factory.
2. There are transports, assets that can hold other assets. Does the engine allow for held assets to exert some influence outside of the holder? Or put it differently, the holder to use (or gain) some ability of the cargo?
2.0. Can structure type assets also have "transport" abilities?
2.1. If both above can be accomplished to some degree, would garrisoning like in later/other C&C games be possible? With "firing ports" and such?
Is there a simple (change one setting/variable) method of making the Veins spread out to max area (if not blocked) on every map?
Also, owned & allied fences & sandbags especially combined with gates seem to cause pathing issues for harvesters (eg. the shortest path is blocked by a corner section but there is a gate a few blocks away but they just clump up in the corner).
I just reinstalled both CC3 games and now it seems to work.
I can't get the mod to work...
The readme says that originals work (rips don't and steam/origin likely not). I have the original boxed version but to preserve the longevity of my disc I used a no-disc crack for the 1.02 patch and despite being an original the mod doesn't work.
Is there no way to make it work without always needing the disc? I have tried mods for TW with the same setup (no-disc crack for 1.09) and all mods work just fine with that.
If fairness / balance means so much why not go with a docking design like the repair pads have with say.. 4 possible entry-exit points, or even just 2 on opposing sides? That way it doesn't matter where the resource is relative to the refinery because there are docking/entrance points all around. That would also keep the build bar free from avoidable clutter.
Looks more like a giant blowtorch.
A GUI with separate tabs for general structures, defense & support structures, surface & air vehicles and infantry (eg. like in ra2 & onwards) would make things more readable. How feasible would making it be?
Really love the mod and the campaign story. I have a few issues though but didn't see the forum open so I'll unload them here.
The AI seems to get free money if it starts to run short: it has no refinery or silos but it still tries making a base from resources it "magically" gets.
Half the campaign mission pack and the rest's half's first part for each side is more tactical-survival-commando style and less RTS. Westwood's modern day and futuristic RTS franchises (C&C, Dune) always had 3 things at their core: base building, resource collecting and troop production. Here only a few of the mission maps seem to have those core elements as their base, the rest is all about go here sneak there do this do that .. and if successful maybe get a base.
The EASY campaign setting is not easy at all; had to retry several times almost half of them while the other half had missions which I just skipped altogether because it was just too hard.
About the 3rd I don't know if it's the mod or a vanilla issue but I'll list it nonetheless. Different faction units come out only of their respective faction production buildings; and for the Nod it seems off that while the cyborg making facility can make those & regular infantry, the barracks can't make cyborgs.
Finally, some suggestions: 1..make Easy AI easy for base expansion too not just attacks. 2..add a late tier way for self sustainability, eg. a small structure that makes some money, 10 or even 1 /sec. to be built as often as wanted or one that makes a considerable amount but is limited to 1 instance without filling tib.storage. 3.. make the HQ grid allowance x2, add a mobile deployable something that (deployed as a structure else unit) takes up 1 or (if redeployable) 4 squares and projects a current standard sized build grid.
Will the next update have an easy and normal-ish difficulty AIs? You know, something that doesn't stomp non-hardcore-ish players?
For me vanilla's normal was okay and for anything higher had to add at least one ally AI to keep the hostile one somewhat distracted from me.
Here, as I've likely mentioned before the easiest AI feels like the hardest vanilla or even worse. I really like Challenge maps, but can't really do much now.
(Then there are the crashes.)
Would be nice to have some useful details or some short description for the asset unlocking gen. promotions about the assets they are unlocking. So if I am unfamiliar with a faction I could still make useful decisions about what I have to chose to unlock what. The same goes for tool-tips of not-yet-unlocked assets on mouse-over. So I would know what it would do, what it would be useful for and what power and / or structures are needed to unlock it.
It is a good idea to make tool tips and mouse-over descriptions with the idea that there may be people who won't be able to memorize everything even after trying them out a few times.
Why would you want to disable the Challenge mode?! Other than multiplayer and single player skirmish modes that is one of the best vanilla game modes. In fact if done right they are better than single player skirmish in many occasions.
I always wished to make "proper" settlements in NV. I know there is a mod for that but it doesn't really work that way.Now if only the attacking-enemy spawn inside your settlement territory could be hacked out, that would be jolly.
On single player, starting from launcher, no 3rd party tools, new character.
Just finished the first act but upon talking with the caravan guy the screen shows the general loading screen and I get two Unhandled Eceptions:
ACCESS_VIOLATION(C0000009),then after ok-ing that ACCESS_VIOLATION(C0000005). When I reload the game the character is still in the first act, basically stuck there.
Is there a way to bump the character to the next act manually?