Command & Conquer Red Alert History is a small mod that adds a few new units. The idea came about because I wondered what a few Red Alert units would look like and perform inside the Tiberium wars engine. I consider this mod a 'museum', wherein I add a few historical pieces that I like into the C&C3; engine! The Mod will be updated by adding a few units at a time (typically around 10 items). The mod is a mixture of mostly EA & public models, as well as a few original models done by me. Check the forums & articles for detailed information and for in-depth discussion.

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Bugs in Release VIII (Games : C&C3: Tiberium Wars : Mods : C&C: Red Alert History : Forum : Bug reports : Bugs in Release VIII) Locked
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May 4 2020 Anchor

Thanks for Release VIII! Had a fun time testing out all the new stuff.

I did find a bug or two while fooling around with it.

1. AI seems to be hit and miss. My Allied AI ally (that's a mouthful lol) did very little to defend himself, while the enemy Allied AI only sent a few infantry waves before stopping altogether. The Scrin AI, however, behaved as normal. AI didn't seem to be an issue in Release VII, though, as they still did send attack waves occasionally. At least here they still make use of some support powers. Have yet to test the Soviet AI.

2. The Harbinger seemed to have the shooting effects permanently attached to the barrels of its cannons.

3. I played as the Soviets in this playthrough, so I found it odd that most support powers don't cost anything. Seems rather OP, but I'll probably need to play again to see if it (no cost support powers) applies to the Allies, too.

That's all for the time being. Thanks again for this awesome release!

May 4 2020 Anchor

Thanks very much for your post!

1. AI seems to be hit and miss. My Allied AI ally (that's a mouthful lol) did very little to defend himself, while the enemy Allied AI only sent a few infantry waves before stopping altogether. The Scrin AI, however, behaved as normal. AI didn't seem to be an issue in Release VII, though, as they still did send attack waves occasionally. At least here they still make use of some support powers. Have yet to test the Soviet AI.

The AI is hit and miss. All I can really do is make it either more a less aggressive. I made it less aggressive than in Release 7, so this is probably what you are noticing (I felt that they were way too aggressive in Release 7, maybe I went too far).

2. The Harbinger seemed to have the shooting effects permanently attached to the barrels of its cannons.

I have never seen this issue. It would be nice to see a screen grab of this. I will look out to see if it happens for me though.

3. I played as the Soviets in this playthrough, so I found it odd that most support powers don't cost anything. Seems rather OP, but I'll probably need to play again to see if it (no cost support powers) applies to the Allies, too.

In Release 7 almost no support powers cost anything! there is actually more powers that have a price and start ready now. Neither the TW way (All powers a re available as soon as structure is placed for a price), or the Release 7 way (all attack powers are free, but you must wait for the first use), is a totally balance way of doing things. I think that waiting and paying, would annoy many people. We'll see how it will be in the future.

Thanks for your feedback, keep it up!

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