The Xenoforce Reborn mod takes the classic Xenoforce mod from CNC Generals and re-invisions it on the CNC3 engine with new units and new designs. The new armies that are currently scheduled to be in the mod are the Earth Federation, ZEON, the Invid, and the Earth Robotech Defense Force. We also have heavily modified the original CNC3 armies, giving the GDI, NOD, and Scrin a much more dynamic gameplay experience. This mod is NOT FOR PROFIT and NON-commercial based.

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A bug issue I'd like feedback on. (Games : C&C3: Tiberium Wars : Mods : Xenoforce Reborn : Forum : Xenoforce General Descussion : A bug issue I'd like feedback on.) Locked
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Jan 11 2012 Anchor

This is directly copied from the Blog. Please read it and give feedback. Thanks.

As a lot of you know these things don't work the way we want sometimes. I planned on talking about the new GDI Ion Cannon designs that I came up with (they are great, just go with that). That will have to wait until next sunday.

Recently I did a post explaining my process of how I was adding the Scrin Echo power into the game. Here is the good news.

1. I have developed a way to have a spell power to become modified based on the upgrade chosen. This means for example I could have a "megaton bomb" drop power that drops Vapor bombs if upgrade A is chosen or fire bombs if upgrade B is chosen. Cool right? I can think of a lot of ways that this could be useful (Thinking Invid here really, but possibly also NOD).

2. I got the echo power to work, when you echo all Scrin units phase out then all scrin infantry echo in additional basic versions of themselves.

Now for the bad news.

Apparently if you have more than 20 Scrin infantry units on the field and you echo it causes the game to crash. It appears to be linked to the engines inability to handle a sudden influx of over 60 units at once, but I can't be 100% sure thats whats causing the problem. The engine only crashes though when there are a lot of units that are suddenly echoing in. At about 8 to 12 units and an echo there are no problems.

So that leaves us with what to do. I really like the echo idea and want to make something out of it. I'm just not sure what at this point. The idea of a player ONLY having a hand full of units when they echo is absurd, we all know that armies get up into the 50's and 100's of units in some of these games.

If anyone has an idea of how else to do this let me know. Your idea doesn't have to explain HOW the code works, just a "when this happens how about this?" type of explanation will work. Otherwise my next step is that the echo phases everyone out then summons in some free units at the point of the echo. Not nearly as cool as I wanted, but it may be what I have to do.

So the issue is taken care of sort of. Now when you do the Phase Out power all structures of the selected type spawn additional units AFTER the phase out for you to use. So not only do you protect your base and forces you gain reinforcements at the same time at your base.
Now before it was a power that a player could use during an attack, they phase their force just before hitting the base so that the echoed forces are actually fighting the enemy and when the phase wares off your main forces is still fine but your enemy is already weakened. This isn't going to work now because the forces that are echoed in will come in at your base. In retrospect this is probably a lot less cheese this way than the original way.
Still the design has another feature that we need to address. Before the idea was that the echoed units were just weaker versions of the original unit with no upgrades. NOW that would be much less useful. So what I'm thinking is these units that are echoed in are stronger versions with full upgrades. But what units come in for what type and what weapons do they get? Also when you echo now you have the option of summoning in a squad at the point of the echo, further reinforcing your lines!
We need 1 super-elite squad for the Infantry Echo to have come in at the base portals and 1 super-elite squad for the Point of Echo. I am thinking different squads here, one based around offense and one around defense.
We need 1 super-elite vehicle for the Vehicle Echo to come in at the base portals and 1 super-elite vehicle for the Point of Echo. Again thinking different vehicles here.
Finally we need 1 super-elite aircraft for the Aircraft Echo to come in at the warp becons and 1 super-elite vehicle for the Point of Echo.
Any suggestions welcomed.

Jan 14 2012 Anchor

I'm glad to hear that you found a work-around. Still, a part of me wants to see if there is a solution to the original version, if only because it better fits the name of "Echo." If the problem is too many units spawning at once, one possibility would be to have them spawn in stages (e.g., the game spawns 10 Echo infantry, waits 0.05 seconds, then spawns 10 more, until all your units have been duplicated), although I have no idea how easy or hard this would be to implement.

As for "super infantry," one possibility that comes "pre-designed" for you is the Ravager from Kane's Wrath: both fast and powerful, these would make an excellent attack infantry; also, there was apparently an unused Reaper-17 version that looks even more menacing (see: Cnc.wikia.com).

For defensive "super-infantry," you could, for example, use a modified version of the Shock Troopers; instead of Blink Packs, however, they have a squad-wide force field that can absorb a great deal of damage, or something along those lines.

Edited by: Quadhelix

Jan 14 2012 Anchor

I'm going to keep working on this, I found that using my current design of them spawning from the portals (just testing infantry at the moment) I can't spawn infantry squads this way, only single infantry units or vehicles. That limits me to the Gunwalker (which I made an infantry unit a long time ago).
The design on the Defensive Gunwalker that I've come up with is one that has a 50% increase in health, a 50% decrease in attack power, a 35% increase in attack speed, and a 75% decrease in attack power vrs structures. This makes these units able to deal small amounts of damage out very quickly with the realization that they will not be able to do much damage against a structure. I'm still not sure what I want the offensive deployment to be.

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