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| 1.4 beta | |
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| Topic Started: Jul 17 2008, 03:01 PM (135 Views) | |
| [=T=] HawK | Jul 17 2008, 03:01 PM Post #1 |
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I'm having several crashes happen with the new beta where the game crashes to desktop. It could just be my PC having a problem but thought I would mention it. Also I noticed that there are 7 mammoths and 7 Juggernauts now instead of 6. I do like the Scrin now when they have all the air units up. They are still amazingly powerful when they get airbourne but GDI has the EMP as a defense now which helps. Nod need to concentrate venoms and stealth tanks and buggies in one spot but they will probably still get annihilated. Serves them right for being invisible most of the time ![]() The stealth tanks are still too strong in my opinion. They do too much damage to vehicles and have too much armour. They should be a support vehicle that moves forward to clear bunkers or destroy buildings after enemy tanks are eliminated, not a frontline unit that can do it all. The hover ability of the Scrin tanks caused some problems on maps with water. The units got stuck at bridges, and were very difficult to group at a location. (Tested on map "OcTalon") The emissary being cloaked seemed to work well. It surprised the hell out of me when one just appeared near my outpost! However, I guess this ability could be abused by using emissaries to sneak into bases and then have defensive structures pre-built ready to deploy as soon as the emissary is unpacked. Maybe this is more reason to have the cloak ability only available after it's researched. Any chance we can see laser turret / railgun upgrades and rig upgrades in 1.4? |
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| [=T=] Desecrator | Jul 18 2008, 12:59 AM Post #2 |
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Try playing the same map again but don't put an AI GDI in. At the moment it looks like there is a problem with GDI AI and the mod.
It is set to 6 but if there is lag or if you click fast enough you can get an extra 1 or 2.
I have not been 100% happy with the hover tanks, i think i will remove them.
Don't worry i will be putting the upgrade in.
I did have a look at it but i can't seem to find the models to change the cannon. But the guardian cannons do get the upgrade they just don't change. |
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| [=T=] HawK | Jul 18 2008, 01:22 PM Post #3 |
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Yeah no crashing so far when I don't have GDI in the game. How hard is it to fix this? Do you need to go through a process of elimination and just change things back one at a time to find out what the problem is? Just when I was getting back into GDI!
Are you looking at changing the cannon itself or just the laser fx? Kane's Wrath has a different model for upgraded cannons but I didn't think regular CNC3 did. |
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| [=T=] Desecrator | Jul 21 2008, 05:29 AM Post #4 |
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Yip, it will take some time. Will do it at some point.
You can still play as GDI, it's just the AI that must not play as GDI.
The FX should not be too big of a problem. I can maybe use one of the Mammoth turrets for the model But i am not quite sure how to yet. |
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| [=T=] HawK | Jul 21 2008, 09:50 AM Post #5 |
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Do you even need a new model? Why not just change the color / appearance of the laser FX? NoD would require a model change too is you change GDI and I don't know what model you could use for them. |
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| [=T=] Desecrator | Jul 22 2008, 05:06 AM Post #6 |
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It will be easier to do it that way. Maybe I will just change the colours and then later try to change the models. |
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| [=T=] HawK | Jul 22 2008, 06:13 PM Post #7 |
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There you go! Put a big tick by that one, next!
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| [=T=] Desecrator | Jul 30 2008, 05:20 AM Post #8 |
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OK, Golum Cannons now upgrade with Rail Guns. Laser Turrets upgrade with Laser Capacitor. Photon Cannons upgrade with Plasma Disk Launcher. This Photon upgrade is just temporary until i have made a new upgrade button for it. They will not be shooting Plasma Disks anymore it will be a beam like the Tripods. |
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| [=T=] RagingRedneck | Jul 30 2008, 11:58 AM Post #9 |
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My thoughts and what im looking for in a mod First of all this my first post on the subject and only because i havent been active in cnc3 in a while and to come back and play with Assist Mod was quite enjoyable, love all the new features, so good job Desecrator...love it. My main concern about cnc3 in general is that all the building are crap, there like made out of paper, and so the defense weapons, paper.....in CNC: Generals, you had to have some major arty to take out Command Center, War Factories, Barricks, anything that pretty much produced units, power and other smaller builds where still weak but the others where tough bastards. Defense turrets other deployables, need to be stronger and more effective....if im a tank and i role up to a base and see an anti-tank turret....it should scare me, it dont, i just come up with 2 tanks and kick turrets ass.....shouldnt be that way, in Generals, you had to use some of you specal attacks to take out turrets first and move in with army after words....basically you have to blow open an opening in the enemy paramitar to get in with army. So thats kinda what im looking for in the game, not having to have a huge armory to protect yourself |
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| [=T=] HawK | Jul 31 2008, 04:34 PM Post #10 |
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Yeah there is a big difference between Generals and CNC3 as far as gameplay goes. Buildings were tougher but the special powers did more damage. The key difference was that you had to look for the weak spot in an enemy perimeter and then you had to exploit it. You couldn't just attack with tanks either because the defenses would tear you to pieces, so it required air strikes and artillery to make a hole so that tanks could then attack power first and bring down the rest of the defenses. CNC3 on the other hand was dumbed down for some reason. EA even said when the game was released that it was a "retro" game. However retro seems to mean that gameplay has gone back in time. Ironically Generals gets berated by the CNC fanboys yet it's a better game than CNC3, it's ony problems were bad netcode that meant it would crash a lot in the middle of a MP game. I seriously hope that they make a Generals 2 as it was an RTS for grown ups. In the meantime however we have CNC3 and the only hope for it is mods. We are lucky to have Desecrator who is making the game better and better all the time but I'm not sure which direction he wants to go in as far as radically beefing up the defenses and buildings or if he has played Generals and seen how much fun an RTS can be when the balance is right. |
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| [=T=] RagingRedneck | Aug 1 2008, 01:47 AM Post #11 |
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So hawk got me excited about CnC: Generals Zero hour tonight after we played cnc3 earlier today, so i come back and install and play ONE round.....ONE round of Zero Hour of the original and im like.....this is the best RTS ever, why did i quick and play CnC3?? The over all feel and game play is so much more motivating and enjoyable in Generals Zero Hour i cant even explain it....Thats what the Assist mod should bring to CnC3.....if you never played CnC: Generals Zero Hour, your missing out. Desecrator, if you are wondering what to do with the Assist mod, you need to play CnC: Generals Zero Hour with Boss Mod with us sometime, you would be amazed, this is how CnC3 should be....i can see myself playing a lot of Zero Hour again, we use to play a shit load of it back in the day, its one of those things you look back on and are like "what the fuck" why did i stop playing this game?? I will play Zero Hour anytime when asked |
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| [=T=] Desecrator | Aug 1 2008, 06:25 AM Post #12 |
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Don't worry i am working on the building and defense HP. i am just making a separate mod to test it. i will be sending it to Hawk anywhere from Sat to Mon. So, you guys can test it and make your comments from there. Just as an extra note, I am happy to hear that everyone is enjoying the mod. |
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| [=T=] RagingRedneck | Aug 1 2008, 04:59 PM Post #13 |
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God i love cnc generals, i defended my base against like 5 tanks with one ant-tank turret, and my builds held up against a rush of a couple tanks as well |
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| [=T=] HawK | Aug 2 2008, 11:06 AM Post #14 |
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I'm going to state the obvious here, but the things that need to be looked at for defenses are; The damage they deliver The damage they can take Their rate of fire Their range (AA mainly - they should out range a devastator warship) Their cost All of those need to be drastically altered to make defenses more effective. When defenses are improved I think we will be setting the game up with harder AI which will make everything more fun! Edited by [=T=] HawK, Aug 5 2008, 09:39 AM.
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| [=T=] HawK | Aug 5 2008, 09:38 AM Post #15 |
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What I notice when playing Generals again is that you really have to have defenses and units built that can handle infantry, tanks and air units. If you only build tanks they get ripped to pieces by jets etc. I built a small tank army that had no AA units and left them sitting outside of my base...came back and they were all gone but one. Enemy jets just annihilated them. Infantry can do the same, but if your artillery units or AA units go out without tanks they aren't going to survive at all. Jets and choppers almost hit an invisible wall and explode when they go into an enemy base with one or 2 AA defenses up. I think I flew 8 jets into a base and only one came back. Playing Generals does help show where CNC3 could be. Beside the obvious defenses overhaul you would need to; remove stealth detection from so many units (especially PAC's and tanks / flame tanks) disable any tanks from being able to target air units Increase the strength and capacity of bunkers Beef up the ability of AA specific ground units to actually shoot down aircraft quickly |
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3:50 PM Nov 26