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Forum Members: 18,642
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DeeZire, Redemption
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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
11-27-2003, 10:39 AM
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#11 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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Prerequisite overrides:
Players gain access to Yuri Clone by garrisoning a Kremlin Palace.
Players gain access to SEAL by garrisoning a Pentagon building.
Players gain access to Chrono Legionnaire by garrisoning a Smithsonian Institute.
I'm pretty sure that these were only meant for the Red Alert 2 single player. Perhaps the associated buildings are not in any of the official multiplayer maps (not sure). However custom maps...
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11-27-2003, 10:48 AM
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#12 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 241
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the main reason i didnt see alot of these that you speak of is i was using the 1.000 rules and not the 1.001 rules that is now changed and those are good ideas martyr
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11-29-2003, 10:08 AM
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#13 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Canada
Posts: 334
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In Yuri's Revenge, you can steal an Allies Construction Yard with a Yuri Prime by mind controlling it, then undeploying it.
I believe that some ai triggers are unused, because they are not set to be used by a difficulty (in other words, they have 0,0,0 at the end, meaning not used in easy, medium or brutal).
There's also the typos in the rules.ini that DeeZire mentions in his Editing Guide and Tutorials: Maxdebris= vs. MaxDebris= and DebrisAnim= vs. DebrisAnims=.
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11-29-2003, 10:55 AM
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#14 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 241
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cant you steal any building with yuri prime?
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11-29-2003, 11:40 AM
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#15 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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I wouldn't have said that Yuri mc'ing a conyard is a bug.
I didn't think you could undeploy it when mc'd. (or deploy an mcv)
Nevertheless, it is possible to mc an mcv and then give it to neutal resulting in IE. Same might apply for conyards, dunno.
//ziggy
Yuri Prime can steal any building except for superweapons, ore processor, industrial plant, cloning vats, tech buildings, civilian buildings, slave miner.
[EDIT: Much later, I realised that in YR 1.001, you cannot undeploy a mind-controlled construction yard or deploy a mind-controlled mcv. This heeds Xgamer's suggestion and is not our concern.
It would help if we were all running the latest version before looking for bugs.
I also tested later, that neutral conyards do not cause an internal error, only neutral MCVs. :EDIT]
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11-29-2003, 11:53 AM
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#16 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 241
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ah ok thanks for the clarification martyr once again
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11-30-2003, 12:24 AM
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#17 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Here's some stuff from the CannisRules site, not a lot of details but they will give you an idea of where to look to fix these things. There's more but I'd have to comb through all the unit descriptions too...
http://www.cannis.net/cannisrules/history.shtml
Quote:
Tech Outpost now leaves rubble when destroyed, in all map theaters, as a tech building should (before, it only did so on snow maps).
Fixed firing origins of the Rhino, Grizzly, and Lasher tanks, and fixed the Sentry Gun so that it appears to fire from both barrels.
Soviet AI no longer builds an Industrial Plant in Meatgrinder
Art code bugfixes: Fixed weapon firing origin of Flak Cannon. Tech Power Plant flag now animates without having to be captured first. Tech Airport no longer shows a riot of "hidden object" indicators when units move behind it. Reduced instances of draw order problems with Yuri's Grinder.
Rules code bugfixes: Fixed unlimited range of Destroyer's Osprey. Osprey and Aircraft Carrier's Hornets no longer score as kills. Yuri Genetic Mutator building hit points reduced to match IC and CS buildings.
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http://www.cannis.net/cannisrules/development.shtml
Quote:
Fixed Spy being able to get an attack cursor (for the disguise "weapon") on Terror Drones and just-beginning-to-launch rockets.
Area radiation (like from Desolators and Rad Artillery) no longer affects spawned missiles. This means no more sinking Drednoughts and Boomers by making their missiles blow up on their decks.
Began prerequisite cleanup for some units that have always been inconsistent. For example, the Chrono Legionnaire could be trained from an Allied Barracks if any Battle Lab was owned
Fixed game bug where the refund for grinding a Guardian GI was less than it should have been.
Fixed game bug where the Brute got a weapon range bonus for elevation. (This was evidenced by Brutes occasionally being able to attack units or buildings from the top of a cliff, even though they shouldn't be able to reach them).
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11-30-2003, 10:26 AM
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#18 (permalink)
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Senior Member
Join Date: Mar 2003
Location: USA
Posts: 189
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well, there is one solution, which also makes it quite a bit more fair, is make the MCV not MC-able. it seems kinda dumb that you can just own a building from long range and sell it, crippling the enemy.
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11-30-2003, 10:31 AM
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#19 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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Hmm.. well for the neutral bug yeah for sure. As for the fairness of mc'ing conyards/mcvs, that's really a matter of opinion. Some people would argue that the floating disc power drain ability isn't fair but you wouldn't say that it was included by ww accidentally.
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11-30-2003, 10:41 AM
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#20 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Quote:
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Originally Posted by martyr
Same problem for the virus warhead (might use HollowPoint too, can't remember)
For those who havn't got it, the Sniper/Virus can be ordered to attack and, more importantly, will retaliate against; vehicles, with little or no effect.
Easily corrected by turning all the 1% values in the associated warhead(s) to 0%.
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ARGH! NO, NO, NO!
*strangles martyr*
*hits him repeatedly*
The problem is NOT the 1% – that was intended:
Quote:
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Originally Posted by rules(md).ini
; NOTE: (Double Note, a float math bug caused 2% to be used when 1% broke down. Fixing the bug is why I made 2%)
; A 0% means no force fire, no retaliate, no passive aquire
; A 1% means no retaliate, no passive aquire
; A 2% means no passive aquire
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The problem is, that the warhead gives "normal" values for None, Flak, Plate and Special_2 – but Special_2 are rockets! It should be Special_1, which are Tesla Troopers and Terror Drones...
This bug is featured in all child-warheads of HollowPoint
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