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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. |
11-30-2003, 10:42 AM
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#21 (permalink)
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Senior Member
Join Date: Mar 2003
Location: USA
Posts: 189
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well, at least if your being disced you can make some AA infantry or vehicles to stop it, a yuri can just MC it and leave, WITh it, and your screwed if you dont have $3000, a war factory, and a repair depot.
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11-30-2003, 10:58 AM
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#22 (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 rules(md).ini
; anti-infantry rifle bullet (single shot -- very effective verses infantry)
[HollowPoint]
Verses=200%,100%,100%,1%,1%,1%,1%,1%,1%,1%,100% ; see note in comments above about 1%
InfDeath=1
AnimList=PIFF
ProneDamage=100%
Bullets=yes
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Check it yourself if you don't believe me...
[edit]WTF? I could've sworn there was another message above me?!?[/edit]
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11-30-2003, 11:48 AM
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#23 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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Fair play, I hadn't noticed that because I rarely have snipers in range of rockets being fired. However, special_1 is not used by Tesla Troopers (they use plate) and I doubt very much that Terror Drones are supposed to be killed by Snipers on a single shot.
The special_2 100% should be set to 0%. My assertion of the 1% values is perhaps subject to opinion (you could, afterall, destroy a 1 hit point tank with 1 shot).
Regarding the mc of mcvs devin, I can see your point but disagree that its a mistake or bug. It is just a feature of Yuri Prime that can be dealt with by having sufficient base defenses and units. And you should always build a repair depot. If the enemy could afford to train Yuri then you should be able to afford a piffling 3000, or at least the means to defend against him.
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11-30-2003, 08:01 PM
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#24 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Quote:
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Originally Posted by Renegade
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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While this is what's intended, one element simply doesn't work, which screws up the effectiveness of any unit using a Hollowpoint-type warhead. "1% means no retaliate, no passive aquire" is not what the game does, because either 1% allows retaliation, or 1% now becomes 2% once things in the game get rolling.... either way, a unit with 1% on the warhead will ALWAYS retaliate. A sniper being shot at by a tank will fire back at the tank, and ignore 500 juicy infantry who might be standing around that tank. Changing the warhead to 0% versus vehicle armor is the only practical solution.
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12-01-2003, 07:10 AM
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#25 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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So there is a good reason for changing it to 0%!
Yay. I'm brilliant. (you too Cannis 
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12-01-2003, 08:41 AM
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#26 (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 CannisRabidus
Quote:
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Originally Posted by Renegade
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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While this is what's intended, one element simply doesn't work, which screws up the effectiveness of any unit using a Hollowpoint-type warhead. "1% means no retaliate, no passive aquire" is not what the game does, because either 1% allows retaliation, or 1% now becomes 2% once things in the game get rolling.... either way, a unit with 1% on the warhead will ALWAYS retaliate. A sniper being shot at by a tank will fire back at the tank, and ignore 500 juicy infantry who might be standing around that tank. Changing the warhead to 0% versus vehicle armor is the only practical solution.
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It's not my fault Westwood can't code...
@martyr: The verses-explanation said Special_1 is used by SHK, I didn't double-check it...
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12-01-2003, 05:48 PM
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#27 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 157
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BOY do I have a list!
we will start with just a few
Graphics and tile Mistakes
Tunnels all
Some of the waterfalls are not complete.
Bugs
1 WeaponXTurretLocked= true "dose not keep the turret locked if unit reverses direction"
2 spotlight controls internal error
3 Amphibious APC not working
4 Train bridge changed to wood bridge
5 Laser fence disabled in YR
6 Lunar Animating tiles bug “last animation gets the bug so always give it a tile with an Animating tiles that you are not going to use same as snow in TS with tunnels”
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12-02-2003, 04:03 AM
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#28 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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The Flak Track's range is reduced from 10 to 8 when it becomes elite.
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12-02-2003, 07:19 AM
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#29 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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DJBREIT,
The majority of the bugs you listed are not bugs with Red Alert 2/Yuri's Revenge per se.
For example, 'spotlight controls internal error' is not a problem because there are no instances of spotlight controls being used in RA2/YR.
However, you do have some good points with regard to modders use of the engine. One should certainly be considering here such problems as well although the extent to which one does this is difficult to determine (for example, 'the engine does not allow me to alter the terrain dynamically during a game' would unlikely be considered a bug.
Well spotted ImmoMan.
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12-02-2003, 01:29 PM
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#30 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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[CRMindControl] ;The Yuri Clone IFV weapon (it's not actually mind control - its the mind blast)
ROF=10
;FireOnce=yes
[CRSuperMindBlast] ;The Yuri Prime IFV weapon
ROF=50
FireOnce=yes
Now, see what happens if you order these guys to attack the ground.
I believe the Yuri Clone weapon should have the same rate of fire as Yuri Prime and that it should also have FireOnce=yes.
Do you agree or suggest otherwise?
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