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DeeZire Online > Editing Community > Command and Conquer Editing > Red Alert 2 & Yuri's Revenge Editing » Fixing bugs in YR - The YR Unofficial 1.002 Mini-Patch

Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 11-25-2003, 08:47 PM   #1 (permalink)
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Default Fixing bugs in YR - The YR Unofficial 1.002 Mini-Patch

Hail and welcome!
This thread was started a while ago to find bugs in Yuri's Revenge and propose fixes for them that modders could make.
This developed quite substantially (there are, after all, a lot of bugs in Yuri's Revenge) and led to the YR Unofficial 1.002 Mini-Patch.
The UMP is a mod that does not add new units or allow Conscripts to hurl nuclear bananas, but simply fixes all the bugs in Yuri's Revenge that it can (and we mean certified bugs, not complaints about unit power and so on). The UMP also adds support for Cannis' Assault game mode and an enhanced AI, both of which are entirely optional.
You can play online with the UMP, provided all players are running it.

Also available as a result of this project is a UMP developers package, which you can use to add the bug fixes to your mod.

Both of these downloads are available from
http://marshall.cannis.net


That's the end of the intro.
If you want to read the posts that made this all possible, read on. And at the leading edge of this topic you can contribute your bug discoveries and suggestions.

---------------------------

I've come across a few bugs (havn't we all?) in Yuri's and I thought it would be appropriate to start a topic with my findings and any that you would care to post.
Rules mistakes can generally be fixed by modders, more serious bugs usually can't.

"As it's week one, why don't I start?"

Rules Mistakes:
1. Chrono Legionnaire loses ability to shoot through walls when elite.
2. Psychic Tower has BaseNormal=yes
3. Chrono Legionnaire requires any Battle Lab rather than Allied Battle Lab.
4. Brutes get range bonus from height (can sometimes attack units from the top of a cliff)

Major Bugs:
1. AI will use major superweapons against cloaked units they cannot see (submarines, etc.) in preference to sensible targets.
2. Any cloak detector (submarines, etc), if killed, LEAVES ITS CLOAK DETECTION BEHIND! (send a submarine to an enemy naval yard and let it get killed by enemy submarines - you will, for the rest of the game, be able to see enemy submarines that are close to their naval yard)
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Old 11-26-2003, 06:34 PM   #2 (permalink)
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Found another major bug:

If you mind control an MCV, wipe out the original owner, then relinquish control of the MCV (MCV goes to neutral)... Internal Error.
This is the first IE I have seen that wasn't caused by a mod.
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Old 11-26-2003, 08:09 PM   #3 (permalink)
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alot of those are easy to fix if you know anything about coding. alot of the bugs were fixed with the 1.001 patch do you have this?
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Old 11-26-2003, 08:16 PM   #4 (permalink)
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Yes I have the 1.001 patch and none of the bugs I have mentioned have been fixed. I am aware that the rules mistakes can be corrected - I said this in the first post and I have corrected them in my mod. The bugs cannot be corrected by modding.
This topic is for collecting a list of known bugs so that modders are aware of potential problems with their mod and/or any fixes they can hope to make themselves.
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Old 11-26-2003, 08:39 PM   #5 (permalink)
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i dunno where you saw that the Psychic tower had BaseNormal=yes but my rules dont have it
Also i dont see where the Brute gets this height bonus you speak of from.
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Old 11-26-2003, 09:13 PM   #6 (permalink)
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BaseNormal=yes is the default. What's wrong with the Psy Tower is it LACKS BaseNormal=no.

Both the Brute's weapons use the generic InvisibleLow projectile, which is SubjectToElevation=yes, which means the weapon gets a range bonus for terrain elevation.


Here's an obscure one:

In AIMD.INI there's a trigger (I'm not too inclined to find it right now, lol) for the creation of Soviet dogs to guard the base, but it's set to be an Allied rather than a Soviet trigger, so therefore this trigger is never used.
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Old 11-26-2003, 10:37 PM   #7 (permalink)
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ah ok i get it now thanks cannis. That trigger is really odd.
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Old 11-27-2003, 09:50 AM   #8 (permalink)
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Another nice one are the HollowPoint (Sniper warhead)-verses:
Verses=200%,100%,100%,1%,1%,1%,1%,1%,1%,1%,100%

So what's wrong, you ask?
; Verses = damage value verses various armor types (as percentage of full damage)...
; -vs- None, Flak, Plate //infantry
; Light, Medium, Heavy //units
; Wood, Steel, Concrete //buildings
; Special_1, Special_2 //dunno yet
; 3-17 Special_1 is the Shock Trooper's electric armor.
; 5-11 Special_1 is now the Terror Drone's "I'm a unit with infantry vulnerabilities" armor
; 5-11 Special_2 is now spawn rockets' armor to keep them from blowing each other up when shot

...think about it...
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Old 11-27-2003, 10:18 AM   #9 (permalink)
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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%.




Another prerequisite issue: RADAR
Most units that require radar to be built require a generic radar but the occasional few require a specific side's radar. Which one was intended? I reckon generic radar. That's what I've set them to in my mod (except the Harrier now requires Air Force specifically because I gave aircraft factories to the other sides).

Yet another prerequisite issue: POWER
Psychic Tower does not require a 'power' structure whereas the Prism Tower and Tesla Coil do.
Also, the Patriot, Flak and Gattling defenses do not require a power structure. Nor does the Grand Cannon.
In my mod, I have made all powered defenses require a power structure but I have also added the Tech Power Plant to the generic power structures group.
/EDIT:
Although, I've just realised, this means that after you've been heavily attacked you can't replace a power plant and a powered defense at the same time if all your power plants were destroyed. Perhaps none of the defenses should require a power structure to be built..?
:EDIT/

Previously mentioned prerequisite issue: TECH
In addition to the Chrono Legionnaire, the Aircraft Carrier and Siege Chopper do not require specific side's Battle Lab unlike all other Battle Lab-requiring stuff.
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Old 11-27-2003, 10:34 AM   #10 (permalink)
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Another warhead verses problem:
Spy gets attack cursor on Terror Drones and rockets (V3, dreadnaught, etc) (armor types special_1 and special_2)
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