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Everything posted by r34ch
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Yea that mission works perfectly. Now could you fix the allies building flamethrowers in soviet mission 9 Another bug - If selecting an enemy unit or structure and mousing over the minimap, you get the mini (no) movement cursor.
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Does it appear in the expansions area or do I have to load the save from the single-player. And if I load the save (from the bugged version), will it load properly? Also short mode would be sick :3 Sexy progress. Edit: Also if another background is needed
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Not really a bug I guess, but in CS Fall of Greece 2 - Evacuation the mission can be won by simply steamrolling the AI, rather than evacuating the civilians to the technology center. Also, the technology center doesn't have the attack cursor over it. This was on a first play of the mission.
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Ah cool, thanks
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...link?
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Nope. Blows up in the FMV.
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Ok so did Soviet 13b. It works fine. If you capture the chronosphere, audibly you hear objective met then mission accomplished pops up. If you don't kill the domes and go near it it self destructs as it should. And im sure the allies attack it when unshrouded but didn't test, but that just takes a simple spy plane to test. I have the saves but im too lazy to go back and delete my uploaded pictures :/
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No, please do patch that. Indeed silly, I just wrote that off to the game being old on my processor. I'll look into the Queen Ant mission again over the weekend hopefully, and maybe try 13b of the allies mission.
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I just assumed its the same 'tech centre' bug that affects tanyas C4. Even though its a friendly(?) structure, you can still target it. Could be a map bug though.
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C&C - Free to Play - A Letter from JVC About Press Coverage
r34ch replied to Sonic's topic in Command & Conquer News
Well regardless of the micro-transaction stuff, it sounds like they are finally starting to listen to the community, which is good. I realise this should be common sense for developers, but I've only started seeing major games listening to their consumers in the last couple years. I hope major games companies continue to lock the lawyers out of the development meetings. -
No worries. Ant missions; Mission 2, Ants get stuck at this spot (after barrels are destroyed?) Units stuck on bridges when destroyed Cursor bug applies to other units (prob fixed) And my favourite, mission 4. Invisible queen.
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Some more bugs; Allies mission 1, CS, sarin gas crackdown. I had this weird bug. No idea how to reproduce and no save file :/ I started production of a rifle soldier by accident. I don't know if I had no money at the time but all infantry buttons had 'on hold'. I could resume and pause, but once finished, only one rifle soldier popped out. After that infantry built normally Hmmm, I need more attachment space Who do I ask?
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When alt tabbing the game, a new music track loads each time. As for your mission. It is still bugged. If you capture the chronosphere, nothing happens. You just gain the chronosphere, its power drain but no chronoshift ability. If you paradrop infantry by it without destroying all the radar domes, you get text saying 'chronosphere self destruct' but it doesn't get destroyed. However the AI will start to attack it as it has been uncovered and once destroyed will trigger mission failure. On the original 'bugged' mission though, the chronosphere self destructs when infantry paradrop near it.
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Generals Artwork from the CandC.com Landing Page
r34ch replied to Sonic's topic in C&C 2013 [Cancelled Game]
It's funny how you can read that sentence, depending on the frame of mind you have toward the game; "I like the attention to detail, with small easter eggs which hark back to previous games in the series, and how they acknowledge the hardcore C&C fans - as they are the only ones who would notice such details" or "omg how lazy, they just copy and pasted the logo. They just want our monies without spending their own on artists." -
Absolutely agree. If done right. Which means; -No Pay 2 Win -No shoving micro transactions in your face World of Tanks got it perfect. You can literally play all aspects of the game for free, if you have the time. If you throw money at it, that's up to you. It saves you time. And if you tire of it, don't give any more money. Never had that option with the dozens of 'AAA' games I tired of quickly. Those games were not worth the value for money. F2P lets me decide what value I place on the product.
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Ok, I'll rephrase that as a feature request. I'm working up the will power to replay those missions again. I'll report back in the next day or two.
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Another bug. In the main menu, escaping or returning to the first main menu restarts the background music. That means going between skirmish, campaign etc constantly restarts it. IMHO selling the tech center but keeping the tech is a bug. Also small map issue. One of the more glaring misplaced tiles, last mission for soviets.
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I seem to remember a soft 'pffft' sound from some C&C game. Maybe RA2. Mission 13 for soviets (penultimate mission) is definitely bugged. The briefing says to capture the chronosphere once the radars are destroyed. Once you capture the Chronosphere you hear 'objective met', then 'mission failed' in audio and text. What follows in my case was the 'do you wish to replay the mission dialogue'. Yes, restarts, no boots back to main screen. However if you destroy all allied units on the map and do not capture the chronosphere, you get 'mission complete' and the FMV of the chronosphere exploding, followed by an angry stalin. Savegame attached. Also another map bug, seems a mobile gap generator is off map. I have the GPS launched and it re-shrouds using spy planes. Finally yet another feature request (that maybe Arda has implemented, I do remember asking about this before) - Better power meter logic Its odd that it reaches the top of the screen at set values of power output and usage. Once both hit the top, its a complete guess how much power is being used in relation to how much you have. You can see in the save game.
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When playing custom missions (flame dancers) and then loading a normal campaign save, it will contain some modded units (flame throwers will be called flame dancers for example)
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Got it. Sweet.
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Awesome You lost me here again, but my question is answered above. Thankyou.
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Yea. You can order a full health vehicle onto the repair pad and it will just sit there. You cannot sell it, you get the crossed out $ icon. If you move a damaged vehicle onto the repair pad. You can either sell it while it repairs or wait for it to be fully repaired. You can move your mouse away, click elsewhere, select other units, chose the repair tool etc and when you select the sell tool again, it will still show the green $ over the tank on the depot. So seems the vehicle sell logic works so long as the vehicle was not at full health when moving onto the pad. I'm still a little confused. I know you have a bunch of features and fixes that desync the current legacy 3.03 patch, that's why you (will) have them as ini options. Its the fixes that currently desync 3.03 online I'm talking about (like LST movement exploit etc). If you patched those exploits / fixes directly into the exe for on-line play however (thus desyncing the legacy 3.03) would you like CnCNet to use that 'new' patch as the 'de-facto' patch required for online play? I don't know the situation between the developers of CnCNet and this new patch. I guess I just expect the current desyncing fixes to be applied for on-line use at some point and force everyone to upgrade away from legacy 3.03.
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I agree, once Iran completes his first standalone release maybe lock this thread and give a redirect to the new thread. Some details on the project as well as to the direction of the patch since i'm still a little confused myself about the entire situation. From what I gathered; currently bug fixes and features which won't desync with 3.03 - and once CnCNet v5 is online, all the Arda / AI skirmish ini features properly implemented into the one patch? Anyways I just saw this list as well. I don't know what Iran / AlexB has addressed, so one place to keep everything up to date would be good. Iran and AlexB should be upgraded to 'command and patch' users also
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Red Alert 1 campaign "Flame Dancers : Genesis set 1" 19 missions
r34ch replied to FunkyFr3sh's topic in Red Alert / Counterstrike / Aftermath Maps & Modding
I remember the name 'flame dancers' from somewhere. I will give it a whirl while i'm on my RA spree. Any info before I jump into it? I have an image in my head of experimental TibDawn Flame tanks -
True. I guess I can understand soviet APCs / chinooks as they're transports, I think there are a couple soviet missions that have them. I just hate how it seems a daft WW oversight to include allied flamethrowers in one mission without any clear purpose. Don't worry about features and minor bugs etc, just posting them for reference as I play through. Another odd (intentional?) bug is soviet mission 11, overseer. If you capture the allied repair depot you cannot repair the heavy tanks. You can however repair the migs and yaks.
