Gben 20 Posted October 30, 2007 2 things I've noticed since playing 1.09... The AI doesn't seem to grasp the changes, he's much easier for me to win under patch 1.09. I'm finding the mineral fields are emptying out too soon or too quickly. And I'm wondering whether some adjustment should be made to the actual value of the crystal being mined or to it's regrowth value to keep up with end-game demands? Share this post Link to post
Luk3us 63 Posted October 30, 2007 AI huh... :lol: Tib fields don't seem to bad to me tbh. Share this post Link to post
AfronovA 0 Posted October 30, 2007 yeh I feel that the tib fields are going too quickly! bring on patch 2.0! :lol: Share this post Link to post
JahSpoR 0 Posted October 30, 2007 yeh I feel that the tib fields are going too quickly! bring on patch 2.0! :lol: next one prolly be 1.9.1 lol Share this post Link to post
Overcow 0 Posted October 30, 2007 No, when 2.0 porbobly will be KW the next one's gonna be 1.9.0.0.0.1 so they don't run out of numbers! Share this post Link to post
JahSpoR 0 Posted October 30, 2007 who says you can't make it 1.9.1.1 and then 1.9.1.1.1 ? Usually how it's done if I ain't wrong ^^ Share this post Link to post
Viper79 0 Posted November 13, 2007 2 things I've noticed since playing 1.09... The AI doesn't seem to grasp the changes, he's much easier for me to win under patch 1.09. I'm finding the mineral fields are emptying out too soon or too quickly. And I'm wondering whether some adjustment should be made to the actual value of the crystal being mined or to it's regrowth value to keep up with end-game demands? Now that I think about it , I noticed that 3 refineries will empty out a field in minutes.. I don't like the new patch. I was happy with patch 4.0 Share this post Link to post
JahSpoR 0 Posted November 13, 2007 yeh.. Like it's so easy to harvest tiberium that you could empty the world in a month and end the war lul Share this post Link to post
Inferno 22 Posted November 13, 2007 You know you could also just make it 1.10 or something... Share this post Link to post
Gben 20 Posted December 11, 2007 2 things I've noticed since playing 1.09... The AI doesn't seem to grasp the changes, he's much easier for me to win under patch 1.09. I'm finding the mineral fields are emptying out too soon or too quickly. And I'm wondering whether some adjustment should be made to the actual value of the crystal being mined or to it's regrowth value to keep up with end-game demands? I'm convinced that the mineral fields are emptying out too quickly. I do like the current economy level, I just think the fields are not balanced properly. I was originally thinking that we should increase the mineral value, but now I am thinking we should probably just look at adjusting the regrowth rate, so that it grows back enough to keep up with demand. (I forget, does the mineral stay in a certain radius or could it expand past it's original starting radius?) ((I made a half-hearted attempt to look at making a personal mod... but quickly got lost... can someone point me at the noob level tutorials??? Or if someone wants to earn my gratitude and make, what is sure to be a simple text change - I would be grateful.)) Share this post Link to post
Alphabear 11 Posted December 11, 2007 Umm wouldn't the next patch be 1.1? Share this post Link to post
sith_wampa 6 Posted December 11, 2007 Quiet, Jah$poR. The regrowth rate/economy level is exactly where it should be. It requires alot more micromanaging and alot more thinking, like an RTS should be. Share this post Link to post
Inferno 22 Posted December 11, 2007 Nah, I liked it better back when it was first released, when you could just pump out unnumerous amounts of scorpions (while upgrading them).... Share this post Link to post
sith_wampa 6 Posted December 11, 2007 Nah, I liked it better back when it was first released, when you could just pump out unnumerous amounts of scorpions (while upgrading them).... Infidel... Tank spamming is most certainly not the best option! Your spam must consist of a mixture of all of the Brotherhood's units. Share this post Link to post
Gben 20 Posted December 12, 2007 Quiet, Jah$poR. The regrowth rate/economy level is exactly where it should be. It requires alot more micromanaging and alot more thinking, like an RTS should be. No problems in MP, in fact I totally agree it's 'da bomb', but it's really screwed the SP missions when the AI has unlimited reinforcements... so it's a little uneven... okay a lot uneven! I was looking for adjustments for personal use (for the SP only!) Share this post Link to post
sith_wampa 6 Posted December 12, 2007 Quiet, Jah$poR. The regrowth rate/economy level is exactly where it should be. It requires alot more micromanaging and alot more thinking, like an RTS should be. No problems in MP, in fact I totally agree it's 'da bomb', but it's really screwed the SP missions when the AI has unlimited reinforcements... so it's a little uneven... okay a lot uneven! I was looking for adjustments for personal use (for the SP only!) Yeah, I know what you mean. The SP needs a little tweaking now. Share this post Link to post
JahSpoR 0 Posted December 12, 2007 the patch just make tiberium look like it's "easy" to get rid off.. and that defenatly not the case when the whole world is being transformed into it.. wit this new patch GDI could make the earth tib free if they relly wanted to "hey harvester go treasure hunting!" "allright back to the harmless green stuff" I would make a mod where the tiberium grows over the "lines" and grows fast... so much it gives problems if you don't keep it low. Couse that's the actual situation right? Share this post Link to post
sith_wampa 6 Posted December 12, 2007 the patch just make tiberium look like it's "easy" to get rid off..and that defenatly not the case when the whole world is being transformed into it.. wit this new patch GDI could make the earth tib free if they relly wanted to "hey harvester go treasure hunting!" "allright back to the harmless green stuff" I would make a mod where the tiberium grows over the "lines" and grows fast... so much it gives problems if you don't keep it low. Couse that's the actual situation right? It's not like that. Tiberium isn't growing that fast. The problem is even if you harvest it, it will still grow back. Share this post Link to post
Gben 20 Posted December 13, 2007 It's not like that. Tiberium isn't growing that fast. The problem is even if you harvest it, it will still grow back. That's an interesting side-point. In the game the vein produces tiberium in a certain radius but doesn't expand past it. when a deposit from a fallen unit in the battlefield is left - it can grow and expand but never regrow once mined? Is that correct? I've never paid attention to that minor detail... In the original game tiberium came from the trees right? So my interesting side point is to ask - can you remove the trees in the C&C universe and stop the spread? or is this a more underground beasty that rears it's head every now and again? I also wondering why they never explored underground mining. My memory was the cost effectiveness of the mineral being deposited simply on the surface made underground mining redundant. But if the mineral was predominately spread underground - surely that would provide some higher quality mineral or some interesting fiction opportunities. At the very least it could be used to explain why Nod no longer uses underground technology - because of the deep saturation of tiberium and weird tiberium lifeforms that moved there when GDI got on top of the spread above ground... Share this post Link to post
sith_wampa 6 Posted December 13, 2007 It's not like that. Tiberium isn't growing that fast. The problem is even if you harvest it, it will still grow back. That's an interesting side-point. In the game the vein produces tiberium in a certain radius but doesn't expand past it. when a deposit from a fallen unit in the battlefield is left - it can grow and expand but never regrow once mined? Is that correct? I've never paid attention to that minor detail... Yeah, I think it should spread as far as we let it, as long as there is a source. Stray patches don't have any foundation to live off of. I think the Tiberium should still engulf trees, that way the Tiberium will grow faster. Its only.. natural? In the original game tiberium came from the trees right? So my interesting side point is to ask - can you remove the trees in the C&C universe and stop the spread? or is this a more underground beasty that rears it's head every now and again? The trees were more of a host to the Tiberium. Tiberium would pretty much breed in the trees and expand. How it really grows is when it makes massive root systems and sprout up everywhere. But I guess Tiberium is just the crystal part and not the organic part now. So do the crystals just stick out of the roots? I also wondering why they never explored underground mining. My memory was the cost effectiveness of the mineral being deposited simply on the surface made underground mining redundant. But if the mineral was predominately spread underground - surely that would provide some higher quality mineral or some interesting fiction opportunities. Once Tiberium came, mining ore was useless because Tiberium gathers up all of the minerals out of the ground for you. All you have to do is collect it. And harvesting Tiberium helps clean up a bit, if you're GDI. At the very least it could be used to explain why Nod no longer uses underground technology - because of the deep saturation of tiberium and weird tiberium lifeforms that moved there when GDI got on top of the spread above ground... What? Nod is all about the underground. The War Factory and Airfield both spawn units from underground. And I doubt there are Tiberium sand-worms eating Nod soldiers stationed in underground bases. Share this post Link to post
Gben 20 Posted December 13, 2007 At the very least it could be used to explain why Nod no longer uses underground technology - because of the deep saturation of tiberium and weird tiberium lifeforms that moved there when GDI got on top of the spread above ground... What? Nod is all about the underground. The War Factory and Airfield both spawn units from underground. And I doubt there are Tiberium sand-worms eating Nod soldiers stationed in underground bases. Oh yeah - I forgot about the war factory being underground. I think the airfield can be reasonably said to be built from the tower not underground though. I recall an intel entry about no longer flying units in, but I don't remember the logic of the underground WF. Have to look into that. (And of course I was refering to TibSun underground units). Share this post Link to post
Inferno 22 Posted December 13, 2007 Like the Devil's Tongue That would pwn in TW. Share this post Link to post