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CANCELLED: Shockwave Fan Patch, CANCELLED
GeneralCamo
post 5 Jun 2014, 1:49
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Please do not get off topic in my thread.

I may patch certain General's Challenges. The only one I did so far is Leang's Challenge Map, and Granger's Challenge.
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GeneralCamo
post 7 Jun 2014, 4:49
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Looking at this growing changelog, this thing is becoming extremely large. I am probably just going to skip the 1.105 patch, and skip straight to 1.11

I have made a few changes recently that may come across as controversial. I can assure you however that these are for the better, for reasons I shall explain:

All Quads (Sniper, vQuad, Quad Tank) have had their Rate of Fire reduced by 50%. This is to fix a bug that one of the ROTR testers found a while ago. It turns out that salvage and veterancy does not change the rate of fire as much as it should due to engine problems. Basically, your starting quad will not get much better, which makes for a very powerful quad cannon. With this change, it prevents early game quads from being extremely powerful, but your fully salvaged heroic quad will perform exactly the same as it did before.

I have been looking into the MDvee and Rockvee. Right now, they dominate games as USA, and completely overshadow tanks. I have been tweaking their armour values to be more vulnerable to certain damage types, but it has also been suggested to me to reduce the capacity of the humvee. Testing will determine whether this will be needed, and to what degree. In exchange, I have made tanks more useful. Composite Armour researches faster, and the Paladin has gotten a rate of fire buff to its PDL laser. The cheaper decoy drone (done in exchange for losing the ability to run over infantry and not being able to be force-fired upon) also helps survivability a ton.


There have been other changes made as well:

The TOPOL-M now has a fast missile, and as such evades AA defences rather easily. In exchange however, its rate of fire has been decreased, and the thing is more expensive.
The Lockdown MRLS HE missiles can no longer be shot down by AA defences and tracks terrain easier.
MiG Armour now provides a 50% bonus to MiGs. While this does seem like a lot, it actually isn't considering how weak the MiGs already are.
The Tank General now starts with MiG Armour, giving him a much needed boost to his Razors.

This post has been edited by Generalcamo: 7 Jun 2014, 4:53
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DELETED MEMBER
post 21 Jun 2014, 2:20
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i have been playing shockwave a little and there is one thing i hope you fix it
GLA airpad to have the waypoint


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GeneralCamo
post 21 Jun 2014, 14:26
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Yeah, I noticed that a bit ago. I'll check it out.


Edit: It may not be possible. I am trying to do it, but it may not happen.

This post has been edited by Generalcamo: 21 Jun 2014, 14:41
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Jalan Tua Kong
post 21 Jun 2014, 19:34
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Could always just copy some of the lines from Deathstrike's airpad coding. Or I think adding this line AUTO_RALLYPOINT to it's KindOf should do the trick.


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GeneralCamo
post 22 Jun 2014, 2:39
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Tried that. It gives the airfield a rally point... but the units do not follow the rallypoint, making it completely useless.
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Chuck Kawosky
post 23 Jun 2014, 22:14
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Whats the latest patch out for SW?
Ive got 1.1 installed as seen here http://www.moddb.com/mods/cc-shockwave
Are their any more updates and or patches etc after this which work?

Sorry im new to all this!

Thanks
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GeneralCamo
post 23 Jun 2014, 22:49
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This here is a fan made patch, run and managed by me, for Shockwave.

Shockwave 1.1 is the latest version, and is the final version by the developers. I have been working on a patch which will fix bugs and balance issues that have become apparent after 3 years. Previous fixes have been small hotfixes.
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Chuck Kawosky
post 24 Jun 2014, 0:49
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I see, thank you. And thanks to people like you the game will be kept alive.
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Cracky
post 26 Jun 2014, 3:54
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Are there going to be changes to Salvage gen, i mean the Quads and katyusha.


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GeneralCamo
post 26 Jun 2014, 14:33
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Quads in general are getting large changes right now. While originally it was thought that a previously unknown bug related to rate of fire was the cause of their OPness, it turns out it is the same bug, but in a "fixed" way.

Basically, what happens is with fast firing units, if you swap Fast Rate of Fire with a High Damage, still keeping the same DPS theoretically, it will not actually keep the same DPS, and go much higher. Turns out the Shockwave Developers "fixed" the bug in 1.1, which caused the huge DPS they have right now. Currently, ROF has been cut in half for all quads (That is, Sniper, Regular, and Tank, not Python and ZSU) and the damage type has been set to GATTLING instead of SMALL_ARMS, which reduces their effectiveness against buildings greatly.

This post has been edited by Generalcamo: 26 Jun 2014, 14:33
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Cracky
post 26 Jun 2014, 16:00
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Nice to hear, i always hated people abusing them.


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GeneralCamo
post 28 Jun 2014, 3:28
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The changelog is now... 366 lines long. Obviously this thing has gotten far larger than I would like to admit.

I hope to get the patch out soon, but there are a lot of changes I am trying out that should hopefully be for the better. Here, let me get you a sample of the (WIP) changelog:

CODE
USA Laser General

* Hellfire Drone is untargettable like all the other drones

* Missile Defender

    * Damage reduced to 30 (from 45)
    * Firing delay reduced from 1000ms to 660 ms.
    * Laser Guided Missile firing delay reduced from 500ms to 330ms
    * Laser Guided Missile damage reduced from 40 to 29.7
    * Cost increased to 350 (from 325)

* Laser Crusader

    * Cost increased to 1000

* Sentry Drone

    * Now has a laser gun again (It was cut due to a lack of upgrade slots. That turns out to not actually be a problem as other upgrades were cut as well.)

* FB-22

    * Primary Damage is now 400.0 (from 250.0)
    * Primary Damage Radius is now 5.0 (from 10.0)
    * Secondary Damage is now 200.0 (from 50.0)
    * Bunker Busters now work
    * Bomb range is now 360.0 (from 320.0)
    * Bombs are now Guided

* Laser Paladin

    * Can now hold its charge for 1 second (up from a 10th of a second)
    * Costs 1400 now (Shockwave .951 levels)

* Stealth Fighter

    * Decreased Range from 250.0 to 225.0
    * Weapon type changed from JET_MISSILES to COMANCHE_VULCAN
    
* Chinook

    * Now benefits from PDL upgrade

* PDL Drone no longer attack infantry with PDLs.

    
USA Armour General

* Dozer now shares the Locomotive of the Chinese Dozer, preventing it from getting stuck.

* Wraith Tank

        * Now deals 70.0 damage (up from 65.0)

* Javelin
    
    * Missiles now deal 100 damage (up from 65.0)
    
* F-16XL
    
    * Now has 300 health (from 220)
    * Minimum attack range is 50.0 (from 100.0)
    
* Blue Arrow Defender

    * Now fires in bursts of 3
    * Reload time is 2500ms
    * Firing delay reduced to 300ms (from 1500ms)
    * Can no longer attack ground units
    * Damage against air targets reduced to 30.0 (from 40.0)
    * Laser Lock firing rate reduced to 200ms (from 500ms)
    * Laser Lock damage type changed from GATTLING to EXPLOSION
    * Laser Lock delay increased from 1000ms to 2000ms
    * Laser Lock burst increased from 10 missiles to 15 missiles
    * Laser Lock is immune to ECM
    * Now costs 300 (from 200)
    
* Stryker

    * Now heals infantry and vehicles
    * Healing Radius increased from 100 to 150

* Vulcan Tank

    * Doubled the damage against infantry (from 4 to 8)
    * Doubled splash damage against all targets (from 2 to 4)
    * Decreased the clip size (from 60 to 40)
    * Halved the firing delay (from 100 to 50)
    
* Vaporiser Vulcan Turret

    * Doubled the clip size (from 80 to 160)
    * Halved the firing delay (from 33 to 16)
    
* Guardian Defence Turret

    * Reduced reload time from 2000ms to 1600ms
    * Increased primary damage from 80 to 100
    
* Gladiator Tank

    * Now gains an ROF bonus upon gaining veterancy (because I figured out how to fix the Gazer being overridden, which is why this was removed in the first place)
    * Now has a slight recoil. (Purely Cosmetic)
    * Experience Required changed from 0|100|150|300 to 0|150|300|400
    
* Phalanx CIWS

    * Changed weapon sound
    * Price decreased to 900 (from 1000)


This is just a small part of the changelog, and is still being worked on as we speak.
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Megazord
post 1 Jul 2014, 11:49
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Nice! It makes me wanna play Shw again.

I really like changes for the Armor. I always thought he needed some buffs early-game. I'll be waiting for any new info.
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GeneralCamo
post 8 Jul 2014, 2:35
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I am happy to announce that this patch is now in Release Candidate stages.

Currently, all that is left to do really is minor balance tweaks. In the meantime, I have been improving the mod Aesthetically. This is in terms of both sound and graphics.

You may have seen my post a while ago detailing the addition of ROTR death effects. These have been fully implemented, so now that Hammer Cannon will seem a bit more powerful when put against an angry mob. Alternatively, you can now literally melt your enemy with Radiation Grenades or that RAD Tank.

In addition to graphics, I have also improved certain sounds in the game. The A-10 now uses the same sound as it does in ROTR, instead of simply ripping off the Comanche. The newly buffed Vulcan tank has a sort-of new sound to match it (those of you who remember the original Vulcan Turret in .95 will know what this sounds like). The Guardian Turret and Ramjet Ignition sounds now use remastered versions of the original from TD, instead of a straight rip from TD. These sounds both (in my opinion) sound much better than the originals. And finally, the annoying Marine death sounds have been replaced by much less annoying versions. These are still from the same source, they just sound better.

I hopefully will be posting a ZIP or RAR file of the original sounds and the new sounds soon. So keep an eye out for that.
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RebelAmbush
post 12 Jul 2014, 14:24
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QUOTE (Generalcamo @ 8 Jul 2014, 2:35) *
I am happy to announce that this patch is now in Release Candidate stages.

Currently, all that is left to do really is minor balance tweaks. In the meantime, I have been improving the mod Aesthetically. This is in terms of both sound and graphics.

You may have seen my post a while ago detailing the addition of ROTR death effects. These have been fully implemented, so now that Hammer Cannon will seem a bit more powerful when put against an angry mob. Alternatively, you can now literally melt your enemy with Radiation Grenades or that RAD Tank.

In addition to graphics, I have also improved certain sounds in the game. The A-10 now uses the same sound as it does in ROTR, instead of simply ripping off the Comanche. The newly buffed Vulcan tank has a sort-of new sound to match it (those of you who remember the original Vulcan Turret in .95 will know what this sounds like). The Guardian Turret and Ramjet Ignition sounds now use remastered versions of the original from TD, instead of a straight rip from TD. These sounds both (in my opinion) sound much better than the originals. And finally, the annoying Marine death sounds have been replaced by much less annoying versions. These are still from the same source, they just sound better.

I hopefully will be posting a ZIP or RAR file of the original sounds and the new sounds soon. So keep an eye out for that.


Question, are you going to post the patch here on this forum or on the ModDB page of Shockwave? smile.gif
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GeneralCamo
post 12 Jul 2014, 15:40
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Yes.




Both of them basically
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Megazord
post 12 Jul 2014, 21:14
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Can't wait! biggrin.gif Could you give us some insight on what to expect with other generals? Some obvious buffs and nerfs?
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GeneralCamo
post 13 Jul 2014, 3:49
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The other factions are still under heavy review, especially since it turned out I made a rather large mistake in coding.

Should be all fixed now though, I could give you guys a preview of some wanted changes:
CODE
* Bullfrog
    
    * Price increased to 300 from 100
    * Health decreased to 100.00 from 150.00
    * Vulnerability to SMALL_ARMS increased to 50% (up from 25%)


* Reaper Tank
    
    * Is now EMP Hardened
    * Damage from SUBDUAL_VEHICLE reduced from 100% to 50% (provides resistance against ECM tanks and EMP Missile Defenders)
    * Damage from SUBDUAL_UNRESISTABLE reduced from 100% to 10% (provides immunity against EMP Patriots; still vulnerable to EMP bombs)
    * Reaper Tank Range increased to 200.00 from 160.00 (Brought back to Shockwave .951 levels)

* Tornado Bomber:

    * Experience required increased from 0|100|200|400 to 0|200|400|800
    * Increased the amount of clusters from 4 to 8
    * Weapon type for the Bomb changed from EXPLOSION to JET_MISSILES

And here is one rather.. experimental unit I am working on.
CODE
* Added new unit: Nuclear Gattling Tank

    * Speed increased from 40 to 52
    * Cost increased from 700 to 800
    * Build time increased from 8 seconds to 12 seconds
    * Explodes on death (unless Isotope Stability is researched)
    * Has new model


Basically a Gattling Tank version of the Nuclear Battlemaster, the purpose of this unit is to make sure that Battlemasters do not outpace Gattling Tanks with Fusion Reactors, which diluted its effectiveness.

This post has been edited by Generalcamo: 13 Jul 2014, 3:53
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RebelAmbush
post 13 Jul 2014, 10:34
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Nice!

This post has been edited by RebelAmbush: 13 Jul 2014, 10:35
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Megazord
post 13 Jul 2014, 16:57
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QUOTE
Basically a Gattling Tank version of the Nuclear Battlemaster, the purpose of this unit is to make sure that Battlemasters do not outpace Gattling Tanks with Fusion Reactors, which diluted its effectiveness.

Why not just make Gatt Tank benefit from that upgrade?

Btw. did you consider takich ROTR's approach to stealth units, removing stealth detection from basic defenses?

From my side, I'd like to see Nuclear Research Plant's upgrades to be taken into a different structure, because building a SW is somewhat problematic. Although I can't think of any better alternative.
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GeneralCamo
post 13 Jul 2014, 20:50
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QUOTE (Megazord @ 13 Jul 2014, 11:57) *
Why not just make Gatt Tank benefit from that upgrade?

It's not needed, and is actually a larger boost than you think. Besides, Gattling Tanks even without Nuclear Engines are still faster than Nuclear Engined Battlemasters. The problem I am trying to resolve is Gattling Tanks being outrun by Fusion Engined Battlemasters.

QUOTE
Btw. did you consider takich ROTR's approach to stealth units, removing stealth detection from basic defenses?

While Shockwave may be a ZH 2.0, it is still ZH. ROTR is basically a total overhaul. Directly porting stuff from ROTR is not a good idea because of the vastly different mechanics.

QUOTE
From my side, I'd like to see Nuclear Research Plant's upgrades to be taken into a different structure, because building a SW is somewhat problematic. Although I can't think of any better alternative.

There is no reason to do this from a balance perspective.

This post has been edited by Generalcamo: 13 Jul 2014, 20:51
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Jalan Tua Kong
post 13 Jul 2014, 21:19
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This is shaping up to be pretty good. Some of the additons here are almost the same as my little mod for Shockwave too. I'll probably port over my stuff and use this mod of a mod as a basis for my private pet project when released ;p


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nikitazero678
post 14 Jul 2014, 9:31
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I have some suggestions to be added in the patch:

  1. The AI of General Ironside (on easy) has a delay on building its infantry and vehicle units - can this be fixed?
  2. The AI difficulty should be improved; it should be like in the NProject mod.
  3. Oil Derricks should generate funds at a rate of $50 every 3 seconds instead of $200 every 12 seconds.
  4. Some waypoint and pathfinding improvements, if possible.


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GeneralCamo
post 14 Jul 2014, 13:43
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QUOTE
  • The AI of General Ironside (on easy) has a delay on building its infantry and vehicle units - can this be fixed?

Low priority.. I am not a script-writer, and script-writers are very hard to find in the C&C community these days.
QUOTE
  • The AI difficulty should be improved; it should be like in the NProject mod.

See above
QUOTE
  • Oil Derricks should generate funds at a rate of $50 every 3 seconds instead of $200 every 12 seconds.

Any particular reason why?
QUOTE
  • Some waypoint and pathfinding improvements, if possible.

Probably not possible. However, I am trying to make certain units (like the Armour Dozer) not get stuck as often.

This post has been edited by Generalcamo: 14 Jul 2014, 13:44
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