Update on development. |
Update on development. |
27 Nov 2010, 18:07
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#1
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Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
Hello everyone,
We've been receiving many positive feedback from all of you sofar altho a lot of problems have also been reported. Most of these problems are coused by newer operating systems (vista/win7) due to how some settings work in these operation systems. I would like to announce to everyone that we have switched to new software for enabling/launching the mod which should resolve most of these problems and it will be released within a fairly short time frame allong with some other new features. Once this version is completed we will also release a version that should be usable by MAC users. Here are some details what this new version would also include: -Added all maps that went missing from the jump between 0.951 to 1.0 -Added Special Map Tags to indicate which maps are from Zerohour and which are new/modified Shockwave maps -Added all classic edition maps from Generals (the Zerohour versions were drasticly altered) -Emergency Aid wil now properly repair/heal ground units -Added New Tomahawk Models for both Regulair and Plasma -Tomahawks will now show a laser from their turret when firing a waypoint guided missile -Toxin Anti Tank Guns now display the Anthrax Gamma upgrade icon on the commandbar -Chinese mines now properly play show their detonation effects when triggered -Demo Bikes now properly show the terrorist model when paradropped on a reinforcements pad -Added New Advanced Microwave Tank Model -Devastator no longer shows "this upgrade has allready been purchased" on the self destruct button once activated -Infantry General Warfactory now properly displays the repair crane again -Scrap Yards can now place rally points -Salvage Airpad can now set rally points The_Hunter -------------------- |
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29 Nov 2010, 4:05
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#2
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Group: Members Posts: 584 Joined: 29 June 2009 From: Thailand Member No.: 222 |
Before shockwave 1.0, the AI used to be very easy. They probably don't know shockwave. AI in Shockwave is forcing us to be more aggressive against them or we will be crushed by their onslaught. The best way to fight them seems to be pushing forward early and prevent them from expanding (or they would simply overrun my position with massive force) and teching (to force them to building forces rather than teching which would bring their SW up in short time while I ran low on money). It's very challenging in 1.0 from my perspective. Speaking of Contra… I've recently been playing this as a stopgap between the old release of shockwave and version 1. That mod is hilarious, completely unbalanced and practically unplayable but hilarious Just makes me appreciate the work that's gone into shockwave all the more. Looking forward to the release! Yea Contra balance is prretty horrible. I remember that GLA have an AA-building that costs about 800 that can take down a carpet bomb plane alone, dont remember which general. But Contra Air Force general >>>>>>> Shockwave Air Force general What version did you both play? Contra's balance is rather strong. Just because you have some big ass units doesn't mean you dont have balance. Think of them as mini-experimentals in supreme commander. Most people commenting about contra probably haven't played it since 004 or something. Each mode has it's own flavor ( so let's just stop this fanboy comparison shell we ) and usualy big mods like shockwave or contra come with a big fan base which also equals a good balance report. Contra team is working hard for balance adjustment. I do agree that many people commenting on Contra didn't try Contra 007. OP stuffs are shelved and a lot of adjustments are made (though it's still OP in the beginning but it is being adjusted in 008). -------------------- CASOJIN
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Lo-Fi Version | Time is now: 29 May 2024 - 9:04 |