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SWR Productions Forum _ ShockWave _ nikitazero678's Unofficial Shockwave Fan Patch

Posted by: nikitazero678 12 Nov 2014, 5:00

Now I'm for real. This is the final version of my fan patch. I made this decision because I have a study to attend with, along with others.
Thank you for downloading and using this patch, and let's hope the next official ShW version will be better.


This is a patch I made as an improvement to Generalcamo's Shockwave fan patch from the Open Beta 2 version.

I made this patch completely by myself, starting from a simple mean to tweak the game to a more advanced tweaks which includes various changes, notably in unit aesthetics and gameplay balancing.

I am also currently considering to include this fan patch on ModDB to make it easier to access.

Changelog:

CODE
Version 1.1f (current and final)

General
- Corrections and standardizations on many infoboxes.
- Adjustments on unit voices.

USA

Armor General Ironside
- Fixed the Cluster Missile initiate sound not playing, and the sound now edited to include an alarm borrowed from Topol-M's launch alarm in ROTR 1.85.

China

Tank General Kwai
- Razor Bombers now have guard voicesets.

Special Weapons General Leang
- Earth Shaker now have a new alarm played when it fires, borrowed from the Tremor AGAS' alarm in ROTR.


Version 1.1e (current)

General
- Some adjustments in the units' voicesets.
- Further improvements on the infobox.

USA

General
- Buffed Bombardment, Hold the Line and Search and Destroy to increase their effects from 20% to 25%.

Armor General Ironside
- Ironside's Rangers' voiceset changed to that of the standard USA Rangers.

China

General
- Frenzy now correctly increases damage by 50% at all ranks.

Tank General Kwai
- Fixed a mistake which causes an airdropped Battlemaster to explode violently after upgraded with Nuclear Tanks when it touches the ground.

Special Weapons General Leang
- Black Sharks' damage decreased to 15 and damage type changed to SMALL_ARMS, damage against infantry when upgraded with Autocannons increased to 15, and damage against vehicles when upgraded with Autocannons reduced to 5 and damage type changed to ARMOR_PIERCING.

GLA

Stealth General Kassad
- Rocket Snipers now requires Palace to be trained.

Salvage General Deathstrike
- Fixed the missing destruction effects on most of Deathstrike's buildings.


Version 1.1d

General
- Fixed a mistake in the coding of Tech Airport's Paratrooper for China Infantry and Tank General; now it correctly drops the basic infantry for both factions.
- Another volume adjustments on certain units' voiceset.
- Improvements on certain units' infobox.
- Destruction effects added to Leang's Coal Power Plant and Deathstrike's Scrap Yard.

China

Special Weapons General Leang
- Flame Tanks now once again renamed to Advanced Dragon Tank and its voiceset now restored to the original Dragon Tank.

GLA

Demolition General Juhziz
- BRDM-1s now uses a new voiceset taken from RA3 Sickle.

There are some other changes unlisted here because I developed the patch "on the fly".


Version 1.1c

Global
- Improved tooltips' description.
- Volume adjustments in certain units' voiceset.

USA

General
- Reverted Patriots' next-gen upgrade and rebalanced their combat stats (details are given on the respective sub-factions' changes below).
- B-3 Bombers (used on Granger's Carpet Bomb and MOAB GPs) now reveals itself when it drops their payload(s).
- USA vehicles' drones are now cannot be attacked again.

Vanilla
- Patriots' damage and range readjusted to 30 and 225 for ground attacks and 350 for air attacks respectively, and rate of fire decreased to 2000.

Airforce General Granger
- Advanced Patriots' damage slightly reduced to 40 and range reduced to 275 for ground attacks and 400 for air attacks, and rate of fire decreased to 2500.
- Tornado Bombers and Hurricanes' clusters damage reduced to 75, and damage type now changed to EXPLOSION.
- A-10s can now be force-fired.

Superweapon General Alexander
- EMP Patriots' range readjusted to 225 for ground attacks and 350 for air attacks, and damage readjusted to 20.
- Popup Patriots' damage readjusted to 30, range readjusted to 225 for ground attacks and 350 for air attacks, and rate of fire increased to 2000.
- Lockdown MRLSes now uses a new voiceset taken from CNC4 Sandstorm.
- Enforcers now uses a new voiceset taken from CNC4 Thunderhead.

Laser General Townes
- Sentry Drones upgraded with Laser Guns' rate of fire increased to 1350.
- Laser Patriots' range readjusted to 250 for ground attacks and 375 for air attacks, rate of fire increased to 1500 and now costs 5 power.
- Laser Designator Bases' rate of fire reduced to 6000 and now costs 1 power.

Armor General Ironside
- Bradleys now uses a new voiceset taken from CNC4 Armadillo.
- Mammoth Tanks now uses a new voiceset taken from the CNC4 one.
- Vulcan Tanks now uses a new voiceset taken from CNC4 Wolf.
- Howitzers now uses a new voiceset taken from CNC4 Rhino.
- Tank Destroyers now uses a new voiceset taken from CNC4 Hunter.

China

General
- Propaganda Centers now has a new, larger visual Speaker Tower effect.
- Frenzy's damage bonus readjusted again to 50% at all ranks.

Nuke General Tao
- Removed the Nuclear Gattling Tank to fix a visual glitch involving it and because it is quite irrelevant to his tactics anyway; he now uses the standard Chinese Gattling Tank.

Infantry General Fai
- Berzerker MLRSes now uses a new voiceset taken from CNC4 Mantis.

Special Weapons General Leang
- Black Sharks' damage increased to 20, and the damage when upgraded with Autocannons adjusted to 10 against all targets with area damage radius reduced to 1.

GLA

General
- Marauders' combat stats rebalanced (details are given on the respective sub-factions' changes below).

Vanilla
- Marauders' rate of fire readjusted to 2000 by default and 1500 at the first, second and third salvage levels, and damage readjusted to 60 at all salvage levels.

Toxin General Dr. Thrax
- Marauders' damage and rate of fire at the first and second salvage levels readjusted to 60 and 1500 respectively.

Demolitions General Juhziz
- Marauders' damage and rate of fire at the first and second salvage levels readjusted to 60 and 1500 respectively.

Salvage General Deathstrike
- Scarabs' damage readjusted to 40 by default and 60 at the first and second salvage, and rate of fire readjusted to 1500 at all salvage levels, and now once again uses the generic GLA tank voiceset.
- Combat Buggies carrying Flash Trooper's Rocket Barrage ability now fires 12 rockets, but now has a longer cooldown of 18 seconds.
- Marauders' damage rate of fire readjusted to 60 and 1500 respectively at all salvage levels.
- Basilisks now uses a new voiceset taken from CNC4 Scorpion Tank.
- Latruns now uses a new voiceset taken from CNC4 Spectre.


Version 1.1b

Global
- Added new selection voices to tech buildings.
  - Tech Machine Gun Bunkers now uses the same selection voice as vUSA Pillboxes.
- USA A-10 Thunderbolts, B-52s and F-18 Hornets, Chinese Iron Dragons, and GLA Me 262 (used to drop Dr. Thrax's Nerve Gas Bomb GP) and Crop Dusters (used on Dr. Thrax's Viral Strike) can now be force-fired.
- Certain tanks' anti-infantry machine gun damage changed to SMALL_ARMS, damage standardized to 5, rate of fire standardized to 200, and attack range standardized to 100.
  - Basilisks' machine gun deals 7.5 damage and has attack range of 125 at salvage 1, and deals 10 damage and has attack range of 150 at salvage 2.
- Some minor changes on certain units' voiceset.
- Fixed the issue of "bomb release" sound effect and voiceover played repeatedly when a carpet bombing GP is used.
- Demo Trap Parabomb and Concussion Bombs' voiceover upon release removed.
- USA and Fai's Paradrop GPs as well as Kwai's Tank Drop GP now plays a special voiceover when the units had touched the ground.
- Volume adjustments in most units' voiceset.

USA

General
- The B-3 bomber (used to deliver Granger's Carpet Bomb and USA MOAB) are now stealthed and can be force-fired.
- USA vehicles' drones can now be attacked again.
- Added new toxic death voice to USA Marines.

Vanilla
- LOSAT Humvees' damage increased to 150 against vehicles and 30 against anything else, damage radius reduced to 1, and uses a new voiceset taken from CnC3 Pitbull.
- Crusaders' Hover upgrade now costs $200.

Airforce General Granger
- Hurricanes' missile and cluster damage adjusted to 150 and scatter radius decreased to 100.
- Tornado Bombers' bomb and cluster damage adjusted to 150, scatter radius decreased to 100 and experience required increased to 0|200|400|800.
- Burton's airstrike' bombs now has similar damage and radius as USA Tech Airstrikes obtained from capturing Tech Airports.
- Carpet Bomb GP now have a countdown timer of 4 minutes.
- Daisy Cutter and MOAB GPs now have a countdown timer of 5 minutes.
- Sheridans now costs $800.

Laser General Townes
- Buffed Focusing Crystals upgrade to increase damage and range by 25%.
  - To compensate for the buffs, the upgrade now costs $3000 and takes 120 seconds to complete.
- Laser Cannon's duration increased to 15 seconds, but damage is reduced to 75% of the standard Particle Cannon (300 every second). However, this means that the total damage is slightly increased.
- Laser Crusaders now deals 80 damage to make up for the buffed Focusing Crystals upgrade.
- Townes' Sentry Drones upgraded with Laser Gun now only fires a single shot, dealing the damage of all three shots at once.
- Laser Comanches' laser gun damage increased to 40.
- Railgun Artilleries' range slightly increased to 325.
- Laser Paladins' now costs $1500 and its damage slightly reduced.
- Laser Turrets now requires 4 power and only fires a single shot, dealing the damage of all three shots at once.
- Laser Designator Bases now requires 2 power and now will be disabled while low on power. Note that there is a visual glitch that occurs when infantry enters/exits the Laser Designator Base.
- Laser Burton now gets a railgun when upgraded with Burton's Special Equipment.
  - The railgun deals 125 explosion damage, has a range of 275, the projectile hits the target instantly, causes explosion death and has a reload time of 6 seconds.
- Cold Fusion Reactors now renamed to Advanced Cold Fusion Reactors.
- F/B-22s now use a new voiceset taken from CNC3 Firehawk with some changes.

Superweapon General Alexander
- Advanced Particle Cannon's duration reduced to 10 seconds, but damage is increased to 125% of the standard Particle Cannon (500 every second).
- Shatterers no longer damage friendly units due to friendly fire issues.

Armor General Ironside
- Radar Dome now requires 1 power and will be disabled while on low power.
- Tank Destroyers' damage against targets other than vehicles slightly increased to 50, and damage radius reduced to 1.
- Gladiators' damage slightly increased and no longer has increased rate of fire as their veterancy increases, and uses a new voiceset taken from CNC3 KW Slingshot.
- Blue Arrow Defenders can now attack ground targets again, fires only one rocket, the Laser Lock ability reverted to default and now has a new burning death voice.
- Strykers now kills all garrisoned infantry in one shot.
- Ironside's Rangers now costs $300.
- Javelin Soldiers now uses a new voiceset taken from RA3 Javelin Soldier.
- Bradleys now uses a new voiceset taken from RA3 Riptide ACV.
- Starlifters now uses a new voiceset taken from CNC3 V-35 Ox Transport.
- F16XLs now uses a new voiceset taken from CNC3 Vertigo Bomber.

China

General
- Frenzy's damage bonus readjusted to 25%/33%/50%.
- Overlords and Helixes' Gattling Cannons no longer detects stealth.
- Propaganda Centers' Speaker Tower now have 33% larger radius (from 150 to 200).

Vanilla
- Listening Posts can no longer be garrisoned to avoid issues with the garrisoned infantry.
- Flame Towers now requires 3 power.

Tank General Kwai
- Reaper Tanks now uses a new voiceset taken from RA2 YR Gattling Tank.
- Ramjet Turrets now requires 3 power.
- Tank Drop now paradrops 2 Battlemasters at Rank 1, 3 Battlemasters at Rank 2 and 4 Battlemasters at Rank 3 (note that this change is unlisted in the patch file's readme file).

Infantry General Fai
- Due to a bug on the Infantry Paradrop GP, it now drops 2/4/6 Mini-Gunners instead of 3/6/9.

Special Weapons General Leang
- Pyros now has infinite clip size (meaning that they will fire continuously), slightly reduced primary AoE damage (before upgraded with White Napalm), now costs $400, experience required adjusted to 0|50|100|200 and has several changed voiceset.
- Black Sharks' with Assault upgrade now deals 5 damage against vehicles and 10 damage against anything else.
- Badger Bombers now have minor visual fixes, no longer reveals shroud as it moves, has increased health (600) and can now be force-fired.
- MG Red Guards now costs $350.
- Leang's Dragon Tanks now renamed to Flame Tanks and has a new voiceset taken from CNC3 Flame Tank.
- Hammer Cannons now uses a new voiceset taken from RA3 Wave-Force Artillery.

GLA

General
- vGLA Balloons and Deathstrike's Desert Flies now share the same voiceset.
- Marauders' reload time standardized to 2 seconds at all salvage levels, and damage at first salvage increased to 80.
- Anthrax Bomb GP now uses new sound effects due to Dr. Thrax's taunts.

Toxin General Dr. Thrax
- Nerve Gas Bomb GP now has a countdown timer of 4 minutes.
- Toxin Grenadiers now uses a new voiceset taken from RA3 Uprising Desolator Trooper.

Demolition General Juhziz
- Demolition Rebels now costs $200.
- Demo Trap Parabombing GP rebalanced to drop 4/8/12 Demo Traps.
- Fanatic Ambush GP rebalanced to spawn 3/6/9 Fanatics.
- Buffed Bomb Trucks' Nuclear Bomb upgrade to increase the damage dealt by 50%.
  - To compensate for this, the upgrade now costs $1000.
- BRDM-1s now uses a new voiceset taken from CNC3 Attack Bike.

Stealth General Kassad
- Stinger Rockets no longer increases RPG Troopers' damage and slows their rate of fire; it now only increases their range and projectile speed.
  - The upgrade's cost and time reverted to $1000 and 45 seconds respectively.
- Assassins now uses a new voiceset taken from RA3 Shinobi with some changes.

Salvage General Deathstrike
- SA-11 Gadflies now have the Camo Netting upgrade by default, meaning that they will always be camouflaged when deployed and not firing.
- Combat Buggies carrying a Flash Trooper's Rocket Barrage ability now fires 8 rockets.

Version 1.1a

Global
- Units and structures' tooltips now gives more information of its role and traits.
- Special abilities, General's Powers and Superweapons' tooltips now gives more information about its effects.
- Upgrades' tooltips now gives more information about them.
- Oil Derricks now gives an income of $50 every 3 seconds instead of $200 every 12 seconds.
- Each faction's music played during a game now was ordered properly again, as in Zero Hour.
- Most Ground Attack ability (except Juhziz's Marauders' rocket barrage and Townes' Laser Designator Bases) now will make the artillery keep firing in the same spot until given a new order.
- Infantry gore explosion death now always occur in big explosions.
  - This also fixes the new ROTR death effects that are not properly applied to all infantry (notably Deathstrike's infantry).
- The new ROTR death effects are now applied to civilians.
- Certain weapons' infantry death type was changed:
  - USA Tomahawks now cause gore explosion death.
  - Alexander's Plasma weapons now cause neutron radiation death (somehow it is correctly applied while the one in Nuke Cannon's Neutron shells and Neutron Bomb does not).
  - Alexander's Shatterers now cause gore explosion death.
  - Ironside's Col. Burton anti-materiel rifle now cause grisly death.
  - Ironside's Col. Burton high explosive rounds now cause gore explosion death.
  - Kwai's AP Gattling weapons now cause grisly death.
  - Tao's Helix Nuke Bombs now cause gore explosion death.
  - Leang's Black Shark autocannons now cause grisly death.
  - GLA SCUD missiles and all its variants now cause gore explosion death.
  - GLA Demo Traps and all its variants now cause gore explosion death.
  - Juhziz's Demo RPG Troopers' HE RPG now cause gore explosion death.
  - Juhziz's ZSU-57s now cause explosion death.
  - Dr. Thrax's Toxin Terrorists using Nerve Gas payload now cause gore explosion death.
  - Dr. Thrax's Pythons now cause explosion death.
  - Deathstrike's Basilisks' cannon now cause explosion death.
- Most Generals' Powers now have new voices when used.
- Some Generals' Powers' sound effects now have changed.
- Some units and abilities are renamed to properly suit each other.
- Certain units now has new soundfiles:
  - Kassad's Assassins now uses the Footmen's voiceset borrowed from NProject mod as a placeholder for a new voiceset based on the RA3 Shinobi.
  - Juhziz's BRDM-1s now uses the War Track's voiceset borrowed from NProject mod as a placeholder for a new voiceset based on the RA3 Sickle.
  - Deathstrike's Scarabs now uses Dr. Thrax's Scorpion tank's voiceset borrowed from NProject mod as a placeholder for a new voiceset based on CNC4 Avenger tank.
  - Balloons and Deathstrke's Mi8 Hips (now renamed to Mi-8 Hip) now uses the Gazelle's voiceset borrowed from ROTR.
  - Leang's Blacksharks (now renamed to Black Shark) now uses the Hokum's voiceset borrowed from ROTR.
  - Kassad's Machine Gun Nests now uses the Dushka Nest's selection voice borrowed from ROTR.
- Most paradrop reinforcement Generals' Powers now only calls one cargo plane to paradrop the units (except Ironside's Bradley Paradrop, which calls two planes; the first drops infantry while the second drops the Bradleys).
- Increased Emergency Aid Rank 2's duration to 20 seconds to balance it with Rank 1 and Rank 3.
- Communications Download's duration reduced to 10 seconds to balance its shorter cooldown than USA Intelligence.
- Certain weapons that are previously unable to friendly fire (notably Alexander's Shatterers and Deathstrike's SA-2 and SA-11) now can friendly fire, so be careful when using them!
- Tech Paratroopers now rebalanced to drop 4 Rangers/Red Guards/Rebels and 3 Missile Defenders/Tank Hunters/RPG Troopers.
- Tech Reinforcement Pads now drop each factions and subfactions' respective tanks.

USA

General
- Spy Satellite's duration increased to 20 seconds to balance its longer cooldown than Radar Scan.
- Spectre Gunship's duration at Rank 2 and Rank 3 increased to 20 and 30 seconds respectively.

Airforce General Granger
- Carpet Bomb now have a cooldown of 3 minutes to balance it with Chinese Carpet Bomb.

Laser General Townes
- Fixed Laser Missile Defenders' glitch which causes the Laser Missile Defender to fire at the ground instead at the target when using the Laser Lock ability by reverting their firing animation to its default ShW 1.1 version.

Armor General Ironside
- Adjusted the number of Ironside's Rangers and Javelin Troopers spawned by Bradley Paradrop General's Power (the number of Bradleys remain unchanged) so the paradropped infantry can fit inside the paradropped Bradley(s) to:
  - 3 Rangers and 2 Javelin Troopers at Rank 1
  - 6 Rangers and 4 Javelin Troopers at Rank 2
  - 9 Rangers and 6 Javelin Troopers at Rank 3
- Col. Burton's anti-materiel rifle (including the high explosive round) no longer have any shockwave effect.
  - His high explosive rounds now also only collide with structures instead of enemies to ensure hit on the target vehicle.

China

General
- Frenzy now gives a 50% damage increase on all ranks (duration remains unchanged) to make it more useful and worth spending promotion points.
  - Also adds a new sound (taken from ROTR Propaganda Airship's Battle Cry) that can be heard (only by the player) when it is activated.
- Black Lotus no longer possess the disable building ability.
- Fixed the Napalm Strike called in by Black Lotus' System Hack which didn't properly work with Leang's White Napalm upgrade.
  - The strike now behaves similarly with Leang's Rank 1 Napalm Strike (dropping 3 napalm bombs in a row).

Nuclear General Tao
- Nuclear Hackers once again possess the disable building ability.

Infantry General Fai
- Adjusted the number of Mini-Gunners spawned by Infantry Paradrop General's Power at Rank 3 to 9 to balance it with USA Paradrop.
- Berzerker MLRS firing modes changed:
  - Normal mode fires 1 rocket every second
  - Burst mode fires 5 rockets every 5 seconds
  - Barrage mode fires 15 rockets every 15 seconds
- Hack Vans now comes with 3 Hackers.

GLA

General
- One of the soundfiles used when an Anthrax Bomb is dropped, in which it says "Oh, spill on isle one!" was removed due to one of Dr. Thrax's taunts.
- Increased the number of Rebels and RPG Troopers spawned by Ambush General's Power to balance it with Paradrop to:
  - 3 Rebels and 2 RPG Troopers at Rank 1
  - 6 Rebels and 4 RPG Troopers at Rank 2
  - 9 Rebels and 6 RPG Troopers at Rank 3
- Cash Bounty now gives 10% of the enemy value at Rank 1, 20% at Rank 2 and 30% at Rank 3 to make it more useful and worth spending promotion points.
- SCUD Storms once again has a countdown timer of 5 minutes.

Chemical General Dr. Thrax
- Nerve Gas no longer an automatic upgrade.

Stealth General Prince Kassad
- RPG Troopers upgraded with Stinger launchers now deals more damage (50 instead of 40), has longer range (225 instead of 175) and the rockets travel faster (750 instead of 600), but has slower firing rate (1500 instead of 1000). To compensate this, the Stinger upgrade now is more expensive ($1500 instead of $1000) and takes longer to complete (60 seconds instead of 45).

Demo General Juhziz
- Increased the number of Fanatics spawned by Fanatic Ambush to balance it with reinforcement General's Powers to:
  - 4 Fanatics at Rank 1
  - 8 Fanatics at Rank 2
  - 12 Fanatics at Rank 3
- Fanatics no longer randomly explode when killed normally (they will still explode when crushed or when killed by flame weapons and explosives) for balancing reasons.

Salvage General Deathstrike
- Mi-8 Hip Gunship firing modes changed:
  - Normal mode fires 2 rockets every 2 seconds
  - Burst mode fires 12 rockets every 12 seconds
  - Barrage mode fires 36 rockets every 36 seconds
- Grenadier Terrorists no longer randomly explode when killed normally (they will still explode when crushed or when killed by flame weapons and explosives) for balancing reasons.
- SA-2 SAM Sites' secondary damage reduced to 175, and once again affected by the AP Rockets upgrade.
- SA-11 Gadflies are now affected by the AP Rockets upgrade.


Credits:
CODE
- nikitazero678 for most of the codework
- Generalcamo for laying the foundation of my patch
- Rymosrac for several suggestions as well as testing
- Darky for several suggestions
- SWR Team for, obviously, being the creators of ShockWave and Rise of the Reds (which some features are taken from)


Special thanks:
CODE
- SWR Forum community for suggestions and feedbacks
- Everyone who have downloaded the patch


Download link: https://www.dropbox.com/s/r1wtjeblp0ye7uo/nikitazero678_ShockWaveFanPatch_1.1f.rar?dl=0
To install, simply extract the !0Shwpatch.gib file into your Zero Hour installation folder; overwrite the existing file if prompted to do so.

If you found any bugs or mistakes, please let me know.

Posted by: Darky 17 Nov 2014, 9:55

What kind of playerbase does this patch have? Where do people who play this play it?

Posted by: nikitazero678 17 Nov 2014, 12:40

My patch is relatively new, and even I didn't know how many players that have downloaded the patch.

Still, any bug reports and feedbacks would be very helpful for me developing this patch.

Posted by: Rymosrac 18 Nov 2014, 14:51

I'm actually going to be running a Shw 1v1 tourney at a LAN this friday, and I'll probably use whichever fan patch is the most up to date by then. I'll also try and get as many replays as possible posted and analyzed, might be worth a fair bit for balance analysis.

Posted by: nikitazero678 21 Nov 2014, 9:03

Due to the cancellation of Generalcamo's fan patch (see http://forums.swr-productions.com/index.php?s=&showtopic=6482&view=findpost&p=97736), my fan patch will become the only one that is actively developed, and will be continued from where Generalcamo left off.

As usual, if you have feedbacks, suggestions for the upcoming version, 1.15, and bug reports for the current version, 1.14, please let me know.
Also, any assistance and support in my development will be very much appreciated.

Posted by: ★ Kâkashí 21 Nov 2014, 10:07

QUOTE (nikitazero678 @ 21 Nov 2014, 13:33) *
Due to the cancellation of Generalcamo's fan patch (see http://forums.swr-productions.com/index.php?s=&showtopic=6482&view=findpost&p=97736), my fan patch will become the only one that is actively developed.

The patch will be continued from where Generalcamo left off.

As usual, if you have feedbacks, suggestions for the upcoming 1.1nz0678b version, and bug reports for the current version, please let me know.

Also, any assistance and support in my development will be very much appreciated.


So, since there are two patches out there - GC's Version 3 and yours; I can't tell which one is the most recently updated. I would suggest that you post the most recently updated version into a new thread and call it Shockwave 1.14 (Because it's the fourth version, 1.11, 1.12 and 1.13 done by GC) and give us the most recently updated patch.

After this you can call the next patch Shockwave 1.15 and even make a new thread about it.

Let's keep only one patch and update it numerically so that it causes less confusion and is easier to use and recognize.

Posted by: nikitazero678 21 Nov 2014, 14:09

QUOTE (★ Kâkashí @ 21 Nov 2014, 16:07) *
So, since there are two patches out there - GC's Version 3 and yours; I can't tell which one is the most recently updated. I would suggest that you post the most recently updated version into a new thread and call it Shockwave 1.14 (Because it's the fourth version, 1.11, 1.12 and 1.13 done by GC) and give us the most recently updated patch.

After this you can call the next patch Shockwave 1.15 and even make a new thread about it.

Let's keep only one patch and update it numerically so that it causes less confusion and is easier to use and recognize.

Thanks for the heads-up. To make it less confusing and to tell which one is the most up-to-date, now my patch's version is renamed to 1.14 for the current one, and 1.15 for the next one.

Also, I want to announce that 1.15 is almost completed - just only several checks and balances left - and will be released in the coming weeks.

Posted by: Rymosrac 21 Nov 2014, 17:22

Sounds good to me, and I'll be happy to offer as much constructive feedback as possible from my monthly LAN group's experience.

Feedback I have so far:
V1.14:
China's Frenzy having a 50% level1 damage bonus seems excessive. The Level1 duration is long enough to finish most important engagements with defenses or an opposing unit blob if you time it right, and this will leave little motivation to take successive levels. Perhaps 30% at level1, and 50% at level two and three would be more appropriate?

Kassad RPG Tropper Stinger Upgrade: You've overall decreased the DPS of stinger-equipped RPG troppers by about 18%, and increased the cost of the upgrade at the same time, which seems odd. Stinger troopers didn't feel especially overpowered. Certainly the increased range compensates for this somewhat, but to what extent that matters is difficult to determine.

V1.15:
If you're going to buff the Towne's laser capacitor upgrade, you may want to consider bringing the Laser Crusader's damage down somewhat. Not necessarily all the way to vanilla crusader levels, but certainly closer to them. The tank is extremely cost effective at present, and largely eclipses the laser paladin for this reason.


Also, I'll extend my vote in favor of your proposed changes to USA:SW and USA: Laser particle cannons.

Posted by: nikitazero678 21 Nov 2014, 17:42

QUOTE
V1.14:
China's Frenzy having a 50% level1 damage bonus seems excessive. The Level1 duration is long enough to finish most important engagements with defenses or an opposing unit blob if you time it right, and this will leave little motivation to take successive levels. Perhaps 30% at level1, and 50% at level two and three would be more appropriate?

To answer this, at V1.15, Frenzy's damage bonuses will be readjusted to the following:
- 25% at Rank 1
- 33% at Rank 2
- 50% at Rank 3

QUOTE
Kassad RPG Tropper Stinger Upgrade: You've overall decreased the DPS of stinger-equipped RPG troppers by about 18%, and increased the cost of the upgrade at the same time, which seems odd. Stinger troopers didn't feel especially overpowered. Certainly the increased range compensates for this somewhat, but to what extent that matters is difficult to determine.

The Stinger upgrade at V1.15 no longer increases the RPG Troopers' damage and decreases rate of fire, and the cost and time will be reverted back to $1000 and 45 seconds respectively (see the list of V1.15 changes above).

QUOTE
V1.15:
If you're going to buff the Towne's laser capacitor upgrade, you may want to consider bringing the Laser Crusader's damage down somewhat. Not necessarily all the way to vanilla crusader levels, but certainly closer to them. The tank is extremely cost effective at present, and largely eclipses the laser paladin for this reason.

Laser Crusader's damage will be reduced to 80 to (hopefully) make up for this.

Anyway, thanks for the feedbacks.

Posted by: Rymosrac 21 Nov 2014, 17:53

My pleasure. I'll hopefully have some more to say later this weekend, as well as a pile of replays. Possibly as many as 50 1v1 replays if everyone plays all their matches (unlikely, but I can dream).

Posted by: nikitazero678 25 Nov 2014, 9:21

The development of v1.15 is almost complete, and the download link should be released soon.

However, I need help on the following things for v1.16:


Anyone who are interested to help me can contact me through PM.

Posted by: Shockfan42 26 Nov 2014, 5:35

Very good work. This version have the last changes from Generalcamo's Shockwave fan patch by default, or first have what install the 1.13 version before install your versions? And for curiosity, the defenses can attack the USA vehicles' drones before the vehicle or at the same time (Leang have a dual gattling defense what make more easy this attack if the last is true).

Posted by: nikitazero678 26 Nov 2014, 7:12

I developed v1.15 from Generalcamo's v1.12, so it does not include the changes in GC v1.13.

However, there are some changes in GC v1.13 that I applied to v1.15.

About the drones, it depends on how close the drone or the vehicle is to the defense.

Posted by: Generalcamo 27 Nov 2014, 13:59

I never made a "1.13". I made beta releases of a 1.11. What are you talking about?

Posted by: nikitazero678 27 Nov 2014, 14:40

QUOTE (Generalcamo @ 27 Nov 2014, 19:59) *
I never made a "1.13". I made beta releases of a 1.11. What are you talking about?


Oh, I'm referring to the Open Beta 2 version of your patch as mentioned above by Kâkashí.

Maybe to make it even less confusing, I'll change my patch's name to v1.1a for the current release and v1.1b for the next release.

Posted by: PeaceKepp0r 29 Nov 2014, 0:52

I've noticed the patch causes errors when running Worldbuilder.

Could be just me, but I doubt it

Posted by: nikitazero678 29 Nov 2014, 4:20

Correct, the patch seems to cause the ShW WorldBuilder to malfunction.

I'll look into this issue, and for now, I advise to not run the ShW WorldBuilder until this issue is solved.

Posted by: Shockwavelover84 29 Nov 2014, 20:21

Some ideas for balancing Laser General:

*Give Laser Designator Bases a power requirement of 1. Originally his reactors had increased power to balance the fact that his Laser Tanks required 1 power, but since this is now removed it doesn't offset any weakness.

*Another idea - if power is offline, his Laser Crusaders and Paladins receive a 20% decrease in firepower.

*Move his Point Defense laser upgrade for Battle Drones to the Laser Cannon (Particle Cannon) - similar to the Chinese generals who have high-tier upgrades at the Nuclear missile.

Posted by: Shockwavelover84 29 Nov 2014, 23:47

Here's also a glitch I just discovered:

If vUSA Exosuits are cleared by nerve gas or neutron bombs, then they just explode when the other player sends an infantry to capture them.

This should be corrected - or if simpler just either make them immune to nerve gas and neutron weapons, or make them die instantly (like with Combat Cycles).

Posted by: nikitazero678 30 Nov 2014, 9:17

QUOTE (Shockwavelover84 @ 30 Nov 2014, 2:21) *
Some ideas for balancing Laser General:

*Give Laser Designator Bases a power requirement of 1. Originally his reactors had increased power to balance the fact that his Laser Tanks required 1 power, but since this is now removed it doesn't offset any weakness.

*Another idea - if power is offline, his Laser Crusaders and Paladins receive a 20% decrease in firepower.

*Move his Point Defense laser upgrade for Battle Drones to the Laser Cannon (Particle Cannon) - similar to the Chinese generals who have high-tier upgrades at the Nuclear missile.

I'll go with the first suggestion; Laser Designator Bases now requires 2 power and will be disabled while on low power (but the garrisoned troops still can fire out of it). However, this will cause a visual glitch that occurs when infantry enters/exits the Laser Designator Base.

QUOTE (Shockwavelover84 @ 30 Nov 2014, 5:47) *
Here's also a glitch I just discovered:

If vUSA Exosuits are cleared by nerve gas or neutron bombs, then they just explode when the other player sends an infantry to capture them.

This should be corrected - or if simpler just either make them immune to nerve gas and neutron weapons, or make them die instantly (like with Combat Cycles).

I'll correct this glitch by making Exosuits instantly destroyed when de-piloted.

Also, I want to add that the release of version 1.1b will be delayed due to my campus activities, and I need help on the following things for v1.1c:

Posted by: nikitazero678 4 Dec 2014, 14:13

I need those who are willing to test v1.1b to help me further developing it, as well as v1.1c. For those interested, contact me through PM.

Posted by: PeaceKepp0r 7 Dec 2014, 20:14

How's progress coming along?

Also, would like to mention that the Nuke gattling cannon's cameo shows up as an officer, along with the text, instead of the nuke gattling cannon

Posted by: nikitazero678 8 Dec 2014, 9:15

Just a bit longer and v1.1b can be released. I just don't have the time to perfect the patch due to my campus activities.

I'll look into the glitch and correct it when possible.

Posted by: -Brotherhood of Nod- 9 Dec 2014, 20:56

Hello! I am new to the forums along with being new to the Zero Hour modification Shockwave and I have a question: if I install the latest patch, will the previous patches come with it or will I need to install the previous ones?

Thanks!

Posted by: Rymosrac 10 Dec 2014, 0:21

So far, the entire patch is contained in one file, so you're always downloading the complete latest version of the patch.

Posted by: -Brotherhood of Nod- 10 Dec 2014, 20:26

QUOTE (Rymosrac @ 9 Dec 2014, 14:21) *
So far, the entire patch is contained in one file, so you're always downloading the complete latest version of the patch.


Awesome! Will install it later.

Posted by: nikitazero678 14 Dec 2014, 15:41

I want to announce that v1.1b is almost ready to be released, and, providing that there are no more delays, will be released next week.

As usual, I also once again asked for anyone interested to help me developing v1.1c.

Posted by: Kai 16 Dec 2014, 11:59

I have a problem that has something to do with fighting Leang in Generals Challenge:

"In General Leang's mission, Leang never uses any of her taunts throughout the whole mission, except during the player's victory or defeat (as well as the opening cinematic). This glitch was not present in the original Zero Hour release. Also, Leang will fire her Earthshaker Superweapon only once, and it will never fire again."

So could you please fix this issue/bug in the future or maybe after releasing 1.1b?

Note: Other similar Generals Challenge issues are shown in the next post (or Post #29)

Posted by: Kai 16 Dec 2014, 14:05

Here are some similar issues which I found in Generals Challenge that you should fix in the future or after releasing 1.1b:

*In General Grangers' mission, Granger starts out with low power and will never bring his power back online (unless the player destroys enough of his buildings to reduce his power usage). This means that his Particle Cannon and Patriot base defenses will never fire. This glitch was not present in the original Zero Hour release, and it seems to be related to General Granger now building a Particle Cannon in the Shockwave mod (which he did not in the original Zero Hour release).

*In General Kwai's mission, Kwai runs out of money very early in the mission and will stop attacking and building new units completely after just a few attacks (within the first 10-15 minutes of the match), making the mission incredibly easy. His only source of income after his lone resource pile is used up are 3-4 Hackers. This glitch was not present in the original Zero Hour release.

*In General Kwai's mission, Kwai will build multiple Nuclear Missile silos on top of each other. This may have been present in the original Zero Hour release, but I am not sure.

*In Prince Kassad's mission, Kassad's Scud Storm will fire at a location completely off of the game map, and will never hit any units or buildings - if the player watches the top right corner of the map, it is possible to see the Scud Storm firing into the "black" at the edge of the screen. This glitch was not present in the original Zero Hour release.

Posted by: nikitazero678 16 Dec 2014, 16:20

Unfortunately, because my patch made the WorldBuilder malfunctioned as well as the maps' script themselves being complicated, it is highly unlikely that I can correct these glitches.

Posted by: nikitazero678 19 Dec 2014, 13:10

Version 1.1b has just released! Check the first page for download links.

Posted by: Shockwave 19 Dec 2014, 13:47

I am downloading it right away. biggrin.gif

Posted by: Benny 19 Dec 2014, 22:05

Thank you so much for continuing the open patch! Keep at it man. I love what you're doing.

Posted by: nikitazero678 23 Dec 2014, 12:23

I want to announce that the development for v1.1c will be a little bit stalled due to the New Year's holidays and my final exam in mid-January next year. Still, if you have any suggestions for what should I implement in v1.1c, please let me know.

Also, I want to ask what voiceset of units that should be used to replace the following units':


Posted by: Shockwave 24 Dec 2014, 17:03

The Classic Cameo of Leang's Dragon Tank shows "Dragon Tank" instead of "Flame Tank". Is it possible to edit the classic cameo and fix this.

Posted by: nikitazero678 24 Dec 2014, 17:53

QUOTE (Shockwave @ 24 Dec 2014, 23:03) *
The Classic Cameo of Leang's Dragon Tank shows "Dragon Tank" instead of "Flame Tank". Is it possible to edit the classic cameo and fix this.


Unfortunately, my ZH modding skill so far is only limited to the codes, not the graphics. However, if someone can fix it, then please let me know.

Posted by: MPGM 28 Dec 2014, 12:12

QUOTE (nikitazero678 @ 24 Dec 2014, 20:23) *
Unfortunately, my ZH modding skill so far is only limited to the codes, not the graphics. However, if someone can fix it, then please let me know.


You can easily understand how to do that, just have a look into all of ROTR's files. I learned most of ZH codes in ROTR.

Posted by: monsterghost 30 Dec 2014, 1:58

Looks interesting. Gonna be testing this in the next hours.

Posted by: red_hootie 30 Dec 2014, 6:57

I'm not sure how you are at A.I., but if you're looking for patch suggestions, the tank general consistently lacks a secondary economy (he never creates hackers for his internet center or otherwise).

Posted by: nikitazero678 8 Jan 2015, 17:55

The AI scripts are way too complicated for me, so, unfortunately, I can't help with that.

Also, I want to announce that 1.1c is nearly good to go and will be released before the end of this week.

Posted by: mr_Skittles 8 Jan 2015, 19:17

hi, iv been useing this patch for a few weeks now. got to say i love it.

I have not had a single crash from shockwave since i started useing this. i used to crash at the end of every skirmish.
and challenge mode works brilliantly now the nuke generals fight now loads biggrin.gif
only prob with that is none of the Generals build new dozers

however one thing iv noticed since i put this patch in. on 8 player maps i am getting an insane amount of lag after 10 mins of play, where as i had none before. so much i now cannot not play any 8 player maps.

Posted by: nikitazero678 11 Jan 2015, 9:45

Version 1.1c is out now! Check the first page for details and download links.

Posted by: Shockwave 11 Jan 2015, 10:45

QUOTE (mr_Skittles @ 8 Jan 2015, 23:47) *
hi, iv been useing this patch for a few weeks now. got to say i love it.

I have not had a single crash from shockwave since i started useing this. i used to crash at the end of every skirmish.
and challenge mode works brilliantly now the nuke generals fight now loads biggrin.gif
only prob with that is none of the Generals build new dozers

however one thing iv noticed since i put this patch in. on 8 player maps i am getting an insane amount of lag after 10 mins of play, where as i had none before. so much i now cannot not play any 8 player maps.


1) The new generals, i.e; Ironside, Leang and Deathstrike. Their AI works on Shockwave maps and a few Zero Hour maps only. So, use maps with the Shw tag if you want to fight against AI of those factions. Thier AI's will have to be added to the maps and only then will they work.

2) Never play against more than 4 AI's simultaneously. This causes the game to lag and crash. This can't be fixed because the problem lies in the source code.


QUOTE (nikitazero678 @ 11 Jan 2015, 14:15) *
Version 1.1c is out now! Check the first page for details and download links.


QUOTE
- Removed the Nuclear Gattling Tank to fix a visual glitch involving it and because it is quite irrelevant to his tactics anyway; he now uses the standard Chinese Gattling Tank.


Won't this same problem happen again ?

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.

Posted by: -Brotherhood of Nod- 12 Jan 2015, 2:43

In General Challenge, is it normal for one to pick Nuclear General and (the first general he faces is the Laser General) as soon as one selects his/her first dozer, the game crashes to desktop claiming there may be hardware failure, virus detected, etc. error?

Posted by: red_hootie 12 Jan 2015, 4:34

QUOTE (-Brotherhood of Nod- @ 11 Jan 2015, 20:43) *
In General Challenge, is it normal for one to pick Nuclear General and (the first general he faces is the Laser General) as soon as one selects his/her first dozer, the game crashes to desktop claiming there may be hardware failure, virus detected, etc. error?



Actually, I just tried this and I got the same problem.

Posted by: -Brotherhood of Nod- 12 Jan 2015, 5:35

This has been a problem before 1.1c, just adding this. I played as General Tao before (I think) patch 1.1b, probably before I even installed the fan patch.

I am just pointing this out incase you accidently did this or that or the patch was doing something it shouldn't.

Posted by: -Brotherhood of Nod- 19 Jan 2015, 6:03

Well it appears that this will happen to anyone who is up against the Laser General. I was successful using Juhziz and now after I selected my worker, it crashed.

Posted by: nikitazero678 19 Jan 2015, 10:25

Post what's in the ReleaseCrashInfo.txt file (inside Zero Hour's data folder in My Documents) here so I can figure out the cause.

Posted by: -Brotherhood of Nod- 20 Jan 2015, 0:58

Release Crash at Mon Jan 19 14:55:38 2015
; Reason Uncaught Exception in GameEngine::update

Last error:
Exception is access violation
WinMain at 401720
Error code: EXCEPTION_ACCESS_VIOLATION
Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access address:00000004 was read from.

Stack Dump:
<Unknown>(-1) : <Unknown> 0x0065C7EA
<Unknown>(-1) : <Unknown> 0x442044C8

Details:
Register dump...
Eip:0065C7EA Esp:0018F9F8 Ebp:17A72A00
Eax:00000000 Ebx:000001B5 Ecx:0CA089BC
Edx:0095EE50 Esi:17A72478 Edi:061FBFF0
EFlags:00010246
CS:0023 SS:002b DS:002b ES:002b FS:0053 GS:002b
EIP bytes dump...

Bytes at CS:EIP (0065C7EA) : 8B 48 04 89 8E 60 06 00 00 8B 48 0C 89 8E 94 05 00 00 8B 50 10 89 96 98 05 00 00 8B 40 14 89 86


Current stack:

Posted by: nikitazero678 20 Jan 2015, 4:08

It seems that the problem originates on the map's scripts. Unfortunately, the map scripts are too complicated for me to be fixed.

If someone can fix this problem, please let me know.

Posted by: nikitazero678 8 Feb 2015, 14:49

I want to announce that due to various reasons, the patch's development will be suspended and resumed sometime in Q3 of this year.

During that time, I'll release the new -possibly final- version of the patch which will have certain fixes as well as some additions in your suggestions. So, if you have any suggestions for the future release, please let me know.

Posted by: NightFighter 6 Mar 2015, 22:34

Hey nikitazero678, great job on the patch! I really enjoyed playing with it.

One interesting thing I noticed though is that the tech airfield paradrop for tank general drops minigunners and double barrel tank hunters and for infantry general it is the default infantry.

Also I thought the paradrop numbers for general powers overall were a bit low considering how much general points you spent? Maybe that's just part of the balance discussion but it should at least be higher than ambush right considering paradrops are preventable.

Anyhow, great changes to the game. Thanks you for the work!

Posted by: nikitazero678 7 Mar 2015, 6:32

QUOTE (NightFighter @ 7 Mar 2015, 4:34) *
Hey nikitazero678, great job on the patch! I really enjoyed playing with it.

One interesting thing I noticed though is that the tech airfield paradrop for tank general drops minigunners and double barrel tank hunters and for infantry general it is the default infantry.

Also I thought the paradrop numbers for general powers overall were a bit low considering how much general points you spent? Maybe that's just part of the balance discussion but it should at least be higher than ambush right considering paradrops are preventable.

Anyhow, great changes to the game. Thanks you for the work!


Thank you so much, I really appreciate it.

About the paradrop, for Infantry General I assume, it was done because there's a problem with the paradrop itself if it drops 15 infantry at Rank 3, so the number of paradropped infantry in this manner was readjusted to 4/8/12 to fix this problem.
About the Tech Airfield, I guess there's a slight mistake with the coding, so I guess I'll release the new version ASAP to fix those issues.

Anyway, thanks for playing my patch and your support too.

Posted by: NightFighter 8 Mar 2015, 5:30

Awesome, that will be great.

As well, I was thinking of making a few changes to the game myself such as adding range to the advanced ECM tank. Which files do I edit for this? The weapons file only have one ECM, and I am not sure if it applies to advanced as well.

Posted by: nikitazero678 8 Apr 2015, 18:57

Version 1.1d is out! Check the first page for details and download links.

Posted by: Shockwavelover84 9 Apr 2015, 19:42

Thanks for taking the time and effort to make this.

I'd probably hold off though on using this since it'll likely cause mismatches in PVP, and since the team's planning on releasing an official patch soon (probably incorporating a lot of the fixes from this patch into it).

Posted by: Shockwavelover84 9 Apr 2015, 22:36

As far as suggestions go - I'd recommend increasing the cost of USA Scout Drones for vehicles, to help give factions like GLA or Stealth General a better fighting chance against USA; as it stands most of those two GLA factions' anti-tank forces are useless against USA factions utilizing lots of PDL units (especially Laser General), leaving Hijackers as a more viable anti-vehicle option. But being able to pop out a Scout drone for only $100 renders it pretty useless; it also causes the USA's other stealth detection abilities to be underused.

I might even suggest only making the Scout Drones usable after a researching an upgrade at the Strategy Center.

Posted by: nikitazero678 18 May 2015, 7:20

After a long time of absence, I'll release version 1.1e sometime in the next month - June. The changelog can be seen in the first page.

Posted by: red_hootie 4 Jun 2015, 19:33

If it hasn't been used already and you are able, could you replace Towne's railgun voice set (currently the prism tank from Red Alert 2) with the beam cannon voice from C&C 3? In my opinion, it would be a much better fit.

I can't help but feel it's already been used, though.

Posted by: nikitazero678 5 Jun 2015, 9:30

Version 1.1e has been relased! Sadly, this will be the patch's final version because of ShW's imminent new update and the fact that I have a life to do. Check the first page for details and download link.

Anyway, thank you for everyone who have downloaded my patch and supported the development this far. Let's hope that ShW's new version will be much better than my fan patch.

Posted by: nikitazero678 18 Aug 2015, 10:43

I have a good news - I have decided to resume the patch's development after many considerations and might also include it on the ModDB, although the development now might take a while at least to keep up with the fact that ShW will soon have a new update.

As usual, if you have any suggestions for the patch and comments, please don't be shy to let me know here.

Posted by: nikitazero678 30 Oct 2015, 18:13

Version 1.1f was released... and this time I'm serious, this will be the final version.

Thank you for your support to this patch.

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