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SWR Productions Forum _ News Forum _ Update on development.

Posted by: The_Hunter 27 Nov 2010, 18:07

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

Posted by: Pickysaurus 27 Nov 2010, 22:30

Will this be in patch format?
I don't like the idea of downloading the entire mod again :/

Posted by: The_Hunter 27 Nov 2010, 22:34

i figured many people would but with the drastic alterations to the lauch software and adjustsments that had to be made to every single map ingame a patch would be pretty close to the size the entire mod allready had so there is no point in making a patch.

Posted by: dangerman1337 27 Nov 2010, 22:46

QUOTE (Pickysaurus @ 27 Nov 2010, 18:30) *
Will this be in patch format?
I don't like the idea of downloading the entire mod again :/


I'd like to know this as well too, another issue i think is the A.I, it doesn't seem as aggressive in some maps.

EDIT: Ah too slow to reply XD.

Posted by: Generalcamo 28 Nov 2010, 2:22

I was wondering if you could add a (Unused) button to units.

Quote from Prince Kassad's list of beta features

Guard &Close Order unit to move to guard a specific location, but not to pursue targets out of the area

This is a fully functional button which is never used in the game. It works similar to the plain Guard, but the unit will not follow an enemy unit if it moves outside its guard radius. It was most likely designed with aircraft and artillery in mind (which are not really supposed to move), one wonders why the developers never used it
End Quote

This would be really useful for defensive units so they on;y defend the base, and not chase a unit down the map.

Posted by: Alias 28 Nov 2010, 2:31

If I remember right there was a close guard option years ago.

Posted by: Prince Kassad 28 Nov 2010, 2:42

The Nuke Cannon already uses the Guard Close function due to its deploy logic. None of the other units do...

Posted by: NoNama 28 Nov 2010, 4:38

I hope you put also an Art Of Defence map... look cool when we play with this... I think JJ & Alias say Yes to my suggestion... tongue.gif
(but someone said only noob play aod... thats not true!)

Posted by: sob1983 28 Nov 2010, 5:03

Could a consideration be made to make a deploy command for the nuke cannon? Or would that screw up the balance?
I only ask because I've always had trouble using them to guard. They are always deploying, and redeploying even though they don't need to move.
The constant deployment and redeployment ends up killing them rather than losing in a fair battle.

Posted by: Casojin 28 Nov 2010, 13:33

QUOTE (sob1983 @ 28 Nov 2010, 8:03) *
Could a consideration be made to make a deploy command for the nuke cannon? Or would that screw up the balance?
I only ask because I've always had trouble using them to guard. They are always deploying, and redeploying even though they don't need to move.
The constant deployment and redeployment ends up killing them rather than losing in a fair battle.

Deploy Command is implementable (Contra mod has 'Deploy' button for deployable units). However, it's up to the team to implement them.

Posted by: Generalcamo 28 Nov 2010, 15:10

QUOTE (NoNama @ 27 Nov 2010, 19:38) *
I hope you put also an Art Of Defence map... look cool when we play with this... I think JJ & Alias say Yes to my suggestion... tongue.gif
(but someone said only noob play aod... thats not true!)

Before shockwave 1.0, the AI used to be very easy. They probably don't know shockwave.

Posted by: alabaster 28 Nov 2010, 16:11

QUOTE (Casojin @ 28 Nov 2010, 10:33) *
Deploy Command is implementable (Contra mod has 'Deploy' button for deployable units). However, it's up to the team to implement them.


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 smile.gif

Just makes me appreciate the work that's gone into shockwave all the more.

Looking forward to the release!

Posted by: woxenrud 29 Nov 2010, 0:34

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 happy.gif

Posted by: Anubis 29 Nov 2010, 1:50

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.

That being said, would it be to much to ask for some additional lazor stuff ? tongue.gif Out of all the ZH factions he's got the least new content and is basicly a much downgraded ( unit/weapon tech ) vanilla faction. Would be nice to get better models for the old dildo on treads and dildo defense as well as at least some interesting new unit for further variety. Vanilla got the marine, the exosuit and the losat. Lazor got just a paladin ( which should have been there from the begining ). And maybe, a new FB to make him more unique. Just a thought ...

Posted by: Casojin 29 Nov 2010, 4:05

QUOTE (Generalcamo @ 28 Nov 2010, 18:10) *
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.

QUOTE (alabaster @ 28 Nov 2010, 19:11) *
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 smile.gif

Just makes me appreciate the work that's gone into shockwave all the more.

Looking forward to the release!

QUOTE (woxenrud @ 29 Nov 2010, 3:34) *
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 happy.gif

What version did you both play?

QUOTE (Anubis @ 29 Nov 2010, 4:50) *
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).

Posted by: Shock 29 Nov 2010, 10:45

QUOTE (Anubis @ 28 Nov 2010, 22:50) *
That being said, would it be to much to ask for some additional lazor stuff ? tongue.gif Out of all the ZH factions he's got the least new content and is basicly a much downgraded ( unit/weapon tech ) vanilla faction. Would be nice to get better models for the old dildo on treads and dildo defense as well as at least some interesting new unit for further variety. Vanilla got the marine, the exosuit and the losat. Lazor got just a paladin ( which should have been there from the begining ). And maybe, a new FB to make him more unique. Just a thought ...

Lazer got new visuals for the 'dildo' units, and a new model for the paladin, the railgun and the laser comanche + he will get another new one in the patch with the Advanced Microwave Tank. Safe to say Lazer got enough love in this release. Furthermore it is just rather personal whether you like the units or not.

Posted by: NoNama 29 Nov 2010, 12:07

and also Lazer got their Aurora back in ver1.0..... mmmm love it...

Posted by: Ðåñž Q 29 Nov 2010, 15:42

Ah, wonderful, I've spent a couple of hours to finally get ZH work on my win7 and installed all on another partition and now - a patch!
Just joking, I appreciate to see a new piece of ChocolateWave after the years-old 0951. Especially the restrengthening of super-powered units is a pleasure for ZH-fans.

Good work, good news.

Posted by: Anubis 29 Nov 2010, 18:44

What i meant is lazor got only redesigns, but nothing new overall. He has the same units as he did in vanilla ZH ( except the pali ). And tbh i would hardly call a red/blue flare a visual update on the dildo units. Railgun replaces tomahawk, but it's the same function with a different design. Vanila got NEW stuff, just as alexander or airfG. I mean a turtler freek like alexander got new tanks and new vehicles ( and a crap load of them ), while lazor got only 1 NEW unit. That is what i'm saying. Out of all the factions from vanilla lazor has the least new stuff, just redesigns, which does not effect it's gameplay/variety of strategical options. As for the personal stuff ... well i have yet to see someone who still likes the lazor tank or turret.

Posted by: Generalcamo 30 Nov 2010, 1:56

QUOTE (Shock @ 29 Nov 2010, 1:45) *
Lazer got new visuals for the 'dildo' units, and a new model for the paladin, the railgun and the laser comanche + he will get another new one in the patch with the Advanced Microwave Tank. Safe to say Lazer got enough love in this release. Furthermore it is just rather personal whether you like the units or not.

You missed one, which is probably next, laser crusader tank.


And Laser, unlike most other factions, does not NEED new units. The new units only fill holes in the balance. When EA made the game, they gave the generals WAY OP units to try and make people play them. That is why there are new units for USA.

Posted by: Anubis 30 Nov 2010, 6:09

It was not my intention to start this, but i have to answer. Tank general didn't need either the reaper or the napalm missiles tank. He was cutting through enemies just fine without them. But he got them. SupW gen didn't need tanks most of all since she was from the begining designed to be a more defensive player. And the list can continue. It's not about holes in the balance ( as vanilla ZH is more than playable without the new units ) as it is about variety of choice and strategy. When you have very limited amount of units you have limited amount of strats. Which is what unlike any of the other factions, lazor misses. It's dull, it's limited and in the mid to long term boring as hell since you've already played it since old vanilla ZH.

Posted by: stubbjax02 30 Nov 2010, 10:51

QUOTE (Anubis @ 30 Nov 2010, 12:09) *
It was not my intention to start this, but i have to answer. Tank general didn't need either the reaper or the napalm missiles tank. He was cutting through enemies just fine without them. But he got them. SupW gen didn't need tanks most of all since she was from the begining designed to be a more defensive player. And the list can continue. It's not about holes in the balance ( as vanilla ZH is more than playable without the new units ) as it is about variety of choice and strategy. When you have very limited amount of units you have limited amount of strats. Which is what unlike any of the other factions, lazor misses. It's dull, it's limited and in the mid to long term boring as hell since you've already played it since old vanilla ZH.

You know, China Nuke General brought about as much new stuff to the table as USA Laser General did.

Posted by: NoNama 30 Nov 2010, 11:03

QUOTE (Anubis @ 29 Nov 2010, 15:44) *
What i meant is lazor got only redesigns, but nothing new overall. He has the same units as he did in vanilla ZH ( except the pali ). And tbh i would hardly call a red/blue flare a visual update on the dildo units. Railgun replaces tomahawk, but it's the same function with a different design. Vanila got NEW stuff, just as alexander or airfG. I mean a turtler freek like alexander got new tanks and new vehicles ( and a crap load of them ), while lazor got only 1 NEW unit. That is what i'm saying. Out of all the factions from vanilla lazor has the least new stuff, just redesigns, which does not effect it's gameplay/variety of strategical options. As for the personal stuff ... well i have yet to see someone who still likes the lazor tank or turret.


I'm a noob... play challenge as Nuke gen... but when face Lazer its just attack me with 3 paladin+1avenger, the blue lazer from paladin make my command center health drop very fast like a water leak from a big hole of tank..... mellow.gif

Posted by: Anubis 30 Nov 2010, 12:38

For the last frekin time, i'm not talking about unit firepower. Trust me ... 3 shatterers or 3 emperors can drop your CC's health bar much faster. I am talking about bringing variety to a side that has none. A side that is just a downgraded version of the vanilla.

Posted by: The_Hunter 30 Nov 2010, 12:43

Allright guys it's been clear what you like and don't now please drop the whole "Pimp my Townes" disscusion and move on.

Posted by: Zhao 30 Nov 2010, 12:51

QUOTE (Anubis @ 30 Nov 2010, 4:38) *
For the last frekin time, i'm not talking about unit firepower. Trust me ... 3 shatterers or 3 emperors can drop your CC's health bar much faster. I am talking about bringing variety to a side that has none. A side that is just a downgraded version of the vanilla.


Thats strictly your opinion Anubis , i believe all of those factions have amazing diversity, its your job to exploit those. , and laser a downgraded version of vUSA , care for a match?

Posted by: Anubis 30 Nov 2010, 13:48

This is my last post about this. For once could you people stop talking about frekin stats and start thinking about actual gameplay diversity. When i said downgraded i wasn't talking about how much damage it can do. But for usa i can do paladin and avenger combos but guess what. I can now do losat combos. I can do exosuit combos and i can do it with any of the old units. In townes case i don't have a choice. So im talking about DIVERSITY. I know it's not something pro-player wannabies think much about since if they find a win formula they will use that to the end. But having more choices brings more fun. And not everyone wants to play a game as a sport. Some of us actually like to enjoy games as what they were meant to be. A way to spend free time and have fun doing it, not bust my balls trying to outmatch someone else's skills. So again ... my downgrade refers to unit/strategical variety not faction firepower. By most peoples logic if you have 1 tank as the whole army capable of attacking with enough damage ground and air you dont need anything else since it does the job on its own. That being said, it's all up to the team and what they decide, so no more townes talk.

Posted by: Legion 30 Nov 2010, 14:18

Hi, im new in the forum but i play shockwave since the first release
Summarizing this is the best mod EVER

Now i ask if for the update, the background music when you play without IA can be re-established


Tks for this mod and keep up biggrin.gif

Posted by: Immo39 30 Nov 2010, 17:07

Not sure if I can point out one little bug I've seen so far..

I've been playing around with the Desert Fly, and I've found that if its damaged and if I select an allied airfield for it to repair, it will descend to the base and keep flying around in circles till its fully repaired, however when I try to click it away it stays flying in circles around the field, and will not respond to any commands (attacking, new targets, new location etc)

Would be great to rectify this!

Posted by: Shock 1 Dec 2010, 0:22

Hello Legion and Immo39, welcome to the forums, thanks for the appreciation.

As for the desert fly, I have confirmed I can reproduce this bug and it is considered reported. On the music, its rather minor as nobody really plays without opponents so I can't give you any guarantees.

QUOTE (Anubis @ 30 Nov 2010, 10:48) *
A way to spend free time and have fun doing it

Good point, I would suggest to act to it and leave it this way smile.gif

Posted by: Generalcamo 1 Dec 2010, 0:29

FINNALLY.

About the generals, will you use completely new maps or the EA unfinished ones for the new generals? (Except leang, she needs a new map as the old one is meant for boss general)
I do have an armor general map, it is a little modified, but I'm sure you can sqeeze out the stuff (Such as tomahawk storms)

Posted by: Legion 1 Dec 2010, 0:52

QUOTE (Shock @ 30 Nov 2010, 18:22) *
As for the desert fly, I have confirmed I can reproduce this bug and it is considered reported. On the music, its rather minor as nobody really plays without opponents so I can't give you any guarantees.



But the music is off too when you play with humans players. I know its minor but its part of the environment and rounds fine the game
Sorry if I disturb you and your team i know that you are working hard in the update.

Ahh one thing, sometimes (dont know the causes exactly) the General Savage superpower V1 Strike or Tu2 phosphorus Strike cant be used. Its random and very annoying, happens from 0.95 and up


Tks

Posted by: Shock 1 Dec 2010, 1:04

Guess I am too carried away in matches vs other players to notice it =o.

Posted by: The_Hunter 1 Dec 2010, 1:07

Dirrectly from the readme:

-If no AI controlled players are present in a game there will be no music playing
-on 8 Player maps there will be no music regardless of there beeing AI controlled players or not


There is no fix to this unless we remove AI for the new generals.

Posted by: Massey 1 Dec 2010, 1:10

I dont know If this is the right place to post this but close eough.

I have play Shockwave a bit now and this is my findings:
First of, My fav teams for all sides. China-Tanks, USA-Armor and GLA-Deathstrike.

I must say given that Shockwave got a slapstick feal, I have to keep inmind that the way the game is armed at, so that sead. I have to give respect to the SWR team for working on one game but two projects and keeping them very diffrent style of game play. So my hats off to you guys for that. I could not do that myself, have two projects and keep the styles diffrent. I have not give the game a good long month of play yet but this is what i have found so far and....

Each side (not faction) has it very own game style. For EG: Prince karra(or what ever is his name) is a Very heave on the mirco mannagement. I have not manage to measter him on Hard AI yet but give me time. Deathsteak on the other hand is very easy to measter. point and attack! Hehe. And with the Xmas break coming up I look forward to meastering each and every one.

I mostly play Challenge mode ATM and I might add its nice to have a mission (of sort) to play in. still find a few little bugs like the vsing the laser generals. The count down is on 9 or 8min and fires and restart the count down. so it is really a 2min count down and I can not build eough to beat this super superweapon. but apart from that glich, the glich where a group of troops being fire on wont return fire and a few small weapon gliches. I have found the game fun to play (even with the silly feal to it.)

I want to write more to praise this very (jolie) and (belle), project but i have to get back to class in 20ish mins.

So with that I will leave you with this question SWR team.... Why can i get the Shockwave shell map to work of Win7 but i can get RotR one working?

Massey

Posted by: GeneralAlexander_Bunkuanun 1 Dec 2010, 13:20

Its Great!!!

Posted by: Nikon 2 Dec 2010, 4:47

I do not know if this is intentional or not or it was part of the game in 95 and 951 (havent played 95 or 951 for a long time) but I think there is a bug in the game.

Map: Coastal Conflict
Structure: Reinforcment Pad
Problem: USA SWG gets a teir 2 tank from reinforcement pad... Plasma Tomahawk

I went thru every faction on the map and all others get teir 1 units from the Pad. I feel that this is unbalanced on maps that contain the Reinforcement Pad. For USA SWG to get a teir 2 tank without building a Strat Center is a little over the top.

Some of those pads are in very short proximity to the opponents base.

I know you will probably tell me to either dont play those maps or dont allow USA SWG in the game on maps with the pad included, but my friends and I like to play all the maps.

Nikon

Posted by: Major Damage 2 Dec 2010, 10:20

I have seen this aswell... It is kindof crazy since most teams get "crap" units, atleast compared to the tomahawk!

Posted by: The_Hunter 2 Dec 2010, 10:47

It's been like that since zerohour.

Posted by: Major Damage 2 Dec 2010, 11:43

QUOTE (The_Hunter @ 2 Dec 2010, 7:47) *
It's been like that since zerohour.

I would guess it has some thoughts about balancing back in the day.

Shockwave is diferent though so maybe worth looking into?

Posted by: Nikon 2 Dec 2010, 17:37

QUOTE (Nikon @ 2 Dec 2010, 2:47) *
I do not know if this is intentional or not or it was part of the game in 95 and 951 (havent played 95 or 951 for a long time) but I think there is a bug in the game.

Map: Coastal Conflict
Structure: Reinforcment Pad
Problem: USA SWG gets a teir 2 tank from reinforcement pad... Plasma Tomahawk

I went thru every faction on the map and all others get teir 1 units from the Pad. I feel that this is unbalanced on maps that contain the Reinforcement Pad. For USA SWG to get a teir 2 tank without building a Strat Center is a little over the top.

Some of those pads are in very short proximity to the opponents base.

I know you will probably tell me to either dont play those maps or dont allow USA SWG in the game on maps with the pad included, but my friends and I like to play all the maps.

Nikon



QUOTE (The_Hunter @ 2 Dec 2010, 8:47) *
It's been like that since zerohour.


You are correct sir...but in Zero Hour the drop time is 2 mins...the mod is 1 min...big difference between 5 tanks in 5 mins compared to 2 tanks.
Please do not get me wrong.. I am LOVING this mod... in fact my friends and I have made it our sole game for now. I know that USASW General does not have strong teir 1 tanks so if you must leave it as is..then maybe revert the time back to 2 min drops..I can live with that and I think everyone else can too.

Please look at the map Coastal Conflict and see why this is a problem.
Scenario...USASWG captures the pad two mins into the game...then 5 mins later he has 5 Plasma Tomahawks then goes stright across to the opponents base and lays it to waste...well I dont know about you, but me as China I have NOTHING to combat a strike force like that with inside 7 mins. Game Over.

Nikon

Posted by: Prince Kassad 2 Dec 2010, 17:48

Actually I must agree. Sure it has been like that in ZH as well, but that's hardly a reason for not changing it seeing as ZH was so imbalanced. Superweapon did not have a tank in Zero Hour so the team made him get Tomahawks (to fit faction design I guess), and I can understand how you can easily win the game with them.

And yes, the drop delay was two minutes in Zero Hour but is one minute in Shockwave, which makes this even worse.

Posted by: MARS 2 Dec 2010, 20:40

I agree. This is an issue that should definitely be addressed. It may have been somewhat justified in ZH but now that the Superweapon General does have an actual MBT there is no good reason to keep air-dropping friggin' Plasmahawks.

Posted by: The_Hunter 2 Dec 2010, 22:46

Robo tanks are hardly worth waiting for tho.

Hmmm...

Posted by: Zhao 2 Dec 2010, 22:54

I see no balance problems with it , its a tomahawk it easily can get owned by a tier 1 battle-master or a couple rocket men , or a humvee or some aircraft , theres so many ways to kill that thing , and your getting the tomahawk maybe 1 - 2 mintues earlier then you usually do? Those capture derricks are suppose to give you advantages or things that come earlier then usual , its a 1200$ investment in the 1st place depending on the cost of your infantry.

I would definately say its Not a problem at all, if its that bothering , don't let them take the pad in the 1st place..

Posted by: dangerman1337 2 Dec 2010, 23:04

I think the Robot tank isn't good, i think a tank that can catch up with here artillery and other weak stuff but is dedicated to soaking up damage would be better while her other stuff dishes it all out. I know she isn't the Armor general but she should at least have something that can take on battlemasters or something.

Posted by: BliTTzZ 3 Dec 2010, 0:52

You can't send order to defend airspace with Nuke Gen's MiG pushing on hotkey ("R"), because there're also button to bomboard the area with the same letter.

Posted by: Casojin 3 Dec 2010, 3:41

QUOTE (Nikon @ 2 Dec 2010, 20:37) *
You are correct sir...but in Zero Hour the drop time is 2 mins...the mod is 1 min...big difference between 5 tanks in 5 mins compared to 2 tanks.
Please do not get me wrong.. I am LOVING this mod... in fact my friends and I have made it our sole game for now. I know that USASW General does not have strong teir 1 tanks so if you must leave it as is..then maybe revert the time back to 2 min drops..I can live with that and I think everyone else can too.

Please look at the map Coastal Conflict and see why this is a problem.
Scenario...USASWG captures the pad two mins into the game...then 5 mins later he has 5 Plasma Tomahawks then goes stright across to the opponents base and lays it to waste...well I dont know about you, but me as China I have NOTHING to combat a strike force like that with inside 7 mins. Game Over.

Nikon

Robot Tank is not a strong unit. It can't fight head-on with other faction MBT. To fight these tomahawks, you can use infantries (since Tomahawk doesn't lock on infantry) and keep them moving. You can also use Siege Trooper as China (they're cheap and long range too).

Posted by: Nikon 3 Dec 2010, 3:54

I have another problem here.

My friends and I were playing on Bloodmatch Stadium 2 (1 friend always observes) when the game froze on every computer at the same time. So after a hard reset was unable to open Shockwave from the icons or from the start menu. BUT if we clicked on the icon for Zero Hour.. Shockwave started.
(the error for Shockwave was some Script error that was not found)

Alright.. so I completely stripped out Shockwave and Zero Hour and reinstalled everything. Was then able to open Zero Hour and Shockwave independantly.

Heres the rub...after every match on the victory screen the game crashed.

Seems like there is a little more work to be done here. I thought that the crash bug was fixed.

If you can offer a fix for this please let us know.

Nikon

Posted by: Nikon 3 Dec 2010, 4:04

QUOTE (Casojin @ 3 Dec 2010, 1:41) *
Robot Tank is not a strong unit. It can't fight head-on with other faction MBT. To fight these tomahawks, you can use infantries (since Tomahawk doesn't lock on infantry) and keep them moving. You can also use Siege Trooper as China (they're cheap and long range too).


Allow me to clearify this... plasma tommys outrange and out run any infantry from any faction. with proper micro your base is dead. Not because you are a bad player.. its a matter of economy. (this is unless you start with more than 10000 credits) We always start with 10000 credits..so after a barracks, power supply, supply center, war factory and a few infantry units..you are waiting on money. I know that there are many BO's to do if you think that that will happen but it is poker and if you get it wrong..well too late again Game Over.

Posted by: Zhao 3 Dec 2010, 4:13

Your normally suppose to grab more then 1 supply center.

Posted by: stubbjax02 3 Dec 2010, 4:18

QUOTE (Nikon @ 3 Dec 2010, 10:54) *
I have another problem here.

My friends and I were playing on Bloodmatch Stadium 2 (1 friend always observes) when the game froze on every computer at the same time. So after a hard reset was unable to open Shockwave from the icons or from the start menu. BUT if we clicked on the icon for Zero Hour.. Shockwave started.
(the error for Shockwave was some Script error that was not found)

Alright.. so I completely stripped out Shockwave and Zero Hour and reinstalled everything. Was then able to open Zero Hour and Shockwave independantly.

Heres the rub...after every match on the victory screen the game crashed.

Seems like there is a little more work to be done here. I thought that the crash bug was fixed.

If you can offer a fix for this please let us know.

Nikon

Same thing happened to me. I just ran the Shockwave uninstaller (which didn't appear to do anything, but you never know), renamed all the scripts that were causing the errors, and removed all the files that I could find in the Zero Hour main directory that were related to Shockwave. Now Zero Hour works again! biggrin.gif Dunno how to fix Shockwave though, probably will have to reinstall it.

Posted by: Casojin 3 Dec 2010, 4:43

QUOTE (stubbjax02 @ 3 Dec 2010, 7:18) *
Same thing happened to me. I just ran the Shockwave uninstaller (which didn't appear to do anything, but you never know), renamed all the scripts that were causing the errors, and removed all the files that I could find in the Zero Hour main directory that were related to Shockwave. Now Zero Hour works again! biggrin.gif Dunno how to fix Shockwave though, probably will have to reinstall it.

I think there is a Repair tool for Shockwave. Because the program has to deactivate Shockwave after ZH program is off (code crash can be counted in that category too). But hard reset would skip that process (it terminates all program including the Shockwave activate/deactivate program). So, your Shockwave would be left activated in your ZH folder. I think Repair tool can fix that.

Posted by: stubbjax02 3 Dec 2010, 4:52

QUOTE (Casojin @ 3 Dec 2010, 11:43) *
I think there is a Repair tool for Shockwave. Because the program has to deactivate Shockwave after ZH program is off (code crash can be counted in that category too). But hard reset would skip that process (it terminates all program including the Shockwave activate/deactivate program). So, your Shockwave would be left activated in your ZH folder. I think Repair tool can fix that.

Well if it was left activated, you would think opening it and then closing it should deactivate it. :/

Posted by: ultimentra 3 Dec 2010, 5:41

Not really a bug, but I used to be able to play Generals Challenge on medium all the way through. Now the AI beats me! Nice work on the improvements. I have to say though, I don't see how anyone could beat townes on hard. Particle beam hits 4 mins in instead of 11.

Posted by: Nikon 3 Dec 2010, 5:42

I ran the repair tool and it stated that it found no errors or problem at this time
Press any key to continue.....

I honestly think that it has something to do with the fact that when you first install the program it states that there are protected files..do you wish to overwrite? If you say no..it halts that install..so you really have no choice but to allow.
Now it does not specify which files it is overwriting only that there are protected files.

Maybe the mod team can shed a little light on this.

Be that as it may I am going to uninstall and reinstall the mod again and hope that cures the issue..if not then there is a definite flaw in the coding.


Nikon

Posted by: tagga 3 Dec 2010, 7:03

QUOTE (Nikon @ 3 Dec 2010, 3:42) *
I ran the repair tool and it stated that it found no errors or problem at this time
Press any key to continue.....

I honestly think that it has something to do with the fact that when you first install the program it states that there are protected files..do you wish to overwrite? If you say no..it halts that install..so you really have no choice but to allow.
Now it does not specify which files it is overwriting only that there are protected files.

Maybe the mod team can shed a little light on this.

Be that as it may I am going to uninstall and reinstall the mod again and hope that cures the issue..if not then there is a definite flaw in the coding.


Nikon



Have you tried reinstalling vZeroHour?

Posted by: Nikon 3 Dec 2010, 8:23

QUOTE (Nikon @ 3 Dec 2010, 0:54) *
I have another problem here.

My friends and I were playing on Bloodmatch Stadium 2 (1 friend always observes) when the game froze on every computer at the same time. So after a hard reset was unable to open Shockwave from the icons or from the start menu. BUT if we clicked on the icon for Zero Hour.. Shockwave started.
(the error for Shockwave was some Script error that was not found)

Alright.. so I completely stripped out Shockwave and Zero Hour and reinstalled everything. Was then able to open Zero Hour and Shockwave independantly.

Heres the rub...after every match on the victory screen the game crashed.

Seems like there is a little more work to be done here. I thought that the crash bug was fixed.

If you can offer a fix for this please let us know.

Nikon



QUOTE (tagga @ 3 Dec 2010, 4:03) *
Have you tried reinstalling vZeroHour?


Please Read above.

I un/reinstalled Shockwave and so far no crashes..will have to wait until I play my friends again to see if Multiplayer does anything.

Posted by: Anubis 3 Dec 2010, 9:38

All usa factions have a rather annoying bug with their missile defenders, which is present since ... ever. The AI uses md's as frekin artillery with fireing ranges that you as a player would never get with that ability. I had the AI snipe out defenses, and tons of air units with just a few MD's over an incredibly long range. I hope this get's fixed one way or the other.

Posted by: Soyuz 3 Dec 2010, 9:53

What happened with the "wheel mod" for the regular GLA scorpion tanks ? It's no longer available. Changelog doesn't say anything about removal of this cool feature.

Posted by: The_Hunter 3 Dec 2010, 11:12

^ I beleive becouse that one hasn't been around since 0.95 wink.gif

Posted by: ©onscr¡pt 3 Dec 2010, 15:00

It has. It was still in, in 0.95 AFAIK and also in the patch 0.951.

Posted by: Prince Kassad 3 Dec 2010, 16:25

QUOTE (Nikon @ 3 Dec 2010, 1:04) *
Allow me to clearify this... plasma tommys outrange and out run any infantry from any faction. with proper micro your base is dead. Not because you are a bad player.. its a matter of economy. (this is unless you start with more than 10000 credits) We always start with 10000 credits..so after a barracks, power supply, supply center, war factory and a few infantry units..you are waiting on money. I know that there are many BO's to do if you think that that will happen but it is poker and if you get it wrong..well too late again Game Over.

You might want to post a replay in the battle bunker forum, so other people can look at it.

Posted by: dangerman1337 3 Dec 2010, 18:15

QUOTE (©onscr¡pt @ 3 Dec 2010, 11:00) *
It has. It was still in, in 0.95 AFAIK and also in the patch 0.951.


No it wasn't, actually i think it was dropped during version 09.3.

Posted by: Darkfire Angel 3 Dec 2010, 20:38

It was only removed in this version. If I remember correctly it was removed when the USA got the Ambulence Repair upgrade.

Posted by: Shock 4 Dec 2010, 0:03

QUOTE (ultimentra @ 3 Dec 2010, 2:41) *
Not really a bug, but I used to be able to play Generals Challenge on medium all the way through. Now the AI beats me! Nice work on the improvements. I have to say though, I don't see how anyone could beat townes on hard. Particle beam hits 4 mins in instead of 11.

Its one of the hardest in the game, but you should be up for a challenge.

I had it covered in a guide back on FS a long time ago but at the moment it is even harder then it was back then. I might resurrect the guides for this.

Posted by: Generalcamo 4 Dec 2010, 4:59

Hey, will there be any new units coming up? I would love to see a laser stealth fighter or laser raptor eventually...

Posted by: Soyuz 4 Dec 2010, 8:56

So I'm asking, can we hope for the base Gla 'wheel mod' revival in the forthcoming patch ?

Posted by: The_Hunter 4 Dec 2010, 10:40

It won't be making returning.

Posted by: Mernom 30 Jan 2011, 16:09

I red the full topic.
the dustfly did the bug with me to.
nuke cannons are very hard to handle on guard duty....
I got the bug the ZH starts SW.
towns ALLWASE shoots his LUC(lazer uplink cannon)the same way.somthin like S.shoot 2 superweps on them,and BOOM!
and pleas add music at quickstart.

Posted by: Zeke 31 Jan 2011, 2:24

QUOTE (Mernom @ 30 Jan 2011, 23:09) *
towns ALLWASE shoots his LUC(lazer uplink cannon)the same way.somthin like S.shoot 2 superweps on them,and BOOM!


All particle cannons do that ever since ZH, that's just how the AI was coded to use the particle cannon.

QUOTE (Mernom @ 30 Jan 2011, 23:09) *
and pleas add music at quickstart.


not possible

Posted by: Mernom 2 Feb 2011, 13:55

yea right.I seen some mods with main menu image AND music.I can name one.
EDIT:I played with jazizes battlebus.I LOVE those little quite demo traps!

Posted by: The Twilight 2 Feb 2011, 20:33

QUOTE (Mernom @ 2 Feb 2011, 12:55) *
yea right.I seen some mods with main menu image AND music.


That's a bit harsh. I'm sure SWR would have included music in the QuickStart if they could have. They are not one to pass up on quality.



Posted by: Casojin 3 Feb 2011, 4:41

QUOTE (Mernom @ 2 Feb 2011, 19:55) *
yea right.I seen some mods with main menu image AND music.I can name one.

I think it's more like they replace shellmap with image.

The -quickstart parameter automatically disables music.

Posted by: Zeke 3 Feb 2011, 11:44

QUOTE (Mernom @ 2 Feb 2011, 20:55) *
yea right.I seen some mods with main menu image AND music.I can name one.


FYI, that's not the quickstart screen, it's a shellmap.

Posted by: Mernom 4 Feb 2011, 20:13

so why can't they use shellmap?close enough.
quickstart with out music is just lame.

Posted by: MARS 4 Feb 2011, 21:45

You know, not having to load a bunch of extra files - i.e. a shell map and music - is probably part of the
point of having a quickstart option. No offence, but you're kinda making a mountain out of a mole hill, pal.

Posted by: Zeke 5 Feb 2011, 3:55

The quickstart option is used to disable the intro movie and the shellmap, so that you can get to your game quickly. That's why it's called quickstart.

Not only is it not possible to use a shellmap for quickstart (since it disables it and all), it also defeats the whole purpose of using quickstart.

Posted by: Mernom 5 Feb 2011, 11:46

loading a music file isn't like loading a menu map.

Posted by: Jester 5 Feb 2011, 15:19

QUOTE (Mernom @ 5 Feb 2011, 12:46) *
loading a music file isn't like loading a menu map.

Some people would rather get to the game faster then listen to the soundtrack. If you don't like quickstart don't use it simple as that really so can someone lock this thread because as MARS has said it is simply making a mountain out of a molehill -.-

Posted by: Mernom 5 Feb 2011, 17:01

combat chunoks can't stop the taunt.that should be a tugging ability.

Posted by: Chyros 6 Feb 2011, 1:20

QUOTE (Mernom @ 5 Feb 2011, 17:01) *
combat chunoks can't stop the taunt.that should be a tugging ability.
This is a known one. We've taken appropriate measures.

Posted by: L.O.F.S 6 Feb 2011, 11:36

Hi team. I have a question. Will you change Nuke's battlemaster and overloed's barrals after Weapons Grade Uranium Shells upgrade like the new nuke siege cannon's in this patch? The new barral of siege cannon's barral looks more badass than the old one.

Posted by: Chyros 6 Feb 2011, 12:07

QUOTE (L.O.F.S @ 6 Feb 2011, 11:36) *
Hi team. I have a question. Will you change Nuke's battlemaster and overloed's barrals after Weapons Grade Uranium Shells upgrade like the new nuke siege cannon's in this patch? The new barral of siege cannon's barral looks more badass than the old one.
Uhhh, they DO change as I recall Oo .

Posted by: L.O.F.S 6 Feb 2011, 15:06

QUOTE (Chyros @ 6 Feb 2011, 12:07) *
Uhhh, they DO change as I recall Oo .

Thx. I really appreciated the eye candy of SW biggrin.gif

Posted by: Mernom 14 Feb 2011, 13:32

do U still accept suggestions?
I have a very good one.

Posted by: MR.Kim 14 Feb 2011, 17:50

No, they're no longer take any suggestions.

So, stop suggestion.

Posted by: Red Alert 19 Feb 2011, 0:11

QUOTE (Mernom @ 14 Feb 2011, 6:32) *
do U still accept suggestions?
I have a very good one.

What were you going to suggest? I'm curious if it's that good.

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