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Knjaz's Rebalance & Gameplay Overhaul (aka RGO), 1.1A available for download.|| AI v.4 updated 18 Mar 2016
Knjaz.
post 25 Feb 2016, 18:45
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Knjaz’s Rebalance and Gameplay Overhaul
Current Version: 1.1A


This is a modification for Rise of the Reds 1.86, aimed at fixing existing balance/gameplay issues in Player vs Player mode, as well as refine some gameplay elements to better fit with the base themes and intended gameplay of existing factions.

I’ve added commentary in the changelog where I’m providing my reasoning behind many of the taken decisions, some of which could look rather drastic or undesired at first glance, but they do nicely promote the "feeling" of playing certain factions, and were tested thoroughly by pro players. Not everything got commented on, partly due to lack of time, partly due to me not willing to turn this changelog into essay.

Patch was playtested by the RotR PvP community for last 2 months, and I should say it received a positive feedback from our players.

Special thanks to Comrade M.P and GeneralCamo for the GP changes, cameo changes and bugfixes they did on this patch, I wouldn’t be able to do those myself, especially when it comes to cameos. This patch wouldn’t be done without your help.

As well as to our Skype community for playtesting (that has all and every top RotR pvp player in it, you know their names well if you watched the Doomhammer’s streams), but especially Skittles, who, at times, sacrificed lots of his personal time to help me test this thing.



P.S. : Ah, right, the changelog is inside the archive. It's WAY too long to post it here.


Download mirrors for 1.1A
MediaFire
DropBox

Download link for 1.1B
https://puu.sh/sosvo/44d5df0a88.rar

This post has been edited by Knjaz.: 20 Nov 2016, 13:51
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Knjaz.
post 25 Feb 2016, 18:46
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Changelog of RGO 1.1 in comparison to RGO 1.0A.

Global
-Rank 3 experience requirement from 700 to 1000, Rank 4 from 1000 to 1500. (so now it's 800 for 2nd, 1000 for 3rd, 1500 for 4th, 2500 for 5th).
-All aircraft in game benefit from Hold the Line battleplan, including General Power planes, but only HtL, not bombardment or Search and Destroy.
-All artillery units in game now have their base experience value calculated by the formula of 50 base + 5 per each 100$ above 1000$, the Veteran and higher experience value is decided on separately, because keeping same ratios is before is impractical. (otherwise it'd lead to you ranking up from Rank1 to Rank2 by killing a heroic nuke cannon, for example).
-Updated tooltips of all superweapons, to represent their rank requirements and current cooldown.

ECA

SupplyTruck
-Speed from 30 to 35.
-SpeedDamaged from 20 to 25.
-TurnRate from 90 to 120.
-TurnRateDamaged from 60 to 90.
-Acceleration/AccelerationDamaged from 60 to 70.
-Braking from 50 to 70.
-FrontWheelTurnAngle from 35 to 40.
-SupplyCenterActionDelay from 1000 to 1100
-SupplyWarehouseActionDelay from 950 to 1050

Gathering rate is practically equal to that of US without Supply Lines upgrade. Difference seems to be less than 1% of gathered supplies.


Warhound
-Undeployed Health from 200 to 150. Deployed health kept at 600.
-Armor Skirts health bonus from 100 to 150. (Proper +25% boost).
-PreFireDelay removed. (was at 1 second)
-DelayBetweenShots increased from 5 to 6 secods.

Solar Reactor
-Health from 4000 to 5000. Important part of the 1.802 SuperWeapon rebalance I did in the past, that I sorta missed and didn't add to RGO. Prevents Solar reactor destruction with SW strike combined with Level 2 of assault GP.

Mortar Track
-ExperienceValue from 50 50 100 150 to 75 75 150 225
-ExperienceRequired from 0 200 400 800 to 0 150 300 600
-MortarTrack BuildVariation cost is now properly matching Vehicle Assembly cost. (only relevant for bounties).

Manticore
-Self repair rate further increased by 33% (from 15 to 20/second).
-Healing aura repair rate further increased by 28% (from 7 to 9)
-Arnold learned how to drive backwards.
-Turn rate increased from 40 to 60.
-Immune to pilot kill entirely.
So Venoms and Pandora are not the only 2 protocols that make sense to be used in ECA vs ECA games.

Anvil Bots
-Speed from 18 to 22 when in active mode.

USA

Sentry Drones
-Get speed increase UNTIL DroneArmor is researched, after which they get their normal speed.
-Speed, acceleration, braking from 60 to 70.
-Speed damaged from 50 to 60.
-Minimum turn speed from 20 to 40.
Build them in groups of ~3 to intercept incoming Terror Rushes.

Tomahawk
Experience values from 50 50 100 150 to 80 80 160 240

WASP Hive
Experience values from 80 to 70.

Bradley
-PDL Rate of Fire equalized with that of a Paladin tank.
-Autocannon clipsize increased from 8 to 12.
-TOW Missile damage increased from 30 to 40.
Stats taken from my patch for RoTR 1.802, should work fine.


Strategy Center
-Switching battleplans disables your units for a brief moment instead of 5 seconds.
-Switching battleplans takes 12 seconds instead of 7, during which your units lose all their battleplan bonuses.
-Hold the Line battleplan now provides 25% health boost as in tooltip, instead of 33%.
-Tooltip updated.

Particle Cannon
-Cooldown reduced from 5:35 to 5:30.
So now it's 5:30 for Particle, 6:00 for Solaris, 7:30 for SCUD and Tremor, 9:00 for Nuke.


Russia

Shocktroopers
-Do not require Tesla unlock for Tesla gun.
-When armed with Tesla gun, can switch between anti-infantry and EMP mode. (Comrade M.P)
-Rocket Rifle hotkey from "o" to "r"

Heavy Factory
-Vulnerability to AURORA_BOMB from 200% to 250%.

Mstas
Experience Values from 50 50 100 150 to 75 75 150 225


China

Dozer
-Locomotor changed from tracked to wheeled.
-Dozer learned how to drive backwards.
Helps with generally derpish behavior of Chinese dozers.

Nuke Cannons
-ExperienceValue from 50 100 200 400 to 100 200 200 400

ECM Flare Drop is now a 1 point GP Rank 3 GP, swapped with CashHack. (Comrade M.P)
-Cash Hack is now a 3 point Rank 3 GP, swapped with ECM Flare Drop. (Comrade M.P)
-Cash Hack cooldown increased from 3:00 to 3:30.


GLA

Grad
ExperienceValues from 50 100 200 400 to 75 125 200 400

Recycler
All "transformed" Recycler trucks base and veteran experience values from 50 to 70. (for those who were below these values).


Tech Structures

Warfortress
-Range from 340 to 520. (Slightly below mortar pit level.)
-DelayBetweenShots from 7.5 to 9.0 seconds.
-ScatterRadius from 15 to 35.
More area denial to area denial tech structure. Still in testing process.



This post has been edited by Knjaz.: 29 Mar 2016, 13:23
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Mizo
post 25 Feb 2016, 19:04
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QUOTE (Knjaz. @ 25 Feb 2016, 18:46) *
Reserved.


RGO's Brutal AI

This AI takes what Sabotaj's started , and heavily optimized it to a point. The new Brutal AI works with all RGO's new settings, while heavily improving several attack patterns, reduced lag, but at the same time toning it down to a point where it is possible to take it on in a 1v1 albiet it's not gonna be easy at all.

AI IS READY!

Make sure to back up your files. One thing I do have to note is that this is the beta Version, I might edit this or not depending on 'stuff'. This is a pure AI cheater, the difficulity has been raised up without making it impossible to beat ( except Brutal ).

Give me your feedback/suggestions tongue.gif

This post has been edited by Mizo: 18 Mar 2016, 14:52
Attached File(s)
Attached File  Brutal_AI_Beta_V4.rar ( 215.25K ) Number of downloads: 219
 


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M.P
post 25 Feb 2016, 19:13
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duh2.png duh2.png

This post has been edited by Comrade M.P: 25 Feb 2016, 19:13
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Hanfield
post 26 Feb 2016, 0:21
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Pretty fun journey, this was. Now if everyone jumps on it I won't have to switch between versions every time :V.


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rey
post 26 Feb 2016, 0:54
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QUOTE (Mizo @ 25 Feb 2016, 21:04) *
I will upload this soon enough when its done, Am going to also add an Easy and Medium setting to it as well.
that's gonna be great!

after few matches it doesn't look as "scary" as it felt while reading changelog. 8]
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Hanfield
post 26 Feb 2016, 1:10
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QUOTE (rey @ 26 Feb 2016, 1:54) *
that's gonna be great!

after few matches it doesn't look as "scary" as it felt while reading changelog. 8]


You should have seen the early incarnation. The Brutal China AI beat me, Knjaz and Mizo on a 4 player version of Supply Lines. All of us were ECA :B.


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Scud
post 26 Feb 2016, 1:50
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-All Superweapons - +100% HP, + 50% Cost (+40% for US), + 50% Cooldown (+40% for US), Doubled power requirement, + 50% Build Time, ExpValue from 400 to 1000.

FINALLY SOMEONE BALANCED THE SUPERWEAPONS!!
This a glorious day comrades!! Barman the next round is on me.

My only complain would be why Deployment Zone requires War Factory to summon Mechanized Batallions. I mean, don't they come from other bases? They really hit balance that much?

This post has been edited by Scud: 1 Mar 2016, 2:55


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{Lads}RikerZZZ
post 26 Feb 2016, 6:06
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QUOTE (Scud @ 26 Feb 2016, 2:50) *
-All Superweapons - +100% HP, + 50% Cost (+40% for US), + 50% Cooldown (+40% for US), Doubled power requirement, + 50% Build Time, ExpValue from 400 to 1000.

FINALLY SOMEONE BALANCED THE SUPERWEAPONS!!
This a glorious die comrades!! Barman the next round is on me.

My only complain would be why Deployment Zone requires War Factory to summon Mechanized Batallions. I mean, don't they come from other bases? They really hit balance that much?


The general idea is that Field commands are for defence and WF's are for offence. The mech battlegroup is offensive in nature and thus requires the offensive building to build it.


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Scud
post 26 Feb 2016, 7:04
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QUOTE ({Lads}RikerZZZ @ 26 Feb 2016, 2:06) *
The general idea is that Field commands are for defence and WF's are for offence. The mech battlegroup is offensive in nature and thus requires the offensive building to build it.


Ho! I can see the light now!


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Emin96
post 26 Feb 2016, 8:04
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please bring back the topol, why remove it?
there is some lag that in 1.86 wasnt present.
very good patch, add topol again. wink.gif


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{Lads}RikerZZZ
post 26 Feb 2016, 8:08
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QUOTE (Emin96 @ 26 Feb 2016, 9:04) *
please bring back the topol, why remove it?
there is some lag that in 1.86 wasnt present.
very good patch, add topol again. wink.gif


Topol isn't coming back. It's a silly broken mechanic that makes the game very unfair for those on the receiving end.


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sidra2099
post 26 Feb 2016, 8:09
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Hi,
It keeps crashing every time I try to start the game. The game works fine when I remove the patch .big file, but it crashes if I put it in my zero hour folder. I have 1.86 patch installed.
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Knjaz.
post 26 Feb 2016, 8:47
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Got anything else installed, on top of 1.86?
Like, for example, Widescreen mod?

Or have something in Data/INI folder?

QUOTE (Emin96 @ 26 Feb 2016, 9:04) *
please bring back the topol, why remove it?
there is some lag that in 1.86 wasnt present.
very good patch, add topol again. wink.gif


Well, one reason is that I couldn't make it due to limited SAGE knowledge, and M.P/Cody couldn't be bothered to replicate the way Topols work. See, both Silo and mobile Topols use exactly the same weapon/mechanic. Obviously, giving Topols current stats of the Silo was out of the question, it'd be an "I Win" button basically.

Second reason, is that Topols allow you to transfer all of your cash into damage, and eventually even with the new concept of spreading less damage over larger area they could allow you to annihilate your opponents. Additionally, Nuclear Silo with new stats already does the job of being a very fitting Rank 5 ability in it's effect on the battlefield, I even consider it has 1 more warhead than it should have.

They may come back in future, but only if there will be a way to fit them in in a balanced and coherent form. And chances are it might happen, but not any time soon.

This post has been edited by Knjaz.: 26 Feb 2016, 8:58
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sidra2099
post 26 Feb 2016, 11:11
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I did a clean reinstall of Zero Hour, and reinstalled 1.85 and 1.86. This got the thing to work. One odd thing I noticed is that the ECA excavators now no longer have the 'switch between defenses and buildings' button. Like, they cannot build defenses any more.
Is that intentional? Or a bug?
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rey
post 26 Feb 2016, 11:20
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QUOTE (Knjaz. @ 26 Feb 2016, 10:47) *
Second reason, is that Topols allow you to transfer all of your cash into damage
why the idea of direct money transfer to power is so unwelcome?! imo Russia is the faction that feats it best. it's quite a power, yes, but opponent allowed Russia to get such amount of money as extra, it's his guilty.

for example me with friend were trying to develop this idea in own fun patch, with taking "money=power" to fullscale tactic. the idea was to give upgrades in some building allowing to lessen timer for selected GPs. player can choose to spend money on units/"offensive use of defenses" or to make GPs restart faster. sounds imba, but does it really:- 15K on different units or say -15sec for Tu22 strike?
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Knjaz.
post 26 Feb 2016, 11:45
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QUOTE (sidra2099 @ 26 Feb 2016, 12:11) *
I did a clean reinstall of Zero Hour, and reinstalled 1.85 and 1.86. This got the thing to work. One odd thing I noticed is that the ECA excavators now no longer have the 'switch between defenses and buildings' button. Like, they cannot build defenses any more.
Is that intentional? Or a bug?


How on earth... well, I just checked it again, and everything works fine on my end. Did you install ZH 1.04 patch before installing 1.85?

Anybody else reporting this issue?

This post has been edited by Knjaz.: 26 Feb 2016, 11:45
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TimeBurner
post 26 Feb 2016, 11:45
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TOPOL gone! Rik happy! biggrin.gif ...Who likes TOPOLS anyway. They're just for lolz and gigs. Just to screw with people.


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TimeBurner
post 26 Feb 2016, 11:53
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QUOTE (rey @ 26 Feb 2016, 19:20) *
why the idea of direct money transfer to power is so unwelcome?! imo Russia is the faction that feats it best. it's quite a power, yes, but opponent allowed Russia to get such amount of money as extra, it's his guilty.


Because a game that has meta consisting of units fighting by micro and not spamming and fighting by sending blobs and sending more if it didnt work the first time,is much better.
And we want factions that functions differently with unique and respective playstyles that arent uncounterable.

nah,just kidding. Nerds like knjaz wants to make compstomper players dance macarena and cringe.

This post has been edited by TimeBurner: 26 Feb 2016, 11:57


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Hanfield
post 26 Feb 2016, 11:53
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Topols are variably useful versus four factions and completely broken versus the fifth [ECA], as their relatively tight warhead scatter allows them to snipe their defenses and howitzers pretty consistently. With a proper sec eco going and multiple warfactories, a Russia player can maintain several Topols armed at all times and take out most buildings/blobs/parts of a defensive line with a single press of a button. Now the Missile Silo is as it was intended to be - a softener with a spread large enough to ensure that at least something gets hit by it and radiation short-lasting enough to move in almost immediately after to finish them off. If the Topol ever returns, it could be in the form of 1/2 of the Silo's payload - 4 warheads - and a slightly tigher scatter radius so that it doesn't become a nuclear sniper again.

This post has been edited by Hanfield: 26 Feb 2016, 12:05


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__CrUsHeR
post 26 Feb 2016, 13:07
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Great patch!

I have not tested it yet, but from what I read in the changelog seems to be very interesting; emphasis on the rebalancing of the superweapons, the Claymore and Howitzer, Nuke Silo and Mercenaries.

Good job guys. happy.gif


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Scud
post 26 Feb 2016, 15:28
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QUOTE (Scud @ 25 Feb 2016, 21:50) *
-All Superweapons - +100% HP, + 50% Cost (+40% for US), + 50% Cooldown (+40% for US), Doubled power requirement, + 50% Build Time, ExpValue from 400 to 1000.

FINALLY SOMEONE BALANCED THE SUPERWEAPONS!!
This a glorious day comrades!! Barman the next round is on me.

My only complain would be why Deployment Zone requires War Factory to summon Mechanized Batallions. I mean, don't they come from other bases? They really hit balance that much?



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Skitt
post 26 Feb 2016, 16:09
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to be honest i prefer playing on rgo rather than vanilla rotr.

o eca players try the warhounds <3


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M.P
post 26 Feb 2016, 16:17
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QUOTE (mr_Skittles @ 26 Feb 2016, 18:39) *
o eca players try the warhounds <3

And Russian players, Ignore the Sentinel, and build Kodiaks instead biggrin.gif

But still, f.u.ck this patch duh2.png duh2.png
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rey
post 26 Feb 2016, 16:58
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QUOTE (TimeBurner @ 26 Feb 2016, 13:45) *
TOPOL gone! Rik happy! biggrin.gif ...Who likes TOPOLS anyway. They're just for lolz and gigs. Just to screw with people.
actually i liked mobile Topols more, at least for aesthetics tongue.gif

QUOTE (Hanfield @ 26 Feb 2016, 13:53) *
Now the Missile Silo is as it was intended to be - a softener
eh.. for me and friends the only thing changed is price. 8) the strategy is the same= build some number of them and bombard everything. yet now it even strikes harder and unlike with mobile Topols that had to come closer and so can be killed in process, one can nest silos deep into base so that opponent had little chance to counter it.

QUOTE (Hanfield @ 26 Feb 2016, 13:53) *
If the Topol ever returns, it could be in the form of 1/2 of the Silo's payload - 4 warheads - and a slightly tigher scatter radius so that it doesn't become a nuclear sniper again.
i'd prefer Topol-M to become exactly more snipe-oriented opposite to Silo: much less radius of effect, faster delivery, less strike power. =] actually, if "weapons" of silo and mobile were different, i'd try to present my variant in fun patch.
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