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SWR Productions Forum _ Rise of the Reds _ Community feedback patch

Posted by: (USA)Bruce 23 Sep 2017, 21:15

ROTR Community Feedback Patch
AKA Life's Good Patch




Foreword

Where to begin? Well it's been awhile since we had an official release of content from SWR itself.
1.87’s public beta was not without fault and being the presumed last version to be released before 2.0.You cannot reinvent the wheel only to go back in a single version.It's unintuitive and a sinkhole of time and resources.

But that being said the multiplayer aspect of the game was not all roses and flowers either.It had it’s own issues, a few minor bugs that were fixed in this patch and the “META” aka the best way to play the game depending on the faction's) had flaws.

Really Really big flaws, like Imagine GLA’s play style being more reliant on defences and artillery then ECA and requiring as much or more mindless spam then china.
So while we’re wagging our tails and waiting on official news and goodies I have gathered the testers who were mostly idle and playing the game version of the game and coming to the same conclusions of what works, should or shouldn't work I gathered them up and asked for their aid on helping develop a small FAN patch.

I cannot state this clearly enough, this is not an official release.This is not meant to be anything from SWR Productions itself.This is just a small addon made with the love passion and care from the tester team with the feedback of the community.

This patch did have a previous release Life's Good Version 1 on the Discord chat, but It was quickly taken down because of some bugs and some changes did go hand in hand with the vision we had for some cases.

Next iterations of this patch will most likely have its future updates changelog available for the public on the discord chat to debate and possibly receive feedback for.
I should also make it very clear that this isn't without fault or merited to be called perfect or perfectly balanced.


Also the philosophy of this patch isn't to say nerf individual factions so they can be limited as others but merely to buff the others and bring them up to par.
So with that said I’d like to repeat that this isn't an official patch, things inside including the changes can and probably will be reverted entirely for the upcoming 2.0 release once 1.87 is out of public beta testing.

Perhaps the “Life's good” patch might return or be adjusted for the official 1.87 release? Who knows.The core intent of this is not to create something crazy or for fun but to make it stable and slow down how fast peoples hair whiten due to the stress of playing ROTR in its current state.


http://www.mediafire.com/file/8eg6cbuo44sxrzy/LG_patch_V2.rar


The change log will be posted bellow but I HIGHLY suggest you read the PDF in the RAR with the Images
How to install? Well you need to have the latest ROTR Public Release (Version 1.2) Installed. Remove !!Rotr_Intrnl_INI from your install directory and put !!!!LGv2 In its place.Uninstalling is doing the same process in reverse.
Please do keep in mind to either put an "LG" on your name should you be in the multiplayer lobby or don't forget to tell people that your using this version in order to avoid missmatches.
Hopefully this will be the new version commonly played on the public open beta so we wont need to do that hassle.


Extra note: People who are playing this patch should post bugs and feedback on this thread and not on the 1.87 Bug report section


CODE
LG V2 changelog

General changes:

-All offensive Non ECA defenses' build times increased by 20% [tunnels, arena, speaker towers not affected]
-All AT infantry damage increased by 20-25% [Faust 50->60; MD 40->50; TH 30->36; Tunnel Def 40/50->50/60; RPG con 50->60]
-All chain death effects now occur only 25% of the time [decreased from 50%]

GLA:

-Rocket buggy changed:
-Default barrage mode is no longer guided and has a scatter radius, no longer jammable by ECM, ammo increased from 6/12 to 9/18
--Rocket barrage mode spread increased from 0 to 30
--Rocket barrage primary damage radius increased from 5 to 10
--Rocket barrage secondary damage increased from 5 to 10
--Rocket barrage secondary damage radius increased from 10 to 15
-Mortar removed and replaced with ATGM: slow firing and delayed shots, but guided and deals heavy damage to vehicles
--Deals 200/240 STEALTHJET_MISSILE damage; 400ms prefire and 6000ms reload; Rocket Buggy upgrade decreases reload to 4000ms
-Partisan reworked: stealth detection no longer forces him to deploy - movement speed while in detection mode cut by half, prefire increased from 500 to 1500 [three times slower aiming]
-Partisan price reduced from 550 to 500
-Mercenary build times reduced to 2 seconds across the board
-Mercenary Runner price increased from 200 to 250
-Mercenary Gunner price increased from 500 to 600
-Mercenary Grenadier price increased from 600 to 750
-Angry Mob price reduced from 800 to 600
-Stinger Site range rescaled: 250 down from 280, 300 down to 350; AP Rocket upgrade makes it go 250 -> 275, 300 -> 360
-Stinger Site scatter radius vs infantry increased from 10.0 to 15.0
-Weaponized Recycler Trucks [excluding Anthraxcycler] now drop salvage that belongs to the respective tier and faction from which they procured said weapon
-Recycler crate lifespan doubled
-Dirty Nuke Bomb Truck upgrade crate lifespan doubled
-Tactical Nuke Bomb Truck primary damage increased from 3000 to 4500
-Tactical Nuke Bomb Truck secondary damage increased from 1000 to 2500
-Tactical Nuke Bomb Truck secondary damage radius increased from 160.0 to 200.0
-Plague Duster price reduced from 900 to 800
-Plague Duster build time reduced from 15.0 to 13.0 seconds
-Plague Duster ground rocket reload time from 4000 to 3000
-Plague Duster AA damage from 30.0/37.5 to 40.0/50.0
-Mercenary Runner post-AP damage type changed from GATTLING to COMANCHE_VULCAN
-Marauder health with Junk Repair increases from 500 to 550
-Marauder Junk Repair rate from 2 every 500ms to 5 every 500ms
-Quad Cannon vulnerability to ARMOR_PIERCING increased from 100% to 120%
-Tunnel Defenders gain the ability to fire High Explosive warheads after acquiring the High Explosives GP
-Observation Scanners moved from Black Market to Hideout
-Technical price reduced from 500 to 400
-Technical health reduced from 180 to 130
-Scorpion Rocket manual fire button removed
-Stinger Soldier is now stealthed by default
-Stinger Soldier speed increased to 25
-Aanrchist mines are now default
-Anarchist mine duration increased from 45 seconds to 210 seconds
-High Explosives GP instead gives melee-range TNT charges [TD's old TNT charges]

USA:

-Crusaders are now locked behind Armored Company
-Composite Armor prerequisite removed
-Acolyte Tanks available at T0 with a 800 price tag and 10 second build time
-Acolyte Tank health reduced from 380/480 to 360/450 [latter w/ Comp. Armor]
-Acolytes now drop from Reinforcement Pads
-Ambulance can now benefit from Chemical Suits, becoming immune to toxins [note: 1% vulnerability just so it can be targeted]
-Chemical suits renamed to NBC Measures
-Ranger price from 110 to 120
-Ranger health from 180 to 200
-Javelin price reduced from 800 to 650
-Enforcer price reduced from 650 to 600
-Hunter Killer payload halved; increases back to 2 with Drone Weaponry upgrade
-Point Defense Lasers increases Cyclops anti-missile damage from 100 to 200
-Cyclops price increased from 1400 to 1500
-Humvee TOW Missile upgrade removed
-Tomahawk animation/turret speed increased by 50%
-Cruise mode missile health from 135 to 200
-Cruise mode prefire increased from 250 to 1000
-Cruise mode damage reduced from 200 to 100
-Fast mode detonation damage when destroyed is reduced
-Terror Drone vulnerabilities to bullet-based damage types increased to 85% across the board

China:

-Nukaneer price reduced from 850 to 750 [from 680 to 600 with Prop. Center]
-Disruptor price reduced from 800 to 700
-MIGs no longer need a Propaganda Center to be built
-MIG missile health made equal to other jet fighter missiles
-MIG missile DBS reduced from 150 to 100

ECA:


-Gun Turrets and other defense bugs related to new munitions fixed [brings back red color for buffed defenses]
-Jagdmammut price increased from 1300 to 1400
-Jagdmammut base weapon range from 210 to 230 [upgraded from 260 to 285]
-Munitions Bunker limit increased from 3 to 4
-Canister Rounds price reduced from $1500 to $1000
-Mortar Truck moved down from T2 to T1
-Mortar Truck price reduced from 1500 to 1000
-Mortar Truck acceleration increased from 20 to 60
-Pioneer price reduced from 700 to 500
-Heavy Sniper price reduced from 700 to 600
-Jumpjet Infantry price reduced from 850 to 800
-Panzerfaust secondary damage increased from 15 to 25
-Leopard Tank is now available at T0
-Leopard Tank build time increased from 20 to 22 seconds
-Pandurs moved back to T1
-Bulldog Turret rocket weapon clip size increased back to 10 for L2 and L3
-Bulldog Turret rocket weapon reload time decreased from 3500 to 3000

Russia:

-Shock Trooper price reduced from 500 to 400
-BMP price reduced from $900 to $800
-Shock Trooper build time reduced from 8.0 to 7.0 seconds
-Grizzly frag grenades now fire forward instead of in its immediate proximity
-Buratino INFANTRY_MISSILE damage component reduced from 10 to 1

Posted by: (USA)Bruce 23 Sep 2017, 21:36

Quick Update: Please download it from that mirror I put up because I cant upload it to the forums (Due to my file quota being reached or something)

Posted by: Shockfan42 24 Sep 2017, 3:30

Observation scaners are in the Black Market and Hideout, is feature or bug?

Posted by: Shockfan42 24 Sep 2017, 4:02

Ok, a rare bug, in another game only show in Hideout.

Posted by: Mizo 24 Sep 2017, 4:51

I'd like to point out that in some cases where heavy changes were made, the AI will not function properly.
( for example, USA). I didn't update it whatsoever.

Posted by: Shiro 24 Sep 2017, 12:18

Observation Scanners appearing in the Black Market could be an isuse with Commandsets not being properly updated, so one or more has them, and the remaining 1 or 2 don't. This is related to the Bounties, so observe changes happening after you research the respective next Bounty stage.

Posted by: Scud 25 Sep 2017, 4:28

Some changes are nice, but some others are to radical, like the rocket buggy thing and the crusader/acolyte swap.

Posted by: Skitt 25 Sep 2017, 4:31

the rocket buggy things quite good, fought it today.

Posted by: (USA)Bruce 25 Sep 2017, 5:17

QUOTE (Scud @ 25 Sep 2017, 6:28) *
Some changes are nice, but some others are to radical, like the rocket buggy thing and the crusader/acolyte swap.


Im glad your enjoying it and taking the time to try it out.The reasoning behind every change can be reviewed in the PDF file.Also, theres a photo of a cat!

Posted by: M.P 25 Sep 2017, 9:46

Yeah.... I8.gif

Posted by: ZunZero97 25 Sep 2017, 14:20

I liked all changes, so why dont turn as official patch? laugh.gif
The_Hunter and other developers should say:"Official patch"

Posted by: M.P 25 Sep 2017, 19:45

QUOTE (ZunZero97 @ 25 Sep 2017, 16:50) *
I liked all changes, so why dont turn as official patch? laugh.gif
The_Hunter and other developers should say:"Official patch"

NIGGAS! WE HAZ OFFICIAL PATCH! I8.gif

Posted by: {Lads}RikerZZZ 27 Sep 2017, 13:51

This patch is a godsend and I highly recommend it to all.
the faster more fluid gameplay provided by better AT and everyone having a building counter (tanks) in the early game is amazing.

Posted by: XAOC-RU- 27 Sep 2017, 14:38

I also recommend this patch. Especcially to people who start blame everything without trying to play it smile.gif

Posted by: ZunZero97 27 Sep 2017, 19:24

I see a lot of people liked this patch so
Nice work guys! wink.gif

Posted by: ZunZero97 27 Sep 2017, 20:50

QUOTE (ZunZero97 @ 27 Sep 2017, 15:24) *
I see a lot of people liked this patch so
Nice work guys! wink.gif

By the way ive found a techical error about the tear gas from ECA against drones mines anthrax i think.

Posted by: Skitt 28 Sep 2017, 2:15

QUOTE (ZunZero97 @ 27 Sep 2017, 20:50) *
By the way ive found a techical error about the tear gas from ECA against drones mines anthrax i think.

the gas crash is being looked into, its not just against drones. im pritty sure its due to a collision of the canisters on detonation causing the engine to have a fit.

Posted by: jl319 28 Sep 2017, 8:46

Loving the community patch ohmy.gif The AI still spams Rocket Buggies and Quads and stuff, but it's more fun now!

Posted by: Mizo 28 Sep 2017, 10:19

That's from the old AI.

Posted by: rey 29 Sep 2017, 8:43

little observations:
- "new" rocket buggy is even more potent. yep, you can't easily in seconds destroy army of units, but you can even faster then before destroy buildings(hello Russia-buggie-problems)
- didn't really understand how Marauder changes make it that much of a difference - somewhat better repair ought to change the game process so drastically?(i just didn't feel it yet)
- ECA and USA became "almost no tank"-factions. ECA had problems with building at least some sizeable tank force before, now it's even longer = as i see patch "forces to use only artillery", but that makes ECA even more one-sided-boring. with USA it's almost the same(use only air and drones), but it really limits armor capabilities(maybe USA players wish this, idk), plus locking 3 units in 1 GP is kinda too much...
- Buratino losing it's Infantry Missile damage, Russia had almost no Tier1 artillery, now it doesn't for sure. let's say ok. then why USA siege infantry grenades still can make damage to infantry and vehicles if they are anti-building only?!(it's really easy to get group of units on grenades during fight)

Posted by: Mizo 29 Sep 2017, 9:25

QUOTE
- didn't really understand how Marauder changes make it that much of a difference - somewhat better repair ought to change the game process so drastically?(i just didn't feel it yet)


They get faster repair and bonus HP meaning better survivability against jets which were their biggest threats. Their dps was always insane. Now they can fight on par with kodiak which is a blessing capability for GLA to have ( Direct Medium tank front assault capability).


QUOTE
ECA and USA became "almost no tank"-factions. ECA had problems with building at least some sizeable tank force before, now it's even longer = as i see patch "forces to use only artillery", but that makes ECA even more one-sided-boring. with USA it's almost the same(use only air and drones), but it really limits armor capabilities(maybe USA players wish this, idk), plus locking 3 units in 1 GP is kinda too much.


I'll be honest, the USA tank roster didn't click to me yet. It still seems extremely weird to me, as USA should atleast get a medium tank by default seeing as they are a generalist faction, while acolytes could remain as light tanks, or make crusaders their tier 0 tanks ( But Bruce always had a fantasy of building Acolytes so let him have fun).

But I dont understand how ECA became less of a tank faction. They have the same exact capability as before ( even better since you can build leopards at tier 0 , hence why I requested a 2 second build time increase, in order for them to not completely dominate GLA early game since they can fill both anti tank and anti-infantry roles with the manned machine guns.

Posted by: (USA)Bruce 29 Sep 2017, 10:29

QUOTE (rey @ 29 Sep 2017, 10:43) *
little observations:
- "new" rocket buggy is even more potent. yep, you can't easily in seconds destroy army of units, but you can even faster then before destroy buildings(hello Russia-buggie-problems)
- didn't really understand how Marauder changes make it that much of a difference - somewhat better repair ought to change the game process so drastically?(i just didn't feel it yet)
- ECA and USA became "almost no tank"-factions. ECA had problems with building at least some sizeable tank force before, now it's even longer = as i see patch "forces to use only artillery", but that makes ECA even more one-sided-boring. with USA it's almost the same(use only air and drones), but it really limits armor capabilities(maybe USA players wish this, idk), plus locking 3 units in 1 GP is kinda too much...
- Buratino losing it's Infantry Missile damage, Russia had almost no Tier1 artillery, now it doesn't for sure. let's say ok. then why USA siege infantry grenades still can make damage to infantry and vehicles if they are anti-building only?!(it's really easy to get group of units on grenades during fight)


The russia buggy issue alongside the ECA buggy issue has been looked into and the next iteration of the patch will deal with these problems.
Thank you for your feedback Rey, ECA has a T0 tank now...How are they not tank based?

For USA, Its got to do with how fast you could transition from a defensive T0 and then pay 300 more and be up in the enemies face with crusaders.
Also three units isnt that uncommon, There's the three mercenaries that are similar to it. Dont see it as three units but two upgrades/Choices that's better off in single combat then the acolyte and the right to purchase T2 AA.

Plus it felt wierd to have your reinforcement pad fresh composite armour crusaders get along with your paladins in a strike force.

The Marauder can now easily man fight anything that isn't a super heavy.The change allows you to easier preserve it and gather salvage with less risk of being denied.
Burantino was never artillery, ever, In the history of every...Its a fancy rocket based garrison clearer that you can burst down mobs or chemical suit soldiers with.

Also I'm curious on how you replace acolytes with drones honestly.Must be a PVE thing smile.gif

Posted by: Hanfield 29 Sep 2017, 10:40

QUOTE (rey @ 29 Sep 2017, 10:43) *
little observations:
- "new" rocket buggy is even more potent. yep, you can't easily in seconds destroy army of units, but you can even faster then before destroy buildings(hello Russia-buggie-problems)
- didn't really understand how Marauder changes make it that much of a difference - somewhat better repair ought to change the game process so drastically?(i just didn't feel it yet)
- Buratino losing it's Infantry Missile damage, Russia had almost no Tier1 artillery, now it doesn't for sure. let's say ok. then why USA siege infantry grenades still can make damage to infantry and vehicles if they are anti-building only?!(it's really easy to get group of units on grenades during fight)


- Buggies are being calibrated. Originally the higher clip size was to offset the loss of tracking and high spread, but it does seem to have effects on ECA [stationary defenses aren't hard to hit] and Russia [unit sizes :V];
- Repair is negligible, but ties into its theme; the real difference is the 10% extra hp which alters thresholds in some cases [in USA's case, they can no longer snipe Marauders with 1 LGM raptor];
- Buratino range isn't even close to artillery, nor is the unit even an artillery piece - it's a long range flamethrower, still suitable for destroying buildings, infantry, and light vehicles.

Posted by: katmoda12 30 Sep 2017, 12:44


I must say that with this patch you did a great work. particularly with AT infantry. Now venom protocol is the thing it should be.

I particularly like the new clear sky battlegroup.

The mercenaries 2 seconds builds is an elegant representation of this force.

Some points I would like to underline:

-The solution about the Usa armored division: Even thou I cannot provide any suggestion, it still bothers me thinking about the acolytes as the main tank without spending GP points. Is there no other way to fix it?

-The improvement on Jagdmammut: slow tank with sniping capabilities, but not so strong armor: the turning rate it is still the weak point, Should it be improved?

Thank you so much for your great work.



Posted by: {Lads}RikerZZZ 30 Sep 2017, 12:49

The low turning rate of the Jagd is its intended weakness. In small battles the idea is you flak the fuckers to kill them if youre a smaller tank.

As for the USA ones, yes were potentially trying an experiment with the Bradley to see if that addresses the issue.
I agree that usa getting 2 units with a gp that are basically the same seems rather pointless, so we may have found a solution to that. Beyond that however acolytes in t0 are IMO dipe as hell. They give USA much needed anti building and anti tank power that guardian drones simply never ever had.


Posted by: ZunZero97 1 Oct 2017, 7:21

USA needs at least a T0 Main Battle Tank with TankArmor because the game engine of the drones are something bad and we should keep in mind USA have a Tank General and is Bradley.
And when i try to add a team on skirmishscripts the teams simply just delete and doesnt work why?

Posted by: Hanfield 1 Oct 2017, 10:35

QUOTE (ZunZero97 @ 1 Oct 2017, 9:21) *
game engine of the drones



Posted by: Shiro 1 Oct 2017, 12:46

QUOTE (ZunZero97 @ 1 Oct 2017, 8:21) *
game engine of the drones




ZunZero, I know you have your problems with English, but that post is incomprehensible even by the usual standards. Please try to rephrase that.

Posted by: ULTRA Faff 1 Oct 2017, 16:18

^ nice biggrin.gif

Loving this patch! You guys have done an amazing job - thanks, will give feedback being mainly a SP kinda guy - hopefully your included changes will work for me wink.gif

p.s is there a way to see in-game/start screen what version no. I'm on so I know this patch is active so to speak?


Cheers!

Posted by: Hanfield 1 Oct 2017, 18:59

QUOTE (ULTRA Faff @ 1 Oct 2017, 18:18) *
^ nice biggrin.gif

Loving this patch! You guys have done an amazing job - thanks, will give feedback being mainly a SP kinda guy - hopefully your included changes will work for me wink.gif

p.s is there a way to see in-game/start screen what version no. I'm on so I know this patch is active so to speak?


Cheers!

AI sorta works, but this is a PVP oriented patch, with no AI updates made to accommodate the changes that concern weapon function or unit availability.
Enter the Options menu and look at the bottom - if you see "Rise of the Reds 1.87 Public Build 1.2 - Life'sGood Patch Version 0.2, Zerohour Version 1.4", then the patch is active.

Posted by: {Lads}RikerZZZ 1 Oct 2017, 23:14

QUOTE (ZunZero97 @ 1 Oct 2017, 7:21) *
USA needs at least a T0 Main Battle Tank with TankArmor because the game engine of the drones are something bad and we should keep in mind USA have a Tank General and is Bradley.
And when i try to add a team on skirmishscripts the teams simply just delete and doesnt work why?


We literally have t0 acolytes. What more do you want?

Also as stated many times this patch is for PVP players and the AI has not been changed to accomodate the changes. The ai will probably not work for many maps because of this so if you want to get the most out of this patch get online and play play paly

Posted by: ZunZero97 2 Oct 2017, 1:24

QUOTE ({Lads}RikerZZZ @ 1 Oct 2017, 19:14) *
We literally have t0 acolytes. What more do you want?

Also as stated many times this patch is for PVP players and the AI has not been changed to accomodate the changes. The ai will probably not work for many maps because of this so if you want to get the most out of this patch get online and play play paly

i missed the reply button on certain people how says "Why USA have T0 Tank" and things like that.
Sorry my bad english tongue.gif ive lost some fluid conversation, because i have surrounded people doesnt talk english unsure.gif
by the way i like the patch and nerf the AT weapon of the buggy

Posted by: rey 2 Oct 2017, 15:14

QUOTE (Mizo @ 29 Sep 2017, 10:25) *
They get faster repair and bonus HP meaning better survivability against jets which were their biggest threats. Their dps was always insane. Now they can fight on par with kodiak which is a blessing capability for GLA to have ( Direct Medium tank front assault capability).
meh, still feel it lacks some special-ability or other way to stand out.. idk, like say repairing to full with junk piles.

QUOTE (Mizo @ 29 Sep 2017, 10:25) *
But I dont understand how ECA became less of a tank faction. They have the same exact capability as before ( even better since you can build leopards at tier 0 , hence why I requested a 2 second build time increase, in order for them to not completely dominate GLA early game since they can fill both anti tank and anti-infantry roles with the manned machine guns.
my statement was exactly about this Tier0+2sec as i never felt lack of tank on Tier0(it's ECA with enough defenses) and at the same time i always hated how looong it takes to build some tank battalion(that may be killed in seconds due to so-so speed, and here we start again). but oh well that's just my experience.


QUOTE ((USA)Bruce @ 29 Sep 2017, 11:29) *
ECA has a T0 tank now...How are they not tank based?
as answered to Mizo it's more about ECA was never able to fast build tank army, so even +2 sec adds to that. my bad, i can't make myself to play as "this faction is about defenses and tanks are just for picture of presence, so don't struggle to make them main force".

QUOTE ((USA)Bruce @ 29 Sep 2017, 11:29) *
For USA, Its got to do with how fast you could transition from a defensive T0 and then pay 300 more and be up in the enemies face with crusaders.
why not simply lock that update for hover with Tier1/2 availability?

QUOTE ((USA)Bruce @ 29 Sep 2017, 11:29) *
Also three units isnt that uncommon, There's the three mercenaries that are similar to it. Dont see it as three units but two upgrades/Choices that's better off in single combat then the acolyte and the right to purchase T2 AA.
the problem is that mecrs are really an option, while here i feel "lack of armor" units. Paladin was a GP for extra-armor, Acolytes as support fast tank, and Crusader is a good middle point. with such lock it feels like good light tanks that is better in some ways same bad in some ways and GP with good armor Paladin = why would i use crusaders at all? when it's situation where Acolytes can't handle(which is not that seldom) next step will be already Paladins.

QUOTE ((USA)Bruce @ 29 Sep 2017, 11:29) *
The Marauder can now easily man fight anything that isn't a super heavy.The change allows you to easier preserve it and gather salvage with less risk of being denied.
well it's a step to make Marauder more viable, but it still kinda feels "can't i do same with little more Scorpions".

QUOTE ((USA)Bruce @ 29 Sep 2017, 11:29) *
Burantino was never artillery, ever, In the history of every...Its a fancy rocket based garrison clearer that you can burst down mobs or chemical suit soldiers with.
statement was not mainly about if Buratino is arty(lets say it's my dreams just as yours Acolytes MBT), but about why that USA siege infantry doesn't lose same "non-dedicated" units damage too.

QUOTE ((USA)Bruce @ 29 Sep 2017, 11:29) *
Also I'm curious on how you replace acolytes with drones honestly.Must be a PVE thing smile.gif
i didn't say i will replace, but obviously presence of drones in mod meant to make people think as that is "other way"/somewhat replacement to vehicles.

overly, Bruce, i find this patch interesting. i like AT infantry buff the most and mercs faster build(same liked it in RGO). lots of tweaks here and there that need time to be felt.

Posted by: (USA)Bruce 2 Oct 2017, 17:34

Im always thankfull of feedback, Thank you for yours Rey.

What I can say is that a ton more little tweaks and fixes are planned and in store for the next version.We have to just sit down and finalize some notes and suggestions from both the little group we have and the public.

Just going to answer something; You need to tie the hover engines to an upgrade.Sadly theres no "speed" upgrade for USA (God how I wish there was one) But we're here to adjust and calibrate from what we have.Not to expand and create a minimod.

Acolytes at T0 just seemed to be the most reasonable way to approach this and so far I heard alot more praise then curses on it.
Try to see Microwaves as your core unit at T1 anyways, just like a cyrocopter/assault destroyer from red alert 3 for your ground force.Also without crusaders, do remember that.

Why use crusaders? Well we have change in mind for them, but for now see them as T1 heavier armour that you can use for the "deathball" stratagey

Posted by: Mizo 2 Oct 2017, 19:40

I had an idea discussed before in tester chats and LG ones, regarding the Mauraders leaving a husk after getting killed, that have the ability to ''recover'' the tank again after paying a price. This effectively turns it into some Zombie-tank of some sort, forcing the enemy to kill the husk as well in order to get rid of the unit completely. Though some technical issues doesnt make implementing it easy biggrin.gif

Posted by: ULTRA Faff 2 Oct 2017, 19:46

Thanks Hanfield, well I probably shouldn't say this (as not an official patch) but I played 4 or 5 skirmish ai matches last night and the changes just make this mod a whole lot better. I mean ALLOT better. Gameplay just felt smoother and more balanced. The factions overall were more enjoyable to play with all the tweaks/changes you guys have put in. Besides the AI still be a total wacko.gif to play against.

I'm still getting pink squares around builders, the odd unit here or there turning invisible and such but I guess that's part of the testing build still.

I'm going to be brutally honest, in my eyes there are just too many units and even possibly features that I never use, I wonder if I'm alone on this sometimes! I'll wait and see what you guys come up with next and you seem to be ironing allot of these out anyway wink.gif
I look at Shockwave and can see it's direction from the beginning...and sometimes I wonder if RTR has lost it's direction a little! (apologies if I'm wrong as I'm sure the team has it's plans!)

Great job, look forward to more updates.

Posted by: (USA)Bruce 2 Oct 2017, 20:05

QUOTE (ULTRA Faff @ 2 Oct 2017, 21:46) *
Thanks Hanfield, well I probably shouldn't say this (as not an official patch) but I played 4 or 5 skirmish ai matches last night and the changes just make this mod a whole lot better. I mean ALLOT better. Gameplay just felt smoother and more balanced. The factions overall were more enjoyable to play with all the tweaks/changes you guys have put in.

I'm still getting pink squares around builders, the odd unit here or there turning invisible and such but I guess that's part of the testing build still.

I'm going to be brutally honest, in my eyes there are just too many units and even possibly features that I never use, I wonder if I'm alone on this sometimes! I'll wait and see what you guys come up with next and you seem to be ironing allot of these out anyway wink.gif
I look at Shockwave and can see it's direction from the beginning...and sometimes I wonder if RTR has lost it's direction a little! (apologies if I'm wrong as I'm sure the team has it's plans!)

Great job, look forward to more updates.


Thank you for your feedback!
Glad to hear someone else enjoying it! Thats why we're working on this, its a fruit of love we have to the game and the great community.Your pink squares and invisible assets is because of your corrupted install or something must have went wrong.

You installed Zero hour 1.04, then ROTR 1.85 then ROTR 1.86 and then the 1.87 Public beta right? Then swapped the LG file with the ROTR INTRL INI file?
From what you describe it sounds like you missed a step there.

Now what fetures or units do you rarely use? Because you play in skirmish, there's always a "META" (Best way/most effective) way to play a faction. This is both true in PVP and PVE even if the units, general powers and abilities are different there's always a path to go.So I cant promise whats usefull in pvp can be good in skirmishes or visa versa.

Still tell me what you arent using much or why, maybe theres something that can be done.That being said a few new refinements to the AI and possibly bug fixes (AI utilizing acoytles and new buggies) might get included.

We have tons of things planned, but I hope we dont bite more then we can chew!

Posted by: rey 2 Oct 2017, 22:00

QUOTE (Mizo @ 2 Oct 2017, 20:40) *
I had an idea discussed before in tester chats and LG ones, regarding the Mauraders leaving a husk after getting killed, that have the ability to ''recover'' the tank again after paying a price. This effectively turns it into some Zombie-tank of some sort, forcing the enemy to kill the husk as well in order to get rid of the unit completely. Though some technical issues doesnt make implementing it easy biggrin.gif
i like this idea! but what technical issue can be there? it's simply a husk, like russian one, that stays in place for say 30 seconds having 0,5 health of Marauder and full or percent price to revive. Zombie Tank really could suit to Marauder theme.

Posted by: {Lads}RikerZZZ 3 Oct 2017, 6:43

QUOTE (rey @ 2 Oct 2017, 23:00) *
i like this idea! but what technical issue can be there? it's simply a husk, like russian one, that stays in place for say 30 seconds having 0,5 health of Marauder and full or percent price to revive. Zombie Tank really could suit to Marauder theme.


The main issue is pathfinding mainly. If you have a formation with a marauder in it and it dies then not only will your units just slow down and not be able to get around it without baby sitting (allready a pain) but they wont be able to move either and will just stop. The same thin happens when you add a deployed termite drone to a formation.

Personally i too adore this idea and this + the current marauder buffs would be an incredible way to make the GLA armour really feel special in a way that i havent seen before thats also super fitting to their lore and themes.

Posted by: Shiro 3 Oct 2017, 19:45

I think it would be the same with Russian vehicles being snipe-killed by aircraft, i.e. not THAT bothersome. Alternatively compare them to exploded anthrax-loaded Bomb Trucks in how the pathfinding things would behave.
In other words, I think it's worthwhile.

Posted by: rey 3 Oct 2017, 19:47

QUOTE ({Lads}RikerZZZ @ 3 Oct 2017, 7:43) *
The main issue is pathfinding mainly. If you have a formation with a marauder in it and it dies then not only will your units just slow down and not be able to get around it without baby sitting (allready a pain) but they wont be able to move either and will just stop. The same thin happens when you add a deployed termite drone to a formation.
what if make leftover-junk be real small physically? like model-pile is normal size, but object-pile is very small(to have a way to kill/prevent resurrect) -wouldn't that allow other units to pass by?.
btw, maybe it's just me, but most often i have to use marauders(meant to oppose strong enemy armor), i have only marauders in formation so don't see it as a huge deal.

Posted by: ULTRA Faff 4 Oct 2017, 20:02

QUOTE ((USA)Bruce @ 2 Oct 2017, 20:05) *
Thank you for your feedback!
Glad to hear someone else enjoying it! Thats why we're working on this, its a fruit of love we have to the game and the great community.Your pink squares and invisible assets is because of your corrupted install or something must have went wrong.

You installed Zero hour 1.04, then ROTR 1.85 then ROTR 1.86 and then the 1.87 Public beta right? Then swapped the LG file with the ROTR INTRL INI file?
From what you describe it sounds like you missed a step there.

Now what fetures or units do you rarely use? Because you play in skirmish, there's always a "META" (Best way/most effective) way to play a faction. This is both true in PVP and PVE even if the units, general powers and abilities are different there's always a path to go.So I cant promise whats usefull in pvp can be good in skirmishes or visa versa.

Still tell me what you arent using much or why, maybe theres something that can be done.That being said a few new refinements to the AI and possibly bug fixes (AI utilizing acoytles and new buggies) might get included.

We have tons of things planned, but I hope we dont bite more then we can chew!


Yep that sorted it - thanks. Missed ROTR 1.86 install somehow...even though I've played this mod forever wow! I recon my sneaky windows defender removed it on the sly!

China:

One unit that I find an odd one is China's Anti-tank and Anti-Disruptor Teams. I deliberately don't use for two reasons, 1) they are generally very slow and clunky (slow for balancing perhaps I got that) but I feel they take an age to get anywhere effectively. I never can get them to work well offensively/defensively. If I remember correctly you can't put them into anything.
2) their animations (although neat as a threesome) looks and feels slightly clunky and awkward? Reminds me of GLA's old portable pushed cannon that never quite worked in SW. I find the way the three units 'stretch' apart as a team as they move confusing when using them among other soldiers primarily as you must click the leader. I visually cant pick out the foot soldiers from tank teams when their moving (ie moving apart from each other) in a larger group.

The second is the Troop Crawler pulling out empty onto the battlefield. I've always had an issue with this one. I can see why you wouldn't want to spam these out BUT surely they could be some adjustments, longer build time / less troops perhaps. I mean they're just foot soldiers anyhoo. You see units like the black hawk filled with units on first production for example, never seems unbalanced to me? I'd rather build several heavy tanks with bunkers and fill those instead..even though they're slower! |The crawler just seems like a big weak tin can. Perhaps if it had some form of defence I personally would use it more.

I can't stand the EMC effects on the units, the green glowing stars effect is just too much when it starts overlaping itself with the red propaganda effects! Another unit I find I hardly use and have seen destroyed countless times, even when protected by other units.

No offense to guys n girls who like these units, I'm just saying from a mainly SP POV.







Posted by: EuroStep 5 Oct 2017, 11:35

I would just like to ask if there's a way to remove // modify this thing with aircraft falling out of the sky when there's no place to land and it is out of missiles? Spamming waypoints to preserve a jet that's supposedly out of gas is quite ridiculous when you think about it.

Posted by: (USA)Bruce 5 Oct 2017, 14:38

QUOTE (EuroStep @ 5 Oct 2017, 13:35) *
I would just like to ask if there's a way to remove // modify this thing with aircraft falling out of the sky when there's no place to land and it is out of missiles? Spamming waypoints to preserve a jet that's supposedly out of gas is quite ridiculous when you think about it.

This is possible, It was even in the old Zero Hour code for an unused upgrade.However I dont think adding it to a PVP version would be a great idea.If you want I can ask around for a small personnel version for only bot bashing to add this into the patch.

But It would miss match in multiplayer and the same rules would apply to the AI, so it would be a side addon but not something added to the main versions thats released/upcoming.

Posted by: 123nick 6 Nov 2017, 8:20

download has expired? i click on it, says u need premium account. also, what is it with using wierd file hosting services? why not something standard, like dropbox or google drive?

Posted by: (USA)Bruce 6 Nov 2017, 16:30

QUOTE (123nick @ 6 Nov 2017, 10:20) *
download has expired? i click on it, says u need premium account. also, what is it with using wierd file hosting services? why not something standard, like dropbox or google drive?

I have uploaded a new mirror, thank you for mentioning it.

Posted by: Gam3Error 8 Dec 2017, 22:36

QUOTE ((USA)Bruce @ 6 Nov 2017, 16:30) *
I have uploaded a new mirror, thank you for mentioning it.


The file no longer exists at that mirror.

Can you upload a new mirror please?

Maybe you can use https://dfiles.eu/ to upload files to?

Posted by: (USA)Bruce 8 Dec 2017, 22:55

QUOTE (Gam3Error @ 9 Dec 2017, 0:36) *
The file no longer exists at that mirror.

Can you upload a new mirror please?

Maybe you can use https://dfiles.eu/ to upload files to?


I've added a new mediafile link,
Golly the last mirros I had came with a download quota! Cant belive its so popular smile.gif

Once we finalize the test versions of LG3 I'll be also sharing a possible changelog for community feedback

Posted by: Gam3Error 9 Dec 2017, 12:21

QUOTE ((USA)Bruce @ 8 Dec 2017, 22:55) *
I've added a new mediafile link,
Golly the last mirros I had came with a download quota! Cant belive its so popular smile.gif

Once we finalize the test versions of LG3 I'll be also sharing a possible changelog for community feedback


Awesome, thanks!

Posted by: clarissemcclellan 25 Dec 2017, 20:10

Hi everyone,

is there an old version of this patch availliable or does this version work vor 1.86 too?
I like a lot of your changes, but am not too big of a fan of version 1.87 of rotr.

Posted by: Mizo 25 Dec 2017, 21:33

How come? Is it the hard AI? XD

Posted by: clarissemcclellan 25 Dec 2017, 23:03

the ai is fine for me, except for the eca which annoys the hell of me (and did so already in 1.86 tongue.gif)

but i miss my fire bases and the drone control center feels odd too me. and i don't really like the black bear or the gla air force (funny voice acting though xD)

Posted by: Hanfield 25 Dec 2017, 23:42

None of those pertain to LG, though :V

Posted by: jl319 26 Dec 2017, 4:41

QUOTE (clarissemcclellan @ 26 Dec 2017, 3:10) *
Hi everyone,

is there an old version of this patch availliable or does this version work vor 1.86 too?
I like a lot of your changes, but am not too big of a fan of version 1.87 of rotr.


Nope, this doesn't work with 1.86.

If you try to start 1.86 with the LG file, you will get an error.

Posted by: (USA)Bruce 26 Dec 2017, 8:18

QUOTE (clarissemcclellan @ 25 Dec 2017, 22:10) *
Hi everyone,

is there an old version of this patch availliable or does this version work vor 1.86 too?
I like a lot of your changes, but am not too big of a fan of version 1.87 of rotr.


I'm afraid this is only meant to be used with ROTR's public build 1.87 version 1.2
Cant help you with anything that doesn't work correctly on 1.86 I'm afraid, just get 1.87.It'll be worth your time I'm sure


QUOTE (clarissemcclellan @ 26 Dec 2017, 1:03) *
the ai is fine for me, except for the eca which annoys the hell of me (and did so already in 1.86 tongue.gif)

but i miss my fire bases and the drone control center feels odd too me. and i don't really like the black bear or the gla air force (funny voice acting though xD)


The AI is mostly unchanged, only the US AI has not been updated to use acolytes in Version 2, version 3 might fix this if we don't forget.
Lots of small alterations and fixes is coming up to V3, however the big shiny things might get pushed back to V4.
V3 might be just a more "stable" and balanced patch over all,

As for firebases, I miss them too, we all miss them...But for now Drone hives fit the Meta better as firebases are just superior then both the droneplant and protector combind (In most cases)

Blackbear used to be a problem, but with LG's fixes It not as scary/Infuriating as it is on the public build.(We didn't change the black bear but overall factions are better)
You don't like the gla air force just because YOU NEVER EXPECT IT! laugh.gif

Also; Join the SWR discord, theres a place for LG suggestions, feedback etc..
I read check this thread every few days but you can also use that area too!

Posted by: clarissemcclellan 26 Dec 2017, 10:10

QUOTE (Hanfield @ 25 Dec 2017, 23:42) *
None of those pertain to LG, though :V


I know, but i wanted to use the LG patch alterations while playing 1.86

Maybe it's time for me to get used to 1.87.

Thanks for the quick reply smile.gif

Posted by: ZunZero97 8 Jan 2018, 11:01

hi
this patch is more playable i mean more players play this patch than the public beta ?

Posted by: (USA)Bruce 8 Jan 2018, 14:43

QUOTE (ZunZero97 @ 8 Jan 2018, 13:01) *
hi
this patch is more playable i mean more players play this patch than the public beta ?


Currently 1.12 is played most, people think 1.13 is "too buggy" or havent heard about it apparently.
I upgraded to 1.13 myself and Im waiting for LG 3 to be finished, Version 2 is abit outdated.

Hopefully we can have it done soon, just ask in the lobby for LG.Everyone has it yet nobody has it on by default

Posted by: ZunZero97 12 Jan 2018, 8:51

After playing the feedbak patch i have some reviews:
1- i dont like the GP armored company Crusaders, Paladins and Chaparral, Crusaders should be the T0 tank and the acolyte should be used only in GP Acolyte Tank Drop and ofc on lately on 2.0 General Thorn.
2- Air mobility should be renamed something like "Aviation clearance" who is locked the Hunter Killer.
3- Blackhawk should be locked in "Covert Forces" GP and Pathfinder should be come by default without spendind the GP.
4- i was wondering why not the Recon Drone could build some structures Drone-based like the Drone Hive, Drone Control Center(because the game engine is better when the dozer disarms the mines making them more space on the command button and bring back the fire base). rolleyes.gif
5- And if is possible if i upload on this topic my INI files changes.

Posted by: Hanfield 12 Jan 2018, 11:55

No.

Posted by: (USA)Bruce 12 Jan 2018, 12:44

QUOTE (ZunZero97 @ 12 Jan 2018, 10:51) *
After playing the feedbak patch i have some reviews:
1- i dont like the GP armored company Crusaders, Paladins and Chaparral, Crusaders should be the T0 tank and the acolyte should be used only in GP Acolyte Tank Drop and ofc on lately on 2.0 General Thorn.
2- Air mobility should be renamed something like "Aviation clearance" who is locked the Hunter Killer.
3- Blackhawk should be locked in "Covert Forces" GP and Pathfinder should be come by default without spendind the GP.
4- i was wondering why not the Recon Drone could build some structures Drone-based like the Drone Hive, Drone Control Center(because the game engine is better when the dozer disarms the mines making them more space on the command button and bring back the fire base). rolleyes.gif
5- And if is possible if i upload on this topic my INI files changes.
CODE
1-There is so much  wrong in this, did you even read the changelog? I mentioned why we cant have crusaders at T0.Thorn does not get buildable acoytles in 2.0, We cant fit the bradley anywhere with your system
2-Basically...No, this isn't another mod, this is a balance patch.That kind of change is too out there
3-Default pathfinders? That's a horrible idea
4-You want to give a 200 dollar T0 unit the ability to build and repair structures? That's horrifying...
5-What are your INI changes anyways? Send them to me in a private message please
>>Overall NO to each one ZunZero,

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