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Rise of the Reds Update: Static on all Channels
MARS
post 8 Jun 2012, 6:30
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Hello, ROTR fans!
After the release of 1.7, you all had some time to take a nice, big bite out of the new content. We want to use this opportunity to relay our thanks to all of you who spotted and reported any glaring issues such as the comically infamous 'ECA Cargo Plane' bug. This one, as well as a few other technical glitches will be addressed in a patch dubbed version 1.72 which we're going to release in the next few weeks. On top of the bug-fixes, this patch will also include a few gameplay extras which we'll present to you in a short series of updates before we shift our focus to the ECA.


The GPS Scrambler Station is, as the name suggests, a larger stationary version of the Scrambler-equipped Observation Van. What makes it noteworthy is that the signal-distortion equipment housed in these facilities is a lot more powerful than the rudimentary electronics that can be fitted into the cramped Vans - So powerful in fact that it needs to be connected to its own power source which comes in the form of a crude built-in wind turbine whose entire output goes into the nearby Scrambler. As a result, the stealth radius provided to vehicles and structures by these Stations is a lot larger than that of the Van. However, after the betrayal of Prince Kassad, GPS Scramblers have become a rare commodity, which means that cell leaders now require a rank 5 clearance in order to deploy them.


Next, here is a little rundown of the most tangible changes that the patch is going to implement. These include the new structure-clearing and overall more effective Tesla Tank, a careful nerf for the BM-21 Grad which was deemed a bit too powerful, a buffed-up ECM Jammer Tower upgrade and some cost/production time changes to most Chinese units in order to make them more a bit more geared towards the intended spam tactics. We're also adding a bunch of completely new contents for all current factions that will be revealed in the next series of updates. Please take a look:

CODE
-------New units, structures and additions-------
-Added Super Secret American stuff
-Added Super Secret Russian stuff
-Added Super Secret Chinese stuff
-Added Super Secret GLA stuff
-Added GLA GPS Scrambler Station

-------Tweaks and adjustments-------
-Tesla Tanks now have 20% more weapon range
-Tesla Tanks can now fire on units while moving
-Tesla Tanks can now clear garrisons
-BM-21 Grad damage reduced by 5%
-BM-21 Grad Rockets now travel 20% slower than they did before
-Scorpion Rockets now use a different detonation effect
-Tank shell detonations now have a unique detonation effect when their parent vehicle is heroic
-Speaker Towers upgraded with ECM Jammers now have a 25% increased chance of successfully jamming enemy missiles
-Speaker Towers ECM upgrade cost reduced by $500 (total of $1000 now)
-Speaker Towers ECM upgrade production time reduced by 30 seconds (total of 30 seconds now)
-Tank Hunter costs decreased by $20 (total of $280)
-Troop Crawler cost reduced by $100 (total of $700)
-Gattling Tank cost reduced by $150 (total of $650)
-Gattling Tank production time reduced by 2 seconds (total of 8 seconds)
-Dragon Tank cost reduced by $100 (total of $600)
-Dragon Tank production time reduced by 2 seconds (total of 8 seconds)
-Dragon Tanks now benefit from horde bonus
-Inferno Cannons now benefit from horde bonus
-Twin-Fang cost reduced by $100 (total of $1500)
-Twin-Fang production time reduced by 2 seconds (total of 16 seconds)
-Burton Timed and Remote charges now have 45% shorter setup time

-------Bug Fixes-------
-Diverted supply drop ECA planes now properly drop supplies
-Speaker Tower ECM upgrade now has a proper hotkey
-Breeder Reactors no longer have a hotkey conflict with regular Nuclear Plants
-Sentinel Warden Missile Pods no longer have a hotkey conflict with "select all air units"


Finally, since the GLA release update contained a very sizeable lore portion, this one will be a bit lighter on the story-side to compensate. However, we will still conclude this update with a feature on everyone's favourite sociopathic warlord:


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Alex1guy
post 8 Jun 2012, 6:47
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I really love how in depth you guys are going with the lore, I always love reading background fluff. Good to see those ECA pilots are now a gullible as their allied counterparts. tongue.gif



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MARS
post 8 Jun 2012, 6:57
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Yep. All it takes now is a radio operator who can fake a bad German/French/British/etc. accent and before you know it, they send their plane and drop some goodies for you.
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aeroth
post 8 Jun 2012, 7:02
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Me gusta I8pink.png
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GDIZOCOM
post 8 Jun 2012, 7:15
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Loving the GPS Scrambler Station, the tweaks and thesuper duper super secret stuff ani8(1).gif as well as my favorite warlord Sulaymaan av-7.gif


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Mcbob
post 8 Jun 2012, 8:04
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Haha. "Stop Sulaymaan". That made me laugh.
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MARS
post 8 Jun 2012, 8:12
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Glad someone caught the reference.
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Claine
post 8 Jun 2012, 8:18
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what the hell this is awesome^^


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Anubis
post 8 Jun 2012, 8:39
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Nice update. Can't wait to see what's the new secret stuff. On the other hand i don't think the ecm tower had problems with price or missile jamming ( though this is a nice change ), but with the small radius of the ecm field. That is imo the part that really needs an increase, since atm an ecm tank has a much better chance to protect a defense line than a tower ( and you don't put a fragile as hell tower in front of your bunkers or turrets ).
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Lobo Solitario
post 8 Jun 2012, 9:58
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Looking great! Loving more stealth for GLA.

Is there any chance that one of the GLA generals might have a somewhat different revenue option, for those of us that love GLA but aren't quite so aggressive?
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Warpath
post 8 Jun 2012, 10:41
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Can't wait to download this patch and find out what the secret stuff is.

You know, the scrambler station reminds me of the scrapped GLA power plant found in the game files.

This post has been edited by Warpath: 8 Jun 2012, 10:44


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MARS
post 8 Jun 2012, 11:05
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It's actually based on that exact structure.
Since the model was actually quite well-developed, The Hunter decided that it would be a shame to let it remain unused.
And since it would have been tacky to just add GLA power plants for no reason, we decided to incorporate the windmill into the Scramler.
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GDIZOCOM
post 8 Jun 2012, 11:06
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QUOTE (Warpath @ 8 Jun 2012, 11:41) *
Can't wait to download this patch and find out what the secret stuff is.

You know, the scrambler station reminds me of the scrapped GLA power plant found in the game files.


The model is based on the power plant you mentioned, and besides, the GLA doesn't need power when you have a ton of explosives 8trap.gif


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Alex1guy
post 8 Jun 2012, 11:08
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QUOTE (GDIZOCOM @ 8 Jun 2012, 11:06) *
The model is based on the power plant you mentioned, and besides, the GLA doesn't need power when you have a ton of explosives 8trap.gif


Screw the power we have... Tunnels?


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The_Hunter
post 8 Jun 2012, 11:19
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QUOTE (Anubis @ 8 Jun 2012, 9:39) *
On the other hand i don't think the ecm tower had problems with price or missile jamming ( though this is a nice change ), but with the small radius of the ecm field. That is imo the part that really needs an increase, since atm an ecm tank has a much better chance to protect a defense line than a tower


Nothing against you mate but that is complete bullshit.
The tower has EXACTLY the same jamming range as the tank does ontop of that the tower has a much smaller footprint so you can fit it into place that tank couldn't


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tgn89
post 8 Jun 2012, 11:20
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kinda also reminds of a power plant used in one mod


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wb21
post 8 Jun 2012, 11:29
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Those Super Secret stuff look interesting. Gonna look forward to the next patch. aw2.gif

PS: That "Stop Sulaayman" thing reminds me of the stupid Kony campaign. 8Ip.png


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General Tatarin
post 8 Jun 2012, 12:55
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Nice update and, as always, also waiting for the next updates too. I didin't know that game developers planned to add some kind of power plant for GLA. Very interesting. biggrin.gif

Just one notice. When arms supplier enters industrial plant and starts to gather money, numbers turns to green colour. When arms suppliers are outside, their gathering money colour is red. Can you fix this with the next patch? In both situations, the colour have to be red. 8Isov.gif
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Anubis
post 8 Jun 2012, 13:03
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QUOTE (The_Hunter @ 8 Jun 2012, 12:19) *
Nothing against you mate but that is complete bullshit.
The tower has EXACTLY the same jamming range as the tank does ontop of that the tower has a much smaller footprint so you can fit it into place that tank couldn't


Exactly my point. The tower may have a smaller footprint but being fixed it will stop dozers from repairing a defense line properly ( considering the already retarded dozer ai in generals ) if placed to close to any of the other defenses. The tank however is ... well mobile. Which in a defensive case it's a huge advantage. On top of that the tower also takes power ( unlike the tank ). So, i still think that being a stationary defense, it should have a bit more range than it's mobile counterpart.
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SGM. Jazzie Spur...
post 8 Jun 2012, 13:40
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Nice update guys smile.gif Can't wait to see the new secret stuff!

Also I love the Warlord movie quotes in the lore tongue.gif


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GeneralCamo
post 8 Jun 2012, 13:46
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Please nerf the Golem in someway before release. Grads were the only thing that could potentially stop them, and even they had trouble with it.

Also, please fix the "instant naval unit veterancy" before release.

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apmdward007
post 8 Jun 2012, 14:00
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nice update.. but i kind a curious because why prince kassad didn't mentioned about the gps scrambler station..
i like the Super Secret stuff biggrin.gif


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SGM. Jazzie Spur...
post 8 Jun 2012, 14:19
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On a little side note, if I recall correctly, KILL_PILOT damage has been removed from the mod, but playing as USA I've encountered this little bug:

I don't know how it could happen :/


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The_Hunter
post 8 Jun 2012, 14:31
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QUOTE (Anubis @ 8 Jun 2012, 14:03) *
Exactly my point. The tower may have a smaller footprint but being fixed it will stop dozers from repairing a defense line properly ( considering the already retarded dozer ai in generals ) if placed to close to any of the other defenses. The tank however is ... well mobile. Which in a defensive case it's a huge advantage. On top of that the tower also takes power ( unlike the tank ). So, i still think that being a stationary defense, it should have a bit more range than it's mobile counterpart.
Lets compare some things there:

A single ECM tank costs 1000 bucks and just deflects missiles and jam enemy communications
A single Prop tower costs 500 bucks can be build without any tier structures in place and heals your units.
For an additional 1000 bucks you get an ECM jammer on ALL of those towers.

And to consider the fact the towers never even had this little upgrade before they are suddenly shit and worthless now ???
Sure dozers won't bother repairing the tanks but they are certainly not as effective as the towers would be which in turn also fix up your dozers which are far more likely to be targeted by artillery shooting at your said defence unless your comp stomping AI upon which i find considering any form of chance mostly invalid.


If you personaly prefer the tanks doing the job that's your show to deal with but stop making invalid arguments of the towers beeing worthless, stupid ect.


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Jester
post 8 Jun 2012, 14:46
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Great update guys looking forward to the super secret USA stuff
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