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Rise of the Reds Patch Release
The_Hunter
post 31 Dec 2012, 16:54
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Hello everyone! We hope you all had a nice Christmas!



In the past few days, we actually read a lot of comments and looked into the feedback many of you provided.
Due to all this and a few observations of our own, we've noticed a number of minor and major errors in our release.
In response to this, we have prepped a patch for you that should fix most of these errors while you wait for our next big release.



You can now Download the patch from our download page and this time, we have made that some alternative mirrors available for those of you who couldn't properly access Filefront.




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Dangerman
post 31 Dec 2012, 16:56
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I assume this fixes the errors that occured from the Pandora Protocol's GPs.

Regardless thanks for the patch biggrin.gif.

This post has been edited by dangerman1337: 31 Dec 2012, 16:57
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__CrUsHeR
post 31 Dec 2012, 17:08
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Thanks for this patch, I liked the adjustments and especially the bugs fixed.

Hopefully the game had become more stable now.


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GDIZOCOM
post 31 Dec 2012, 17:13
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What's this it came out of nowhere mindfuck.gif

Anyways thanks for the patch, makes it all the more worth it biggrin.gif


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SpiralSpectre
post 31 Dec 2012, 17:16
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Now this was like really fast and outta nowhere! Thanks for the patch.

And an early Happy New Year!
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X1Destroy
post 31 Dec 2012, 17:17
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Armageddon is here..............



Thanks alots, the game is now much more stable than before. wink.gif

BTW, All that left would be a new ECA tech tree poster with a unique quote.

And also, Happy New Year to everyone smile.gif

This post has been edited by X1Destroy: 31 Dec 2012, 17:24


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JamBai
post 31 Dec 2012, 17:26
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Thank you for the patch finally i can use them Grenadiers!

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Panzer4life
post 31 Dec 2012, 17:26
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Happy New Years as well from America. I am going to see what this fixes, hopefully the build menu is now more organized. Thanks for the patch.
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Serialkillerwhal...
post 31 Dec 2012, 17:31
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It's not new year yet so don't celebrate.

oh godamnit a patch ALREADY!?!

THIS IS GETTING INSANE


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piratep2r
post 31 Dec 2012, 17:36
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Thanks devs, you all are amazing, as is your attention to quality.

Cheers,

P
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Lobo Solitario
post 31 Dec 2012, 18:09
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QUOTE (Serialkillerwhale @ 1 Jan 2013, 0:31) *
It's not new year yet so don't celebrate.


It is here in Singapore, has been for over an hour smile.gif

Thanks very much team for taking out time over the holidays to work on this!
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Dangerman
post 31 Dec 2012, 18:33
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Shouldn't this be sticked BTW?
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The_Hunter
post 31 Dec 2012, 21:07
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its just a regulair update and you can find it on the download page so no i don't see why this should be pinned.
The previous hotfix for 1.72 was purely for the small hamachi community in the first place.


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predator64
post 31 Dec 2012, 21:09
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Thanks for the patch everyone!
I didn't expect a quick fix came in just 6 days after the the 1.8 is released
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Maxner12
post 31 Dec 2012, 22:57
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Is it among the new features, that the AI sometimes bones itself? mindfuck.gif
Today I played against a USA Hard AI as ECA, and after 15 mins and zero enemy activity, I scouted into the enemy base to notice that the AI didn't build a supply center and simply ran out of money (which is even more weird, since the starting amount was 50000 and the amount of structures it had, plus all the units (a few rangers) it made don't add up to 50000.

On a more serious note:
Big maps and basically any map with large amounts of water tend to cause considerable amount of lag. Pretty sad, I thought rendering and moving a half of China on screen takes a lot more power than rendering a few waves.

Alas, good job on the quick fix anyway, made a good bunch of stuff more convinient.

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Commander-GDI
post 1 Jan 2013, 0:35
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QUOTE (Maxner12 @ 31 Dec 2012, 22:57) *
Is it among the new features, that the AI sometimes bones itself? mindfuck.gif
Today I played against a USA Hard AI as ECA, and after 15 mins and zero enemy activity, I scouted into the enemy base to notice that the AI didn't build a supply center and simply ran out of money (which is even more weird, since the starting amount was 50000 and the amount of structures it had, plus all the units (a few rangers) it made don't add up to 50000.

On a more serious note:
Big maps and basically any map with large amounts of water tend to cause considerable amount of lag. Pretty sad, I thought rendering and moving a half of China on screen takes a lot more power than rendering a few waves.

Alas, good job on the quick fix anyway, made a good bunch of stuff more convinient.


AI never runs out of money tongue.gif

maybe AI didn't find buildspace for supplay center..
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Warpath
post 1 Jan 2013, 2:03
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Well.... this was a pleasant suprise but thanks for the patch, hopefully it won't crash on me again.


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Genmotty
post 1 Jan 2013, 11:48
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QUOTE (Maxner12 @ 31 Dec 2012, 21:57) *
On a more serious note:
Big maps and basically any map with large amounts of water tend to cause considerable amount of lag.



I think it has something to do with pathfinding. I was building a river crossing map which ran into the same problem with the amphib units, if the AI has paths/areas set over bodies of water it appears to lag up bad. This may be down to the fact that some units can pathfind into the water area, but others can't, therefore the game script gets stuck in a loop of trying to tell the non-amphib. units to still attempt to move into the water area.

However I do not know enough about the skirmish AI to know for sure.




The AI selling up naval yards as well is a bit of a bummer as it leaves odd looking areas on maps. Generals engine doesn't tend to 'do navy' that well at all.
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H3adSh00t
post 1 Jan 2013, 12:24
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QUOTE (Commander-GDI @ 1 Jan 2013, 0:35) *
AI never runs out of money tongue.gif

maybe AI didn't find buildspace for supplay center..

Yeah , AI HAX tongue.gif , go check my last pic in Strange Moments. The Ai didn't had Weapons Dealers(the little trucks) fo about 45 mins , the 2 Supply Depots
were empty on his side and he keept sending Golems , Sentinels , Buratinos and Mastas. Lots of them. Is really chalanging but i like it.
Edit: I didn't know that you can build Weapon Dealers from War factory , The AI build some from both Industrial Plant and Wf.

This post has been edited by H3adSh00t: 1 Jan 2013, 12:25


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X1Destroy
post 1 Jan 2013, 12:29
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Armageddon is here..............



It's fine if the AI send tons of units at us, but to build a huge amount of base defenses around is just plain annoying. Rush tactics never work on them.


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General Tatarin
post 1 Jan 2013, 13:12
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Could someone tell me, whats the point to make AI cheating? What's the point to play as ECA against columns of Russian heavy tanks, while you can't take a good offence against enemy. And I am not talking about ECA or Russian Federation only. Shockwave's AI was better for me. And what about you?
I know that others will say that I should play this mod on multiplayer, but I just don't have so much free time. I used to play quick and smart matches. For now playing against Hard AI a lot of strategies and tactitcs loses it's meaning because important buildings hard (and I'm not talking about brutal AI, it looks just insane) AI starts to rebuild it just in a few seconds.
For now, only AI is Dark side of the Mod.

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TheCeLL
post 1 Jan 2013, 14:22
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You changed the mismatch message, but you did not fix any of the actual mismatching xD


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X1Destroy
post 1 Jan 2013, 14:43
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Armageddon is here..............



I had way too many missmatches today. I give up about multiplayer for now.

BTW, I found that the ECA hard AI aren't as powerful as the others. After several russian tank assaults of mine, they're as good as dead.

This post has been edited by X1Destroy: 1 Jan 2013, 14:48


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The_Hunter
post 1 Jan 2013, 15:15
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QUOTE (InsurgentCell @ 1 Jan 2013, 16:22) *
You changed the mismatch message, but you did not fix any of the actual mismatching xD


well there is absolutely nothing we can fix about ti to begin with.
So we thought we might aswell make it abit more comical.


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H3adSh00t
post 1 Jan 2013, 15:38
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Rushing isn't all , you know? Man some players need to use their brains more often(no offense), as ECA is easier because you can use Jaeger , so if you manage to get him inside , that player already lost. And it goes for all of the heroes(except Jarmen Kell). I personally like to turtle with a good "Anti-Everything" combinations of defences and
sneaky attacks. It requires a LOT of micro , you gotta think fast.


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