Rise of the Reds Patch Release |
Rise of the Reds Patch Release |
31 Dec 2012, 16:54
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#1
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Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
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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31 Dec 2012, 16:56
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#2
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I fits I sits Group: Members Posts: 532 Joined: 18 August 2010 From: Wirral, United Kingdom Member No.: 1107 |
I assume this fixes the errors that occured from the Pandora Protocol's GPs.
Regardless thanks for the patch . This post has been edited by dangerman1337: 31 Dec 2012, 16:57 |
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31 Dec 2012, 17:08
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#3
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Group: Members Posts: 2642 Joined: 18 April 2012 From: Southern Brazil. Member No.: 9084 "No. Not even in the face of Armageddon. Never compromise." |
Thanks for this patch, I liked the adjustments and especially the bugs fixed.
Hopefully the game had become more stable now. -------------------- You already imagined how would be SAP in the ROTR's universe? Check out this fan-fiction: South American Pact Introduction |
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31 Dec 2012, 17:13
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#4
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Level 17.4 Group: Members Posts: 763 Joined: 12 June 2009 Member No.: 131 Immaturity Incarnate |
What's this it came out of nowhere
Anyways thanks for the patch, makes it all the more worth it -------------------- |
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31 Dec 2012, 17:16
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#5
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Group: Members Posts: 1080 Joined: 24 December 2011 Member No.: 8905 Loves guessing games |
Now this was like really fast and outta nowhere! Thanks for the patch.
And an early Happy New Year! |
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31 Dec 2012, 17:17
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#6
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Guardsman Group: Members Posts: 2077 Joined: 22 October 2012 From: Terra Member No.: 9379 Armageddon is here.............. |
Thanks alots, the game is now much more stable than before.
BTW, All that left would be a new ECA tech tree poster with a unique quote. And also, Happy New Year to everyone This post has been edited by X1Destroy: 31 Dec 2012, 17:24 -------------------- We Die Standing.
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31 Dec 2012, 17:26
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#7
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Group: Members Posts: 96 Joined: 2 July 2012 From: Sweden , Stockholm Member No.: 9206 |
Thank you for the patch finally i can use them Grenadiers!
This post has been edited by JamBai: 31 Dec 2012, 19:07 |
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31 Dec 2012, 17:26
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#8
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Group: Members Posts: 266 Joined: 9 January 2012 Member No.: 8935 |
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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31 Dec 2012, 17:31
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#9
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Orcinius Genocidalus Group: Members Posts: 2428 Joined: 11 July 2012 From: North Vancouver Member No.: 9223 No, you move. |
It's not new year yet so don't celebrate.
oh godamnit a patch ALREADY!?! THIS IS GETTING INSANE -------------------- |
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31 Dec 2012, 17:36
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#10
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Rocket pods are now available Group: Members Posts: 132 Joined: 18 October 2012 From: North Carolina, USA Member No.: 9368 |
Thanks devs, you all are amazing, as is your attention to quality.
Cheers, P |
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31 Dec 2012, 18:09
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#11
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Group: Members Posts: 193 Joined: 28 April 2012 From: Spain Member No.: 9093 |
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31 Dec 2012, 18:33
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#12
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I fits I sits Group: Members Posts: 532 Joined: 18 August 2010 From: Wirral, United Kingdom Member No.: 1107 |
Shouldn't this be sticked BTW?
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31 Dec 2012, 21:07
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#13
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Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
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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31 Dec 2012, 21:09
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#14
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Group: Members Posts: 13 Joined: 24 December 2012 Member No.: 9549 |
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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31 Dec 2012, 22:57
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#15
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Group: Members Posts: 193 Joined: 25 December 2012 Member No.: 9552 |
Is it among the new features, that the AI sometimes bones itself?
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. This post has been edited by Maxner12: 31 Dec 2012, 22:58 |
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1 Jan 2013, 0:35
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#16
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Group: Members Posts: 162 Joined: 21 February 2012 Member No.: 9007 |
Is it among the new features, that the AI sometimes bones itself? 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 maybe AI didn't find buildspace for supplay center.. |
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1 Jan 2013, 2:03
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#17
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Mad General... MUAHAHAHAHA!!! Group: Members Posts: 309 Joined: 22 February 2012 From: Philippines Member No.: 9008 Follower of the Grimdark. |
Well.... this was a pleasant suprise but thanks for the patch, hopefully it won't crash on me again.
-------------------- QUOTE "No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." - George S. Patton QUOTE That is not dead which can eternal lie, And with strange aeons even death may die. - The Neconomicon QUOTE Two things are infinite: the universe and the human stupidity. - Albert Einstein (attributed) |
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1 Jan 2013, 11:48
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#18
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Group: Members Posts: 277 Joined: 7 November 2009 Member No.: 523 |
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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1 Jan 2013, 12:24
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#19
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Group: Members Posts: 404 Joined: 11 July 2012 From: The Moon Member No.: 9224 |
AI never runs out of money maybe AI didn't find buildspace for supplay center.. Yeah , AI HAX , 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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1 Jan 2013, 12:29
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#20
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Guardsman Group: Members Posts: 2077 Joined: 22 October 2012 From: Terra Member No.: 9379 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.
-------------------- We Die Standing.
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1 Jan 2013, 13:12
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#21
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Group: Members Posts: 162 Joined: 1 May 2012 Member No.: 9100 |
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. This post has been edited by General Tatarin: 1 Jan 2013, 13:28 |
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1 Jan 2013, 14:22
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#22
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Dangerous Eukaryote Group: Members Posts: 868 Joined: 6 June 2012 From: CANADA :D Member No.: 9173 More awesome than an imploding star and a burning car combined |
You changed the mismatch message, but you did not fix any of the actual mismatching xD
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1 Jan 2013, 14:43
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#23
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Guardsman Group: Members Posts: 2077 Joined: 22 October 2012 From: Terra Member No.: 9379 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 -------------------- We Die Standing.
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1 Jan 2013, 15:15
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#24
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Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
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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1 Jan 2013, 15:38
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#25
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Group: Members Posts: 404 Joined: 11 July 2012 From: The Moon Member No.: 9224 |
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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Lo-Fi Version | Time is now: 26 April 2024 - 12:58 |