this is basically a little modified version of RA3's The Red Alert mod - check it out
http://www.cnclabs.com/forums/defaul...=posts&t=10727
note that its not officially endorsed or created by the original TRA mod team
this is basically a little modified version of RA3's The Red Alert mod - check it out
http://www.cnclabs.com/forums/defaul...=posts&t=10727
note that its not officially endorsed or created by the original TRA mod team
Planning on taking away ground control from PP's? And making V2 tier 1?
Cause the other night it was just painful playing Soviet. -_-
(I mean now with redeployable MCV, it's good to be used as an expansion rig, so shouldn't need to basecrawl with PP's I think)
lol firstly you need to get your eco straight -- when we played in game 1 you got a decent eco setup but didnt expand.
game 2 you realised how important pp crawl was, but you crawled way too early before getting 2 refs/4 harvs at main.
and for that arty/inf spam vs sovs you just need to get radar faster... im not seeing it as an issue for now.
if you get enough v2s they should be able to own it.
that game i had like a billion inf and arty and you had... 2 v2s?
pp crawl... dunno for now -- its tied to the pace and eco of the game, so nerfing that will just make the game slower again
Correction... I had 0 V2's.
So you are saying that Soviet need to build a 1000€ building by teching up to counter Allied Tier 1 units 1vs1? It's not really balanced. With that time teching up and using 1000 on radar you can already build 2-3 Artilleries during that time.
And I don't think 1 V2 can kill 3 Artilleries.
That army you had killed flame towers in 1 sec, it couldn't even deploy fully until destroyed. V2 coming out of War Factory got killed before it shot anything. Grenadiers worked somewhat but they also got killed after they threw 1 grenade.
And also, the whole early unit set up, Russian gets like 1 heavy tank and 1 mammoth tank where allied get many light and medium tanks. = free scouting of whole map for allied while Soviet have to keep mammoth tank close to not lose everything. It's just a big mess on balance. RA3 removed early units for this purpose in the first place.
Did you have permission from the dev team to do this? I highly doubt they give you the source codes to edit the mod, or else using Lauren's or Bibber's tools to do this. I mean, even WrathEd wasn't able to view codings for C&C3, RA3 and C&C4 yet.
He have posted this on their own forums and so far no whining from them, so I guess it's okay.
Ah... that explains it, I remember myself using hex editor to change the savedata values of my ipodtouch apps, just to get like more lives or scores :P
1 v2 doesnt have to kill 3 artys
im spending on artys AND inf
youre spending on ONLY v2s
you thus have more v2s than my artys!
now if i spam just artys you can easily beat that by spamming tanks
or if spam just inf you can beat that with grenadiers/rifles
but ofcourse all this only works if you have the same eco as i do... which you didnt.
------
yeah the starting units are kinda gay, and allies get better scouting, but mammoths arent a joke unit either so you might be able to deny the allies' scouting your base
but i think you could scout with rifles... early game allows you to spend on like 4-5 rockets and 4-5 rifles and still have enough cash to setup your eco.
Last edited by CrazyGDIfan123`; 11-15-2011 at 02:55 AM.