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 PostPosted: 11 Jan, 2012 
 

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thanks for your nice answers and opinions.
Of course we all have our armies completed with a good number of AA troops, but my discussion was about bombers dealing their dmg always BEFORE being destroyed. This means bombers have a longer range compared to AA, but imho AA should have a slightly longer range, in order to be more effective.
Of course it's just the humble opinion of a group of 20 players who've been testing the game since it's early release.
I cannot find anymore the post, but i remember a forum in which some experienced players were talking about using something like their own Mod where they reduced the distance from where bombers are starting to deal their dmg, and this was balancing the game a bit better, makin AA a bit more effective.
I'll follow the discussion and many thanks again for any much appreciated opinion.
PS sorry again for my cheap english: i was hurrying and i had to type faster...


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 PostPosted: 12 Jan, 2012 
 
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Lt_hawkeye wrote:
ya know, now that i think about it, i may revert the strat bombers to act like they did back in vanilla, thoughts? comments?

Remind us, how they act in vanilla? )


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 PostPosted: 12 Jan, 2012 
 

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I remember radar jamming being a significant feature in Total Annihilation. Have you considered adding radar jamming units to address this lack in Forged Alliance?


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 PostPosted: 12 Jan, 2012 
 
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in vanilla strat bombers basically sniped their targets, they would not drop their bombs till they were almost directly above their targets, meaning that they would almost always hit their marks, but it also meant that those bombers would probably not make it back for another run lol.

UEF already have jamming, it is sort of one of their fortes, i have had some ideas to add radar jamming to other units, but who knows.

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 PostPosted: 12 Jan, 2012 
 

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Weird, I play UEF all the time, and I have only the faintest recollection of seeing one unit with radar jamming. Can someone tell me which unit it is?


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 PostPosted: 12 Jan, 2012 
 
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Just outta curiosity, But when does the Citadel get fixed?

It moves so strangely, and doesnt turn. Cant see its selection box, and its HP box needs to be lower.

Its Anti-Ground weapons seem to be very ineffeciant, and units underneath it can be protected from the weapons.

It also has 2 toggles that dont seem to do anything...


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 PostPosted: 12 Jan, 2012 
 
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brandon007 wrote:
Just outta curiosity, But when does the Citadel get fixed?

It moves so strangely, and doesnt turn. Cant see its selection box, and its HP box needs to be lower.

Its Anti-Ground weapons seem to be very ineffeciant, and units underneath it can be protected from the weapons.

It also has 2 toggles that dont seem to do anything...

does the phrase "when it is done" ring a bell?

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 PostPosted: 12 Jan, 2012 
 
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brandon007 wrote:
Just outta curiosity, But when does the Citadel get fixed?

It moves so strangely, and doesnt turn. Cant see its selection box, and its HP box needs to be lower.

Its Anti-Ground weapons seem to be very ineffeciant, and units underneath it can be protected from the weapons.

It also has 2 toggles that dont seem to do anything...

It's all already been mentioned and going to be/already has been worked on. But due to the size of the mod the effort to release a hotfix for just 1 unit is just too much, thus why we tend to have fewer releases than one might expect, we also always aim to try and always include some new content with every release.

Also as has been already said several times, we're busy(mainly Hawk thought) and do what we can, when we can.

Mike

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 PostPosted: 15 Jan, 2012 
 

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If you can help me out with a little problem I would appreciate it very much.

Currently I'm trying to play the mod with my friends on v.1.6.6 which is the steam version. I'm playing through Hamachi(which might be the problem sure) and I keep getting desync errors after about 20-30 minutes of gameplay.

We play with a no rush timer, so it might be related to the fact that almost none of the BO units are used until after it ends.

I'm wondering is it just me that installed it wrong somehow, or because Hamachi is crap or is it because of the version I'm using?

Thanks in advance if you can help me out. :)


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 PostPosted: 15 Jan, 2012 
 
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without a log or just knowing more it's impossible to really help you out.

9 times out of 10 problems like this are cause by bad installs.

Mike

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 PostPosted: 15 Jan, 2012 
 

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OrangeKnight wrote:
without a log or just knowing more it's impossible to really help you out.

9 times out of 10 problems like this are cause by bad installs.

Mike


Oh ok thanks, noob question though: where can I find the logs to link? :P


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 PostPosted: 15 Jan, 2012 
 
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Smari wrote:
OrangeKnight wrote:
without a log or just knowing more it's impossible to really help you out.

9 times out of 10 problems like this are cause by bad installs.

Mike

Oh ok thanks, noob question though: where can I find the logs to link? :P

They aren't naturally produced, I don't quite recall how to do them anymore, but I do know it's explained in Exavier's tutorial.

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 PostPosted: 15 Jan, 2012 
 

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OrangeKnight wrote:
They aren't naturally produced, I don't quite recall how to do them anymore, but I do know it's explained in Exavier's tutorial.

Mike


Quote:
Two more things I would recommend doing before we conclude this chapter. Right click on the SupCom Icon on your desktop (that you use to start the game) and go to properties. In the target field you will see something like this:
"D:\Applications\THQ\Gas Powered Games\Supreme Commander\bin\SupremeCommander.exe"
This example happens to be where I installed the game. Change it to the following:
"D:\Applications\THQ\Gas Powered Games\Supreme Commander\bin\SupremeCommander.exe" /log log.txt


I'm guessing this is it, it doesn't say anything about where the log is saved. Either that or I'm just not noticing it.

Edit: Disregard this, I suck. Just had to check out the other thread to see a post where Ex said where they're saved.


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 PostPosted: 15 Jan, 2012 
 
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And just in case anyone else is reading this and wants to know, it sames the log in the bin folder, where the actual FA EXE is located within the FA directory.

Mike

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 PostPosted: 15 Jan, 2012 
 

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OrangeKnight wrote:
And just in case anyone else is reading this and wants to know, it sames the log in the bin folder, where the actual FA EXE is located within the FA directory.

Mike


Yeah, I probably should have added that myself. :P

Anyway thanks loads man! Appreciate you taking time to help me out with this. :)

Edit: I'll probably have a log sometime tomorrow or at least soon.


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 PostPosted: 17 Jan, 2012 
 

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OrangeKnight wrote:
It's all already been mentioned and going to be/already has been worked on. But due to the size of the mod the effort to release a hotfix for just 1 unit is just too much, thus why we tend to have fewer releases than one might expect, we also always aim to try and always include some new content with every release.


Have you guys given any thought to doing some kind of a delta upgrade option? So you release version X as a full SCD and then as fixes come out you put up an archive that contains just the changes needed to go to version X.1 or X.2 or X.3, etc. That way it would be really easy to release smaller fixes like this.

Or would this not work for GPGNet? I always play LAN at work so I'm not sure how mod downloads work for Internet games.


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 PostPosted: 17 Jan, 2012 
 
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im 100% certain that the thread would be flooded with compatibility errors and whatnot if i did such a thing

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 PostPosted: 21 Jan, 2012 
 

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Is there an alternate download site now that Megaupload is no more?

*edit*

Nvm, found it a few pages back.

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Last edited by Centurin on 21 Jan, 2012, edited 1 time in total.

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 PostPosted: 21 Jan, 2012 
 
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Centurin wrote:
Is there an alternate download site now that Megaupload is no more?

Exavier had one up, But I dunno where the link is.


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 PostPosted: 21 Jan, 2012 
 

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Lt_hawkeye wrote:
im 100% certain that the thread would be flooded with compatibility errors and whatnot if i did such a thing


If done right, I disagree. Having two links with a simple instruction of "install this" and "then install this" wouldn't be any more complicated than it already is to get the mod installed. People capable of installing the mod now would have no more trouble.

And even if there were a few more bumps, wouldn't it be worth it? Getting bug fixes and updates pushed out soon rather than (patiently) waiting 6+ months would be fantastic.

Just an idea/observation.


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 PostPosted: 22 Jan, 2012 
 

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I don't think that would be a good idea.
I would rather wait months for a complete updated version, rather than updating all the time, with little parts.
But, that is just my opinion.


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 PostPosted: 22 Jan, 2012 
 

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Megaupload link is borked is there another download site?


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 PostPosted: 22 Jan, 2012 
 
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yeah, this was posted way back around page 230 by one of the developers or something

http://hyperimpact.net/downloads/BlackO ... v52scd.zip

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 PostPosted: 23 Jan, 2012 
 
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*sighs* I wonder how many more of these "FBI Anti-Piracy" warnings we're going to see.

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 PostPosted: 23 Jan, 2012 
 
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yea the whole thing sucks, cause myself and many others actually have(had) legit stuff hosted on megauploads.

on a side note, my days of non-modding are coming to an end, working on the mod again and other things!

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