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I have 1 other, and probably final, feature request for this mod: can you make it that Mammoth Tanks only ever use their Mammoth Tusk Missiles against infantry when they target infantry to attack, like they do in Red Alert?
I'm simply asking because that's a feature that is coded into the CFE Redux mod as a default option, and it's a feature that I really like as a result of that default coding. However, I also want you to sincerely know that it is more than fair enough if you think it is an overpowered feature, given that this mod already gives a huge amount of personal preference customisation capability to myself and other users through its ini rules features, like the ability to easily add a gunner to any tank, including the Mammoth Tank.
Regardless of whether you agree with this feature request I am making or not, I want you to know that I really appreciate what you have provided to myself and other mod users with this mod and its ini rules features, that I respect that your time is precious and as a result you only have so much time to fix bugs and implement changes or feature requests, and that you are doing this mod solely out of your own time, skill and passion, and that anything you implement in your mod is because you see value or purpose in it that fits with the vision you have for your mod.
Please, keep up the fantastic work, and kind regards to you too. Sincerely, Cobber51.
And don't worry I'm not sick of you.
FreeUnits aren't really free. The Refinery costs 600 and the Harvester 1400 which results in 2000 shown in the ini file and ingame. You can verify this by selling the Refinery, you will get 300 credits back which is 50% (resell value) of 600.
In a future update I'll change the ini values to the correct values (600 for the Refinery and 300 for the Helipad) and then add the cost of the free units during gameplay. I plan to add a new option that lets you specify the free units cost.
I look forward to experimenting with this when you released the next Beta version; hopefully it won't be too long before you are ready to release it but clearly you are doing a lot of work for it too, and it will be worth the wait regardless.
Could you somehow code it that Orcas/Apaches automatically return to the nearest available helipad after finishing their repairs at a repair depot? It's a QoL feature in the CFE Redux mod and it makes it much quicker and easier to repair damaged Orcas/Apaches than manually having to move them to/from the repair depot.
I think it will complement your existing code for them to slowly repair at a helipad automatically if they are ranks 3 & 4 by allowing the more damaged but less experienced aircraft to be prioritised while still leaving room for the damaged rank 3 & 4 aircraft to get sent for repairs too, especially if they've been heavily damaged themselves.
Also, I love that Orcas/Apaches hover in place near a helipad to wait for a space, if there is no room for them to land, rather than landing on the ground like a transport helicopter.
Light tank with 2 shot missile launcher, kinda like the opposite of the mammoth in that they only fire on vehicles/aircraft maybe. re-loadable at repair bay.
Mechanic import from RA? possibly for Nod as they dont care about losses,
Medic for GDI, possibly a hospital.
Variation of the M113 APC for GDI for similar vehicle repair functions.
Couple other mods i saw had a couple cool features such as being able to deploy technicians into buildings to get them out of the way, maybe boost the building, as well as ability to capture oil dereks. (its always a trade off with other mods but i like this one the best)
the bio weapon lap should be useful for something
perhaps move all the tech upgrades to the super-weapon tab? idk if there's a way to space them out from the other stuff otherwise
nod spy equivalent? seems like something they would do, call it a black hand, and give him a suppressed pistol.
Light tank with missiles. It will only fire 1 missile except you also set Burst to 2, but that will also make the Primary fire twice.
For Oil Derrecks I postet an example in the example rules thread.
I could add the Mechanic/Medic assets from RA to this mod.
Hospital is already in the mod.
Currently I have no plans for the Bio Lab. Also no plans for the Technicians to go back to work.
Tech upgrades in the super weapon tab is something I would like to do but not sure if possible.