CNC Zero Hour

Patch 1.06

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# 421bliNd- Apr 24 2012, 17:51 PM
All of the people who originally worked on the project have moved on from ZH and 1.06, I think.

Glad you enjoy it. Never thought so many people would actually pay attention to this project when we started it.

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# 422Conquest^ Apr 24 2012, 19:34 PM
Sadly balance patches don't seem to generate popularity online nowadays, there was a recent attempt to create an official patch for ZH which only had three people bothering to do any testing.

Really happy to know that the patch is still seeing use tongue.gif

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# 423MarKr Apr 25 2012, 19:11 PM
well it's way better than original 1.04 :-)

I went through this topic and made some changes I found here:

1) Stealth general Palace no longer remains hidden while RPG troopers fire from inside.

2) Scud laucher toxin warhead damage and radius decreased after salvaging the first creat. - fixed

3) Jarmen Kell can once again shoot at vehicles (but not at tanks)

4) AP Bullets effect Tunnel Network now.

and a few changes of our own:

5) Propaganda Center has the speaker tower effect (with larger radius a slightly faster healing rate), but costs more

6) Gatling towers on Overlords (Emperors/Helixes) have decreased stealth detection (imo were OP against GLA - so this helps a bit)

I'd like to do one more thing but I don't know if it is even possible: I'd like to improve Black Lotus capibilities depending on a number of chevrons she has... Something like:

0 Chevrons: Capture Building: X seconds
Cash Hack: 800$
Disable vehicle: X seconds

1 chevron: Capture building: less seconds
Cash Hack: 1000$
Disable Vehicle: less seconds

2 chevrons: Cash Hack: 1200$
Capture building: same as chev 2
Disable Vehicle: even less seconds

3 chevrons: Cash Hack: 1500$
Capture Building: same as before
Disable Vehicles: option to disable Helicopters too (timing stiil the same as before)

It's just an idea so the changes may not be this drastic at the end, but I'd like to know if it is even possible to do it? If yes, will it be enought to simply add a few lines into some file(s) (like it was with the previous changes) or would it take much more work?

Thanks for the great work you guys did on 1.06
MarKr

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# 424AngryHan May 2 2012, 21:21 PM
Regarding the Lotus change, I think veterancy is hardcoded to only improve HP, damage and rate of fire.

Just read through the changelog and dayum, we made a lot of changes!

This post has been edited by AngryHan: May 2 2012, 21:29 PM

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# 425Sparky May 3 2012, 07:30 AM
Yep.

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# 426xezon Dec 15 2012, 11:08 AM
Hey guys. Can someone tell me please what exact change fixes the scud bug? I would try to see if I could implement it in GenTool somehow.

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# 427Sparky Dec 15 2012, 11:34 AM
I think Han did that.

This post has been edited by Sparky: Dec 15 2012, 14:25 PM

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# 428xezon Dec 15 2012, 11:58 AM
I don't understand that link you posted.
I wrote Angryhan a message incase you meant him.

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# 429Sparky Dec 15 2012, 14:24 PM
Wait that is the wrong link, I meant to link to his profile. I don't know how I messed that up...

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# 430Sparky Dec 15 2012, 14:26 PM
Oh it's because I used that topic to remember how to post a word as a link. Sorry for the confusion.

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# 431xezon Dec 15 2012, 15:47 PM
I was using WinMerge to check the 1.06 files against the original ones and I think this one is the fix:

CODE
ObjectCreationList SUPERWEAPON_ScudStorm
  Attack
    WeaponSlot = SECONDARY
    NumberOfShots = 9
    DeliveryDecalRadius = 200; align with SpecialPower.ini's RadiusCursorRadius
    DeliveryDecal
      Texture           = SCCScudStorm_GLA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:33 G:255 B:67 A:255
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End


I will check that out and see how I could hack that into GenTool somehow.
I think it will cause mismatch tho.

Edit: No, this wasn't it. SCUD storm is still firing.

There are a couple more changes in FactionBuilding.ini at "Object GLAScudStorm" but they are way too much and it will definitely cause MM.

I think the best attempt would be to locally disallow grouping buildings with any other unit/building. That will not break synchronisation and "fixes" scudbug. Grouping buildings makes no sense.

This post has been edited by xezon: Dec 15 2012, 16:41 PM

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# 432xezon Dec 15 2012, 17:19 PM
I found the problem in the code. I think I can fix it.

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# 433xezon Dec 15 2012, 18:53 PM
Ok I have fix.

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# 434bliNd- Dec 16 2012, 16:07 PM
well done

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# 435MrX Dec 16 2012, 16:40 PM
That was fast.

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# 436xezon Dec 16 2012, 19:10 PM
True, but the ZH fix did not fully work for CCG, so I had to write some more code for CCG today.

And I just realized what made EA failed fixing the Scudbug:
They fixed only one way of selecting units with ZH but totally forgot the other way around...

But their initial attempt was the exact same as my code fix now.

This post has been edited by xezon: Dec 16 2012, 19:16 PM

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# 437MrX Dec 16 2012, 19:25 PM
This means that Scudbug is no more possible for GenTool User after the next GenTool Patch?

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# 438xezon Dec 16 2012, 19:49 PM
Yes. But users without GenTool or old versions can still scudbug.

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# 439·Emperor´'`Ravenheart´'` Dec 16 2012, 20:09 PM
ho~ well done

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# 440Conquest^ Dec 16 2012, 21:25 PM
Good show.

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