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GameReplays.org _ Red Alert 3 General Discussion _ RA3:Invasion

Posted by: txc2004 Nov 2 2016, 21:15 PM

IPB Image


Prepare for a unique, nonstop action, from RA3 Invasion!!!

On this AI Mod you found the Commanders: Allied:Krauss - Soviet:Gideon - Japan:Ronin, which can have economic advantage up to 12 times! They like to make expand and can take the entire map if you let them! They are fearless and like to push from Land Air Sea from multiple locations, sending their forces forward, destroying everything on the way...

So,
Your mission, if should you choose to accept it:

- Repel the incoming forces and expand your base...
- Find your way to enter and destroy the enemy base!

- Complete your mission with less start money on higher difficulty level at less time!

Good luck Commander...

RA3:Invasion Series

RA3:Invasion keep you non-stop under pressure, with clean brutal action. AI act based who you act!
RA3:InsaneInvasion is a modified version of RA3:Invasion and the building system is 80% faster, plus more energy and money, for more hardcore gameplay!
RA3:InvasionRaise is Exactly version of the RA3:Invasion, plus the Uprising Units!
RA3:InsaneInvasionRaise is Exactly version of the RA3:InsaneInvasion, plus the Uprising Units!


You can read more about the mod here:
http://www.moddb.com/mods/redalert3invasion

You can read about how AI act, on article here:
http://www.moddb.com/mods/redalert3invasion/news/red-alert-3-invasion-ai-mod

You can download here:
http://www.moddb.com/mods/redalert3invasion/downloads
http://tinyurl.com/RA3Invasion

Posted by: txc2004 Nov 7 2016, 21:47 PM

Here you can find some types of gameplays and maps, different from what you have played so far, some gameplays is more for fun, other give more strategy and tactic...


Gameplays

XXX v1.5
This is an XXX gameplay which has everything: Strategy, tactics, multitasking, micro!
You start with 2 Ore Nodes and then you get money from kills...

Exist 27 Maps,
More info & download here:
http://www.moddb.com/mods/redalert3invasion/addons/xxx


Super Comp Stomp (SCS) v1.5
Survive as long as you can or kill the Enemy to Win!

Exist 2 Maps,
More info & download here:
http://www.moddb.com/mods/redalert3invasion/addons/super-comp-stomp-scs


Capture the... Oil! (CTO) v1.1
Capture all 9 Oil Rings or kill the Enemy to Win!

Exist 3 Maps,
More info & download here:
http://www.moddb.com/mods/redalert3invasion/addons/capture-the-oil-cto


Team Mate (ΤΜ) v1
Its original gameplay but with 2 player on each side for 1vs1 maps and 3 for the 2vs2 maps. You start with MCV ready for you order and its up to you how to move!

Exist 1 Map,
More info & download here:
http://www.moddb.com/mods/redalert3invasion/addons/team-mate-maps-tm


Multi Role (MR) v1
It is multi role gameplay, all army divided between 3 players, each team must be the same faction...

Exist 1 Map,
For download here:
http://www.moddb.com/mods/redalert3invasion/addons/multi-role-mr


War 3D!
Worms 3D and Great Little War Game meet Red Alert 3 and become Turn Based, xD!

If you believe or not RA3 can be turn based! I have already one map ready. On player's turn you have 30 sec to move the units, on enemy player turn can look enemy's moves and manage your base...

More info & download here:
Not available yet...


Maps

Battle Arena v1
Normally is the Island Arena map, renamed and edited for up to 3vs3. Also is good for Base Defense Battles! Exist 3 versions: ore nodes on land only, and with ore nodes on water, and with unlimited money & power!

More info & download here:
http://www.moddb.com/mods/redalert3invasion/addons/battle-arena


Steel Worlds v1
Medium size 3vs3 multi player map for tactical melee battle.

More info & download here:
http://www.moddb.com/mods/redalert3invasion/addons/steel-worlds


Future Ideas

RA3 Allies Rising
I have the idea before maybe 2 years to remake the game, most the Allied faction who is my favorite... With zero bugs, perfect power controls and many other strategical ideas...

I stop for two reasons, it is to many work for one person and maybe i have problem with copyrights since use the original 3D units, maybe not, i dont know...

My work it is on Dark GDK on VB.NET, i make a simple replicate of the fire island and one Guardian Tank to move at my mouse click and of course smooth mouse camera controls!

Can be down it is possible, maybe some time continue...

Posted by: Zak.T Nov 8 2016, 20:27 PM

Hi thx for sharing biggrin.gif i'll try it when im home

Posted by: B00M Nov 9 2016, 14:42 PM

I'll try this sometime soon.

Fun one, did three games and lost all three biggrin.gif (2v2's on brutal without base pushing them)
Got close to winning game three though

e: make that 4

Posted by: txc2004 Nov 9 2016, 22:06 PM

Hi to all,

Thank's for feedback!

Hahaha!

Yes, can you have amazing gameplays...!

I try to finish, because need some serious fixes!
Programming Developers have me very tired. Ιf I was writing the code from scratch would be easier than trying to find what they have done programmers... tongue.gif

Posted by: txc2004 Dec 14 2016, 13:00 PM

I love programming but that time is my first time who work with mod and i found is painful... Hahaha!

So that's it! I stop around here on v10? i don't know! Untli now its very good, its easy enough, its hard enough, its unique, its unpredictable, it have almost everything.

I recheck, if everything on v10 is ok...

If someone who know to mod this game and want help me to complete its ok!

More attack states no need... its enough!
So remain this states:

Allies use chronosphere super weapon
Japan use Nanoswarm super weapon

I want state who when the Natasha snipe vehicle, the vehicle stay unused the AI no send units to take it back... I want to try capture the abandoned vehicle any antiinfantryinfantry antivehicleinfantry from all functions

I forgot something? Please put it...!

If someone want to make the states pls check if work right and then give them to me... I check for the timing and the difficulty and fit them with rest code...

Thank you!

Posted by: txc2004 Dec 16 2016, 03:13 AM

v10 its ready! pls read the second post for changes...

And again at some point the units stop attaking, i working on for v11...

Posted by: txc2004 Jan 9 2017, 13:05 PM

Hi to all, Happy New Year!!! smile.gif

If someone who know to mod this game and want help me, i want this states, the most important is the numbers 3,4,5:

1 - Allies use chronosphere super weapon
2 - Japan use Nanoswarm super weapon

3 - I want state who when the Natasha snipe vehicle, the vehicle stay unused the AI no send units to take it back... I want to try capture the abandoned vehicle any antiinfantryinfantry antivehicleinfantry from all functions...

4 - Also, how tell the AI not destroy something???! As example i want from AI, NOT destroy the Observation Posts...

5 - Why engineers try, not the neutrals structures, the enemy structures twice, many times he cannot succeeded with first time...

Thank you! smile.gif

Posted by: txc2004 Jan 10 2017, 11:36 AM

I dare you, to try this! This is beta(test) version of the RA3Invasion v11 and work amazing perfect!
http://www.moddb.com/mods/redalert3invasion/downloads/ra3invasion-v11beta

Posted by: txc2004 Jan 10 2017, 22:27 PM

This is beta(test) version of the RA3Invasion v11, plus the Uprising Units & Maps!
http://www.moddb.com/mods/redalert3invasion/downloads/ra3upraise-v11beta

Posted by: txc2004 Jan 16 2017, 21:03 PM


v11ii its Completed and Perfect!

pls read the second post for changes...

Posted by: txc2004 Mar 4 2017, 20:15 PM


Steel Worlds is new multiplayer map! Steel because of colors, the shape, the gameplay...

IPB Image

http://www.moddb.com/mods/redalert3invasion/addons/steel-worlds


Simple gameplay with melee battle. The main point of the battle focuses on the center, which are separated by bridges ramps and water.

The Infantry and Armor Units can cross the bridges, the Amphibious Units with help from ramps can cross the water and the Water Units can pass under bridges.

The bridges is destroyable and if you destroy them, then everything change. Simple gameplay but not so easy as sound!

Taste it... and tell me! smile.gif


...Changes, fixes and addings for v1...


The version zero has some problem, if your graphics settings for water is High or Ultra High the water is not on the right height... Now its ok!

Posted by: Inspector RaGe Mar 4 2017, 21:42 PM

Looks pretty interesting, I'll check it out tonight. wink.gif

Thanks for sharing!

Posted by: txc2004 Mar 5 2017, 00:15 AM

Inspector RaGe, Welcome!

Posted by: JonnyKnows Mar 6 2017, 06:30 AM

QUOTE(txc2004 @ Jan 9 2017, 09:05 AM) *

Hi to all, Happy New Year!!! smile.gif

If someone who know to mod this game and want help me, i want this states, the most important is the numbers 3,4,5:

1 - Allies use chronosphere super weapon
2 - Japan use Nanoswarm super weapon

3 - I want state who when the Natasha snipe vehicle, the vehicle stay unused the AI no send units to take it back... I want to try capture the abandoned vehicle any antiinfantryinfantry antivehicleinfantry from all functions...

4 - Also, how tell the AI not destroy something???! As example i want from AI, NOT destroy the Observation Posts...

5 - Why engineers try, not the neutrals structures, the enemy structures twice, many times he cannot succeeded with first time...

Thank you! smile.gif


replace the following LogicCommands in the logicCommand.xml

#1 This will make the AI target enemy units and place them on top of structures so they die
<LogicCommand
Options="NEED_TARGET_POS"
Type="SPECIAL_POWER"
id="Command_SelectObjectsForChrono">
<SpecialPower>SpecialPowerChronosphereObjectSelect</SpecialPower>
<AISpecialPowerInfo
Heuristic="PLAYER_AOE_ATTACK"
Manager="SKIRMISH_AI"
TargetObjectInclude="CAN_ATTACK"
TargetObjectExclude="AIRCRAFT SUBMARINE STRUCTURE FS_BASE_DEFENSE POWERED"
RequireKillTargets="false"
MinTargetsHit="3"
Distance="0.1"
NextLogicCommand="Command_SpawnObjectsForChrono">
<SpecialPowerWeapon Weapon="AlliedCryoSatelliteLvl2"/>
</AISpecialPowerInfo>
</LogicCommand>

<LogicCommand
Options="NEED_TARGET_POS"
Type="SPECIAL_POWER"
id="Command_SpawnObjectsForChrono">
<SpecialPower>SpecialPowerChronosphereObjectSpawn</SpecialPower>
<AISpecialPowerInfo
Heuristic="PLAYER_AOE_ATTACK"
Manager="SKIRMISH_AI"
RequireKillTargets="false"
MinTargetsHit="1"
Distance="0.1"
TargetObjectInclude="STRUCTURE">
<SpecialPowerWeapon Weapon="AlliedCryoSatelliteLvl2"/>
</AISpecialPowerInfo>
</LogicCommand>


#2 this nanoswarm will target enemies too
<LogicCommand
Options="NEED_TARGET_POS"
Type="SPECIAL_POWER"
id="Command_NanoSwarmHive">
<SpecialPower>SpecialPowerNanoSwarmHive</SpecialPower>
<AISpecialPowerInfo
Heuristic="PLAYER_AOE_ATTACK"
Manager="SKIRMISH_AI"
TargetObjectInclude="CAN_ATTACK"
TargetObjectExclude="AIRCRAFT FS_BASE_DEFENSE"
RequireKillTargets="false"
MinTargetsHit="10"
MinEnemiesNearby="10"
Distance="50.0">
<SpecialPowerWeapon Weapon="TelekineticExplosion"/>
</AISpecialPowerInfo>
</LogicCommand>

#3
Replace CaptureLandHusks , make your own

#4
I imagine you tried adding them to the ignore list in the micromanagers, but that won't work because the AI will still count it as a passive structure in it too. Which pretty much means you can't stop them from targetting it, if it's along the path.

You could add it to ignore list and make sure all target heuristics the strategic states exclude neutral structures.
Then uncheck EngagePassiveTargets, then you'll need to make sure that the AI have good target heuristics.

This just means you neeed to add any possible passive target as a target heuristic.

This is what I used to make my AI target refineries with century bombers without bombing things like oils along the way.

#5
unsure

Posted by: txc2004 Mar 6 2017, 16:40 PM

JonnyKnows,

Hi and thank you very much!

#3
CaptureLandHusks that is???! Hahaha! I answering my self all this time what buildings is the Husks!!! I try on google... i try translate... I don't know English and is difficult for me to catch the sense of some words...

#4
Oh yes try everything, i see your code and probably that's is the key to work:
Then uncheck EngagePassiveTargets, then you'll need to make sure that the AI have good target heuristics.



I have two more questions, no understand if the game work with that way, its bug and if exist solutions...

Exist two things who make the AI unbelievable weakness specially for Allied and Japan...

1: for this, i send you personal message...

2: i want from one StrategicState to build just one unit, i know how to make that, but the game build one unit from each factory...

ex: i want 1 engineer and the state is <CreateUnits UnitName="AlliedEngineer" MinUnits="1" MaxUnits="1"/> but if the AI has 3 barracks build 3 engineers...

For engineers is not so problem but for Prospectors is big problem because build so many and confuse each other and no make right expand or not at all or overbuild.

with same way i want on brutal brutal difficulty make expand and with extra MCVs but again build so many how the brake the playability of game...

If you have any answer is very helpful!



You want to refer you, on game credits and anywhere else as thank you for your help?

Posted by: Constable Chris Mar 6 2017, 20:25 PM

Husks in the AI code refers to pilot sniped units. (In other words, tanks that do no have a pilot, and can be captured by infantry).

Posted by: txc2004 Mar 6 2017, 21:27 PM

Constable Chris, Thank you for explain...!

If it easy for you can you point me how fix this two annoying bugs, if it is possible to make the fixes on my mod:

1:
the prospector who not always start collect money when place a new refinery...

2:
the units who has laser point like Javelins Troopers, Athena Cannon and Rocket Angel, not always the laser point right and go to a corner of map...

Thank you!

Posted by: Constable Chris Mar 6 2017, 21:30 PM

1. Pm

2. Graphical bug that I am not sure how to fix, since I never really looked into it.

Posted by: txc2004 Mar 7 2017, 00:36 AM

My opinion for the map, maybe needed some simple walls and obstacles like the http://prnt.sc/egwosz or leave it as it is...

Posted by: txc2004 Mar 7 2017, 22:07 PM

JonnyKnows, Constable Chris

Thank's for all help!

Posted by: Constable Chris Mar 8 2017, 13:09 PM

No worries smile.gif

Posted by: txc2004 Apr 5 2017, 00:28 AM

Hi!

I found and interesting trick for anyone play with AI for fun or training and want choose random faction for specific type Commander on same row...

That trick is useful specially for my mod because i have multiply difficulties...

IPB Image


Choose any faction as ex Allied, then Warren, then change the faction to random and thats it!

Now can you have random faction but only between: Warren - Oleg - Shinzo ...

With the same way you can choose random faction as ex only between:
Krauss Easy - Gideon Easy - Ronin Easy ...

Posted by: txc2004 Apr 19 2017, 02:25 AM


RA3:Invasion v11x, it's Completed!

http://www.moddb.com/mods/redalert3invasion


- I Revert the difficulties as it is on v11ii, with that way AI play more tactical and it is stronger...

- AI cannot use big number of money units teams, so i make some changes on Commander Invasion...

Posted by: txc2004 May 27 2017, 00:35 AM


RA3:Invasion Series v12, it's Completed!

http://www.moddb.com/mods/redalert3invasion


Because of many games bugs who i don't know how to solve and make the AI weak, specially the Allied faction, AI cant be stronger. If you want something more go to modified Insane Invasion version and can you find that you want!

...Changes, fixes and addings for v12...


Up to v11x the AI use only one Balanced Offensive tactic, now use 3 Offensives Tactics at any time:

- Light (rush)
- Medium (balanced)
- Heavy (steamroll)

Also now use 1 new Base Defensive Tactic, only when needed:

- Heavy Base Defense (turtle)


total changes


- Commander Invasion has now Maximum Units = 300, money x12, Max Units per Team = 24

- Allied use faster the Advanced Base Defence as the other Factions...

- AI destroy walls, i forgot to write on some previous version...

- AI now use multiple Offensives and Defensives tactics...

- Slightly faster openings for all factions, faster opening for Japan Faction...



RA3:InsaneInvasion is a modified version of RA3:Invasion and the building system is 80% faster, plus more energy and money, for more hardcore gameplay!

Because of many games bugs who i cant solve and make the AI weak, specially the Allied faction, i make this modified version who except for fun, some of the modifications, eliminate some of the bugs and the AI now, who virtually get rid of some bugs is Insanely stronger!


...Insane Invasion modifications...



- The time of all buildings it is 80% faster...

- The single Power Plants give 300 energy...

- The Ore Nodes has 300000 ores...

- The Prospectors collect 1000 ores per turn...
- When empty collect 300 ores per turn...

- Start up Money from 10000 to 100000...

- Can we have all 15 Secrets Protocols...

- I want to change and the Oil Derick's Money, but not working...

Posted by: txc2004 May 30 2017, 18:35 PM


RA3:Invasion Series v12a, it's Completed!

http://www.moddb.com/mods/redalert3invasion


...Changes, fixes and addings for v12a...

- Some important fixes and changes...
- Also experimental the Allied Faction has the ability for fast Tier 2...

Posted by: txc2004 Jun 2 2017, 12:35 PM

Hi, is not releted with the RA3 but i dont know where to post this:

I win a key for the game SuperHot, but i don't have a good PC to play that games, if you want it, is yours, more here:

http://www.moddb.com/mods/redalert3invasion/news/one-superhot-free-key

I give the key, this post is no longer active!

Posted by: txc2004 Jun 4 2017, 19:48 PM


This is Battle Arena for instant close battles, more close you are dying!

IPB Image

http://www.moddb.com/mods/redalert3invasion/addons/battle-arena


Normally is the Island Arena map, renamed and edited for up to 3vs3. Also is good for Base Defense Battles! Exist two versions and with refineries on water and without...

Posted by: txc2004 Jun 17 2017, 20:51 PM

Do you like...

IPB Image

Role Playing???!


...Coming Soon...

Posted by: c9q9md Jun 17 2017, 23:10 PM

QUOTE
Red Alert 3 Role Playing


Attached Image

Posted by: txc2004 Sep 27 2017, 10:43 AM

Hi to all!

At first no have idea how much I would work with the world builder and make so many things and because need so many time to update all this, ask from admin to delete my previews posts and i put all together at one place...

You can find everything i make at the first page on this post and here i put the updates when something is ready.

Now is ready the next map and slowly continue and with the previews:


Super Comp Stomp (SCS)
Survive as long as you can or kill the Enemy to Win!


IPB Image


And again the Island Arena re edited, for a super gameplay where is a small challenge!

You can choose to survive for 10 levels or Win!

Enemy has from the same units as you and increasing based on Enemy Multiplier.
As Units count and the Base Defenses!

As example Enemy Multiplier 120 mean: enemy has 1.2 times more units from you,
Enemy Multiplier 230 mean: enemy has 2.3 times from you, up to 3 times more...

AI Commander act independent, the extra units auto spawned from the points with smoke on map.

Build in your base 2 Ore Refineries for unlimited money!
1 Refinery gives 100 Money per sec
2 Refineries gives 300 Money per sec

Build up to 3 Power Plants for up to 3000 Power!
1 Power Plant give 1000 Power
2 Power Plants give 2000 Power
3 Power Plants give 3000 Power

Also you can use the difficulties:
On Easy, the AI no Build Structures and no Commandos...
On Medium, AI Build Structures but no Commandos...
On Hard, AI Build Structures and spawn Commandos...
On Brutal, AI Build Structures, spawn Commandos also you have a Brutal Commander to beat...

When you beat 1 AI try with 2 and then with 3, also you can play with Invasion AI, is much way harder!

AI is adaptive, you can play 1-3 Humans Players vs 1-3 AI Players!

The positions for humans is the bottom left and for AI is the Upper Right.

Exist way to win this and that is the key, but i let you to find...


You can download here:
http://www.moddb.com/mods/redalert3invasion/addons/super-comp-stomp-scs

Posted by: Dimon0000000 Sep 28 2017, 13:49 PM

Tried this mode and it looks intresting. Win brutal AI 1v1 with usual gameplay looks like impossible smile.gif
I also tried to play with friend vs him but we got bashed hard, especially vs empire AI. But map is very free and AI just spamming armies without any system. Imao would be better if do more complex map, give AI big good base with good defence, make AI spam armies from factories(instead of get it from magic), maybe teach comp do strong attacks instead of constant spam with everything he have.

Posted by: txc2004 Sep 29 2017, 09:19 AM

Hi, really i don't know if it is beatable from one person, i can survive for 20+ min but not win, with 2 person is beatable 1 AI, now i want to try with 2 AIs, but other players afraid, no want to try xD!

Look, the point of this gamepaly is to be unbeatable, no need "system", it is like that arcade games who no exist End and you play only to put your name at the highest score list.

Maybe i put that gameplay and on other maps, but harder map is harder for us to reach the enemy, also the enemy no build structures efficiently and block their units, thats why the extra units come from nowhere...

I no make this random, exist reason... ok i help because play with many people and not understand how to play, the magic word here is the Efficiency!

My AI Mod help to train the Multitasking Abilities because AI use up to 12 teams to attack and that is enough for anyone. That gameplay is good to training the efficiency.

AI build the same units as you and slowly increasing helping you to play more efficiently...
If you build more and the AI build more... but the most people not understand that and build and build unnecessary units...

As example on the beginning if you play on hard/brutal you have the Enemy Commando, i see from other players always build 2 Barracks train at least 10 bears 2 turrets infantry walls...

NO need all this for one commando, 3 units you need... Only!

I as Allied Player, i need one multi gunner turret and 2 Peace Keepers, one inside on turret the other outside! At really one Peace Keeper its enough, but just in case i have 2, the Japan Commando is dangerous xD!

Other example if you have 10 enemy infantry comes to you, why you build 10 infantry... I build 2 multi gunner turret with 2 Peace Keepers inside, is more than enough!

If from the first minute you build 30 units and the enemy has 30 units, thats why i left the Fog of War open, so you can see what come to you.

You need to play with that way at all game and again is hard, remember it is trainable gameplay and must be hard! Protect your units heal your units 1 Heroic its very strong, imaging 10!

You need to play with efficiency at the edge as never play before...

At some time after some games, you can see, you find the balance and you can handle the Enemy Commander and the Extra Units and then you have the change to attack and make moves to win...


---


For the last part:

Imao would be better if do more complex map, give AI big good base with good defence, make AI spam armies from factories(instead of get it from magic), maybe teach comp do strong attacks instead of constant spam with everything he have.

To make AI it is very complex and need unlimited work, i make this one time on my AI Mod. After 8 month who working on this mod still need work and i dont want to make Separately ΑΙ for the maps...

That you describe you can find on my AI mod, so i suggest you to download and play alone or with your friends this: http://www.moddb.com/mods/redalert3invasion/downloads/ra3invasion

Ok the bad is: need all players has the mod, but then you can play online...
The good is: because is not map but mod you can choose any map you like and play, even Constable Chris maps! (Note: Chris maps is not good for Insane Invasion version of my mod)

On easy difficulty the Commander protect more the base and attack you with less units, on harder difficulties send you more units but protect less his base...

I you like slow tactical game choose difficulty easy, the enemy attack you only with 9 units, and choose Commander Medium x2 or Hard x3, that mean how more money has from you.

Only 9 units... ??? Is not so easy to beat... try it...!

If you like hardcore choose difficulty brutal and Commander medium x2 or hard x3!

Of course with start money 10000!
(Note: AI need work when the start money is 10000, that is next to fix, but still is very hard)

About detailed how working the AI on Invasion mod, you can see here:
http://www.moddb.com/mods/redalert3invasion/news/red-alert-3-invasion-ai-mod

If you want something else or help tell me... smile.gif

Posted by: txc2004 Sep 29 2017, 13:14 PM

Something who come now on my mind...

Ok i am and new player, i expect from better players to beat, but if and from good and expert players is still unbeatable 1 AI...

maybe i increase the time of multiplier?

now multiplier reach the maximum at 20 min/level 3, maybe put the maximum until the end, probably at level 9, so remain and 1 level to play with AI 3 times more strong from us...

With that way AI become stronger slower, its 3 times slower from now, maybe that is good idea, tell me how to find this idea and i can make this...

Note need to make tests, to see if it is hard enough after that change...

---

Ok i make that changes:

Before:
Each Enemy build Extra MCV every 10 min
Spawn Commando as the number of levels every 10 min
Multiplier reach the maximum at level 3
Total time is 100 min

After:
Each Enemy build Extra MCV every 10 min, Max MCV 3
Spawn Commando as the number of levels every 6 min
Multiplier reach the maximum at level 9
Total time is 60 min

Probably now is beatable 1vs1 and challenge begin 1vs2,
I make that changes and we see, looks nicer, now it is hot 60 min!

Note: At the last level wee need to kill all Commandos to Win!

Posted by: txc2004 Sep 30 2017, 13:37 PM

Ok i make the previews changes i think now is beatable 1vs1 with little effort.

I play one game for test, i had the change to win the AI but not succeed, so i choose to play for survive and i survive for 45+ min, so close to win and i use around 20/25 units at all game...

Attached Image


I want now to make more test games and online with more humans players vs AI...

Bellow is the beta version for anyone want to try...



Attached File SCS_Battle_Arena_v1.zip
Size: 73.9k
Number of downloads: 11
Player Name Side Team

Posted by: Dimon0000000 Oct 1 2017, 07:39 AM

Oke i was wrong, its beateble, even on brutal, without push. But still only way is limit your own units. Wins vs all levels AI:


Attached File(s)
Attached File AI.RA3Replay
Size: 63.13k
Number of downloads: 7
Player Name Side Team
Dimon* 0
E 1
Attached File AI_2.RA3Replay
Size: 123.71k
Number of downloads: 9
Player Name Side Team
Dimon* 0
M 1
Attached File AI_3.RA3Replay
Size: 88.73k
Number of downloads: 11
Player Name Side Team
Dimon* 0
H 1
Attached File AI_4.RA3Replay
Size: 79.13k
Number of downloads: 8
Player Name Side Team
Dimon* 0
B 1

Posted by: txc2004 Oct 1 2017, 10:30 AM

Hahaha that i say to all and no one listen!

I you build more and AI build more,
all run and build more and more units!!!

I say it and before i use 20/25 units at all game...

Ok, If you beat the brutal no need to play the smaller difficulties...

Welldone! smile.gif

Now try with 2 AIs and then with 3!!!

And ok Allied i know is more easy, later put other or random...
Also have matter who is the AI Commander, as example Lizette is more easy from Warren...

And if you beat all, put Invasion Commander!!! xD

---

Ok, now that you beat is the second version, right?

So i keep the second version? the first is still unbeatable???

That i want:

1vs1 almost beatable
1vs2 begin Challenge
1vs3 Real Challenge to Unbeatable

in which version do you think i have this ratio?

Posted by: Dimon0000000 Oct 1 2017, 10:43 AM

QUOTE(txc2004 @ Oct 1 2017, 20:30 PM) *

Hahaha that i say to all and no one listen!

I you build more and AI build more,
all run and build more and more units!!!

I say it and before i use 20/25 units at all game...

Ok, If you beat the brutal no need to play the smaller difficulties...

Welldone! smile.gif

Now try with 2 AIs and then with 3!!!

And ok Allied i know is more easy, later put other or random...
Also have matter who is the AI Commander, as example Lizette is more easy from Warren...

And if you beat all, put Invasion Commander!!! xD

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Ok, now that you beat is the second version, right?

So i keep the second version? the first is still unbeatable???

No, 1st is same as 2. And sry, ill not play vs spam AI anymore, its just boring.

Posted by: txc2004 Oct 1 2017, 10:54 AM

Ok, thank you anyway for the feedback! smile.gif

I have problem with replay, its say out of sync, modified versions etc...

I try to see and your replay and my previews replay and not working, i dont understand!

No have this problem before, do you know what is the problem?

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Ok, i forgot, i make changes on map, after the version who upload here!

Posted by: txc2004 Oct 1 2017, 22:51 PM

Ok now i see your replays!
(except from the hard, not working, but ok, i see others)

That exactly is the way who someone need to play, xD!

Amazing moves!

Also your replays help me as feedback for the final micro changes...

Thank you! smile.gif

Posted by: txc2004 Oct 3 2017, 10:23 AM

Ok, that is the final:

Easy: Easy Commander to Beat, Build Structures, No rebuild MCV, No extra MCVs, No extra Commandos
Medium: Medium Commander to Beat, Build Structures, Rebuild MCV, No extra MCVs, No extra Commandos
Hard: Hard Commander to Beat, Build Structures, Rebuild MCV, Extra MCVs, Extra Commandos
Brutal: Brutal Commander to Beat, Build Structures, Rebuild MCV, Extra MCVs, Extra Commandos


Attached Image

Also i put Total Score, is based on: (Units Kill/Death) + (Structures Lost/Destroyed) & Efficiency


If you choose to play for Win is up to you, faster is better...
Keep your units low, destroy vital enemy structures and prevent enemy to expand. The key of this gameplay is the Efficiency!

If you choose to play for Survive is 10 Levels with Total time around 60 min...
Build only on your half side of map, no destroy any enemy structures and use the Units, Super Weapons & Protocols only against the incoming units. The key of this gameplay is the Multitasking!

And on both gameplays, if you choose wisely your units and your targets you can win easily without enemy overwhelm you with countless units...

Exist 2 Maps:
Battle Arena v1.5
Corporate warfare v1.5

http://www.moddb.com/mods/redalert3invasion/addons/super-comp-stomp-scs

Posted by: txc2004 Oct 17 2017, 05:55 AM

Just i finish 1 Team Mate map, who is the original gameplay and you start with MCV at neutral position ready for you order and its up to you how to move!

Attached Image


Here on Corporate Warfare you can play up to 3vs3 and with 4 starting positions, is amazing for strategic maneuvers from the beginning of game!

http://www.moddb.com/mods/redalert3invasion/addons/team-mate-maps-tm

Posted by: txc2004 Oct 25 2017, 10:04 AM


The Super Comp Stomp X gameplay, replaced with the XXX version...

Posted by: txc2004 Nov 3 2017, 20:28 PM

Finally after so many gameplays, i found that i want and it is amazing! xD

Attached Image


XXX
v1.5

This is an XXX gameplay which has everything: Strategy, tactics, multitasking, micro!

You start with 2 Ore Nodes who is necessary for a proper and desired opening and then you get money from kills based on Money Multiplier which start from 100 and slowly as the ores are emptying, increasing up to 300 per Kill, all other gameplay is original.

You can play vs Human Players, AI, even Free For All!

The most XXX experience you have, if you play 3vs3 on small maps, units/troops/armies, explosions everywhere, can you see literally War!!!


http://www.moddb.com/mods/redalert3invasion/addons/xxx

Posted by: txc2004 Nov 21 2017, 06:06 AM

As always like crazy ideas, that's one more... xD!


XXX Mag SuperComp v1.5


The first idea is to continue the "Mag Supercomp Soviet 2" map, to be playable with all factions & all positions, but if pre-build structures for each player position * 3 factions * 6 positions = is more than 1000 structures and it is very big work, so i remake it as an XXX gameplay...

What is the XXX gameplay: you start with 2 ore nodes and then get money per kills, if you want more ores, you can gain it, if kill someone other player and takes his ores...

AI:
Start and open normal...
Has 1000000 Money...
Has 100000 Power...
Pre build Defences...
Pre Build basic structures...
Repair Units...
Heroic Units!

You:
Have 2 Ores...
You need to fight hard to gain money...
No Advanced Super Weapon...
Repair Units...

AI with Heroic units make them very strong, but the point is up to 5 Humans against them...
So i think is ok to be so many hard, also is not necessary to be beatable at once...

Money as other XXX maps is strictly at 10000...

If you find too easy the AI, can use more than one, if it is too hard use easier difficulty...

You can play with random faction and position...

Now you can choose AI on your side...
If you have AI on your side, up to hard difficulty, its hard enough...


http://www.moddb.com/mods/redalert3invasion/addons/xxx

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