Gameplay bugs
Post them here
Gameplay bugs
I just found two allied bugs:
1) Spy does not disguise
2) GPS satellite works after tech center destroyed
There coud be more.
1) Spy does not disguise
2) GPS satellite works after tech center destroyed
There coud be more.
You can have both the diplomacy menu and the options bar on at the same time. They get in the way of each other and overlap.
Mouse click needs an option for the old "classic" left click only control scheme.
Many classic Red Alert controls don't work:
E: Doesn't select all units on the screen
G: Doesn't put units into "guard" mode
CTRL + Alt doesn't make units go into "escort" mode
I'm not sure if ALT makes unit go into "force move" mode
[strike]Ore refineries do not show their credit ore amounts with tiny pip boxes on the bottom.[/strike] caused by a disconnect bug in a game. do not worry.
Multiplayer options required:
Bases Only (yes or no)
Shroud regrows (yes or no)
Ore regrows (yes or no)
Starting no. of units (0-X) depending on whether or not Bases Only is allowed
Crates allowed (yes or no)
Capture the flag (yes or no)
TECH LEVEL (level 1 to level 12)
Mouse click needs an option for the old "classic" left click only control scheme.
Many classic Red Alert controls don't work:
E: Doesn't select all units on the screen
G: Doesn't put units into "guard" mode
CTRL + Alt doesn't make units go into "escort" mode
I'm not sure if ALT makes unit go into "force move" mode
[strike]Ore refineries do not show their credit ore amounts with tiny pip boxes on the bottom.[/strike] caused by a disconnect bug in a game. do not worry.
Multiplayer options required:
Bases Only (yes or no)
Shroud regrows (yes or no)
Ore regrows (yes or no)
Starting no. of units (0-X) depending on whether or not Bases Only is allowed
Crates allowed (yes or no)
Capture the flag (yes or no)
TECH LEVEL (level 1 to level 12)
C&C:
Can't build Advanced Guard tower as GDI once replacing the Comm Tower for the Advanced version (i.e. when you sell the old one).
Same happens with the original Powerplant - when you put down some of the Advanced ones and sell the originals, you then can't build other things that required it before.
Can't build Advanced Guard tower as GDI once replacing the Comm Tower for the Advanced version (i.e. when you sell the old one).
Same happens with the original Powerplant - when you put down some of the Advanced ones and sell the originals, you then can't build other things that required it before.
Also:nanosheep wrote: ↑ Many classic Red Alert controls don't work:
E: Doesn't select all units on the screen
G: Doesn't put units into "guard" mode
CTRL + Alt doesn't make units go into "escort" mode
I'm not sure if ALT makes unit go into "force move" mode
It's a bad idea when pressing S you build shipyard instead of ordering to STOP
If tank in same cell as infantry, it must die
Units does NOT react when enemy nearby, i almost captured enemy structure with engineer (Almost because enemy player killed engi)
In general, we're not particularly interested in duplicating *every option* from RA. However, I'll address your points one by one.
> Bases Only (yes or no)
If you want a units-only game, this is within the scope of a mod to provide.
> Shroud regrows (yes or no)
We have fog.
> Ore regrows (yes or no)
Our ore growth model is different from RA. It doesnt overrun your base, and maps are tuned for certain ore timings.
> Starting no. of units (0-X) depending on whether or not Bases Only is allowed
A mod could do this.
> Crates allowed (yes or no)
I'd rather not have switchable crates. Crates affect the gameplay balance, and we're balancing *for* crates being available. If they did not affect the gameplay, we may as well not have them at all, etc.
> Capture the flag (yes or no)
A mod could easily provide this.
> TECH LEVEL (level 1 to level 12)
We've thrown this out on purpose. We'd rather balance one game than 12.
> Bases Only (yes or no)
If you want a units-only game, this is within the scope of a mod to provide.
> Shroud regrows (yes or no)
We have fog.
> Ore regrows (yes or no)
Our ore growth model is different from RA. It doesnt overrun your base, and maps are tuned for certain ore timings.
> Starting no. of units (0-X) depending on whether or not Bases Only is allowed
A mod could do this.
> Crates allowed (yes or no)
I'd rather not have switchable crates. Crates affect the gameplay balance, and we're balancing *for* crates being available. If they did not affect the gameplay, we may as well not have them at all, etc.
> Capture the flag (yes or no)
A mod could easily provide this.
> TECH LEVEL (level 1 to level 12)
We've thrown this out on purpose. We'd rather balance one game than 12.
> Can't build Advanced Guard tower as GDI once replacing the Comm Tower for the Advanced version (i.e. when you sell the old one).
> Same happens with the original Powerplant - when you put down some of the Advanced ones and sell the originals, you then can't build other things that required it before.
Agreed, this behavior is silly. We'll look into it.
> Same happens with the original Powerplant - when you put down some of the Advanced ones and sell the originals, you then can't build other things that required it before.
Agreed, this behavior is silly. We'll look into it.
Then you forgot to type it in unit description, because in RA1 spy disguises automatically, and people think it's like in RA1chrisf wrote: ↑> 1) Spy does not disguise
Right click on another infantry unit to disguise as him. Any unit, any owner.
P.S. Triple post...
When someone disconnects on the other team every so often I will lose control over my base and units and get vision of the enemy team. This has happened in both mods. I've noticed I get the credits readout of another player although the EVA will still give warnings for my my original base (need silos, under attack etc).
I had lomething like that: My UI turned into soviet (I was allied), and i can't build anythingSlaptoast wrote: ↑When someone disconnects on the other team every so often I will lose control over my base and units and get vision of the enemy team. This has happened in both mods. I've noticed I get the credits readout of another player although the EVA will still give warnings for my my original base (need silos, under attack etc).