can't you try to put this mod in yours: http://www.gamingforums.com/attachment.php?s=&postid=489753
The reason I had the pre attack is to make sure the launcher got up to full elevation, but that does fix it
the mig has missiles for aircraft and firebombs for ground
the SU-37 has missiles and two bombs
the beagle carries 10 bombs
the badger carries two cruise missiles
which one sounds wrong?
the range on weapons is a tricky issue, you figure that to make "realistic" weapon ranges your tanks would have 2 mile firing ranges, missiles would be from 4 - 1000 so you'd have to have incredibly mammoth maps. My approach is this; Tanks should only be able to shoot what the player can see on the screen easily at max zoom, the biggest tank gets the longest range, machine guns are 1/4 of this max distance and chainguns are about 1/3
missiles (anti tank)are about 125% of tank ranges to about 200%
for long range projectiles, powered weapons go farther so artillery should be shorter than missiles
given that fact I decided that the long range missiles/artillery should have sufficient range to hit an enemy range from over visual range (screen or shroud) but not to the point where they are not exposed in a neutral area in most maps, also the problem with long range stuff is intelligence, gla will have to send in stealth units to the enemy target to get an accurate firing point, other wise they fire blindly (seems reasonable) China gets some technolgy like the spy satelitte hack and the scout plane to be able to determine fixed positions rather easily since most of the their weapons are dumb or almost dumb. The US posesses the adavntage with the superior intelligence and high accuracy on moving targets, therefore the GLA units do the most area damage but are most inaccurate, the Chinese vehicles are heavy damage verses fixed targets and the US is medium damage verses all targets. The main fact is that no one can camp in their base and lob artillery blindly and smash people, you have to risk the firing units in the field like in real life, if the weapon is able to fire at ridiculous distances then there are penalties, (peacekeeper is very obvious and nukes itself if destoryed and is really expensive) If anyone has a better system I'd like to hear it because range is a issue i've had with all RTS games (except maybe total annihilation)
ok, i must have been hearing stuff lastnight, cause today, all the chineese bombers sound alright . . .
I understand about the range thing, it's kinda cheap being able to hit someone elses base from the safty of your's, but what i have done is, since you added the MLRS, the tomahawk has now become almost useless, so all i did is make it usefull again. I lowered the damage, upped the range, cost, build time, and reload time, and am thinking of putting a build limit on it (and scud and inferno cannon) of 5 or so so that they become a usefull tactical weapons. with the damage as low as i have it (50 i think) it would take 10 or more of them to do any significant damage to a building. The advantage of this is that you can harrass your opponent with the super longrange weapons and have him/her focus on thier base while you come in with tanks. (its kinda like . . . "god damnit, stop that . . .") heh, besides, i really don't play on-line just over LAN with some friends, and we like the super long ranges of the tomahawk, scud, and inferno cannon.
at any rate, i'm not suggesting that you up the ranges for your mod, i was just saying what i did, your mod :rock: without the changes i made
just noticed this, sometimes the new planes will land from the side of the runway, and not on the runway, i also noticed a Badger Bomber hover to the left of the airfield for about 15 min, i had to force move it away from the airfield before it came back and landed properly.
It is a great mod, very cool
I especially like the mlrs !:dance: :dance:
However I have a 2 problems
The first is that the poison is active for long, this probably isn't a bug, however I play against the computer and he cannot seem to handle the situation. After 1 nuclear missile he is dead.:uhm: Is there any place where I can change this?
The second problem I encountered was that wreckage of vehicles. After you destroy a vehicle the wreckage doesn't go away. This affects the performance of the game. Also some wreckage look as if the vehicle is still intact, such as the quad cannon GLA or the USA dozer. This works very confusing.
Could you please inform me how I can change thse 2 aspects of the game, since I don’t think that they are bugs.
I may sound a bit negative but don’t get me wrong, I think this is the best mod so far, I really like all the new units and other stuff. If I can solve these two problems it will be perfect!:dance: :dance:
man this mod is sweet i only have version 1 tho I WANT 2 but i cant get it from anywhere n version 1 is pretty messed upppp so can someone post a WORKING LINK plz www.cncgn.com wont work mann plzz can someone plzzzz post a link id really appreciate it thx thx thx:(
yes, i have also found that none of the links to download sites work. I have the first version and would like to get the new version,but can't find a site to download it,because none of the links work.:mad:
i got it finnaly, this mod IS KICK ASS but theres 1 thing on gla the terror plane u cant see anything happen u see the ppl die n things getting destroyed but i see no explosion or anything
Where did you find it at $lick?
can some tell me how I can change the camera angle back to the orignal because when i downloaded this mod it changed the viewing camera angle