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Showing most liked content on 04/29/2016 in all areas

  1. I was playing 1 vs.1 with someone once on RidgeWar. He went AFK for a while and promised to be back soon. With no one in the Soviet base, I took out all the base defenses, laid AT mines by the WF, and parked two demos on top of those mines. He got back, saw the empty demos, got in and BOOM!
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  2. Hi, I'm Tiny a very old Renegade player from back in the day I've been reading the updates about this A path beyond, so yesterday I decided to download it and give it a try and all I can say its awesome. So keep up the good work and a special Thank you too Pushwall for helping me understand it more and showing me round a few maps. Regards, Tiny.
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  3. Another patch has been released! Get more information and the changelist in the full update! Red Alert: A Path Beyond Update Hey everyone! Another patch has just been pushed to the launcher and server based on your feedback! Changelist DAMAGE Golden Wrench healing vs. buildings reduced by 33.33%. This does not affect its ability to disarm C4/flares or capture neutral structures. Grenade damage to buildings up by 6.66% (0.3 -> 0.32). Grenade damage to infantry armour up from 37.5% of health damage to 100% (i.e. it now depletes both health and armour at the same rate). Handheld machinegun bullets (M60/PKM) damage to base defenses down by 14% (0.175 -> 0.15). Handheld machinegun bullets (M60/PKM) damage to MCTless buildings down by 12.5% (0.2 -> 0.175). Anti-tank shell (Gunboat/Volk AT projectiles) damage to infantry health up by 33% (0.375 -> 0.5). Weak explosion damage to infantry armour up by 66% (0.15 -> 0.25). Strong explosion damage to infantry armour up by 66% (0.375 -> 0.625). Artillery splash damage down by 16% (120 -> 100). High-explosive shell (Artillery/V2) damage to surfaced naval units down by 20% (1 -> 0.8 ). Longbow splash damage down by 16% (15 -> 12.5). Longbow damage to submerged subs down by 25% (0.2 -> 0.15). Destroyer damage down by 11% (90 -> 80). Hind damages submerged subs now, for half the damage it does to surfaced ones (0 -> 0.1). INFANTRY Ladder-climbing speed has been doubled, making it now as fast as crouching. Roof flares should be easier to disarm as a result (but also easier to place). M16/AK-47 range up from 90m to 95m. Flamethrower range up from 80m to 85m. Grenadier price down from 500 to 400. Grenadier health up from 50 to 60. Grenades no longer have projectile collision (which previously caused them to stick to other grenades and not explode). Grenade timer reduced from 3 to 2.5 seconds. Clearing charge splash radius up by 33% (7.5 to 10). Halved reserve ammo on limited-ammo Beretta/Makarovs. VEHICLES Longbow splash radius down by 20% (7.5 -> 6). Neutral Supply Trucks no longer send a "Unit lost" message to the Allies when destroyed. Neutral Supply Trucks can now take 5 passengers like teamed ones can. BUILDINGS The tracks to the side of the War Factory's main door can no longer be walked through (the door itself still can though because of reasons). Naval Yard and Sub Pen now have stairs instead of elevators. Removed ladders leading to the Power Plant's smokestacks. Infantry that happen to land near the smokestacks by using aircraft (not possible in any current maps) will slide off. You can no longer get stuck behind the beds in the back of the Allied barracks. AESTHETICS Mechanic's wrench model has been replaced by the more fitting Socket Wrench from .9935 and given a new icon. The Melee Wrench has the text on its icon updated to reflect its status as a melee wrench. Fixed size and position of Medic's MP5-N when it's stowed on his back. Made the grenade's shrapnel effects more visible. Neutral Supply Trucks no longer have an Allied insignia. Models of vehicle occupants are now properly removed when a vehicle is sold. Service Depots and Refill Pads no longer sink into the ground when viewed from a distance. PERFORMANCE Supply/Demo Trucks/MCVs now use the Mobile Gap Generator's wheels, which use less draw calls. MAPS RA_AS_Seamist: Mine limit reduced from 60 to 15 for this map only. RA_CoastalInfluence: Added naval blockers to stop boats beaching on the Sub Pen walkways. RA_ForestOfIllusion: Time limit reduced to 5 minutes. RA_ForestOfIllusion: Point limit reduced to 500. RA_ForestOfIllusion: Jukebox narrowed down to just Backstab (map isn't long enough for more songs to play anyway). RA_ForestOfIllusion: Now uses the Tournament plugin; your spawn character will either be Sergeant, Starshina, Captain, Kapitan, Grenadier, Engineer (no tools), Shock Trooper, Volkov or Tanya. Both teams get the same character. RA_ForestOfIllusion: Added M16s, AK-47s and all of RockTrap's weapons to the crate loadout. RA_ForestOfIllusion: Removed armour crates since gameplay no longer revolves around an armourless class. RA_ForestOfIllusion: Boss health raised from 150 to 200 to compensate for the improved variety of classes/weapons available. RA_ForestOfIllusion: Removed barbed wire in the forest section. RA_ForestOfIllusion: Added Soviet ghost soldiers; they will fight with the Allied ones and "kill" each other - or just haunt their living enemies. RA_ForestOfIllusion: Fixed heart container not animating. RA_HostileWaters: Re-enabled shock troopers. RA_HostileWaters: Advanced naval structures now provide 2 credits per second, and so do the silos. RA_HostileWaters: Added naval blockers to stop boats beaching on the Advanced Sub Pen walkways. RA_KeepOffTheGrass: Added blockers to the big cliff overlooking the Allied barracks and the east side of the cliff overlooking the Soviet CY to prevent MAD tanks/demos climbing all the way to the top. RA_KeepOffTheGrass: Made the cliffs overlooking the Soviet refinery and Allied barracks a little less abusable for both sides' infantry by blocking some parts off (but not all). RA_KeepOffTheGrass: Shrunk Soviet mixed ore/gem field a little to slow their economy down. RA_PacificThreat: Returned to a two-silo setup; however the Soviet silo by the helipad now has its terminal obscured so it cannot be stolen from. Only the one by the sub pen can be stolen from. RA_PacificThreat: Raised all the SAM sites to make them harder to exploit. RA_PacificThreat: Propped up the naval yard AA gun on a platform. RA_RidgeWar: Fixed missing script zones for manual ore/gem fields. RA_RiverRaid: Soviet buildings actually have spy zones now. RA_RiverRaid: Added a visible blocker to the cave entrance behind the Allied WF to signify why vehicles can't get back there. RA_RockTrap: Time limit reduced to 5 minutes. RA_RockTrap: Point limit reduced to 500. RA_RockTrap: Jukebox narrowed down to just Smash (map isn't long enough for more songs to play anyway). RA_RockTrap: Reduced the amount of thick grass around the river. RA_RockTrap: Added character crates, though in a less absurd form than Gamma's. The only classes you can get are Sergeant/Starshina, Captain/Kapitan, Sniper, Rifle Spy, Grenadier and Engineer. These are locked to their respective teams, so for example, Allied players will never get Starshinas, and Soviet players will never get Allied Snipers, only Soviet ones. Grenadiers now have an Allied equivalent and Spies have a Soviet equivalent for this purpose. RA_Under: Decreased kill radius of collapsing underpass from 55 to 45. RA_Under: Removed 1 frontal Flame Tower. RA_Under: Rotated Soviet Radar Dome to make its entrance more accessible to Allies from the tunnel/underpass. Get to the launcher and grab the patch! Be on the lookout for more updates, and we hope to see you on the battlefield!
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  4. ModDB, once I get to breathe and organize them a bit if needed. It'll look kinda like this: http://www.moddb.com/games/star-trek-starfleet-command-orion-pirates/addons/sfc-op-gamefront-pack Renegade covered. I discarded the Media part (as with other games, it's less relevant) and things that already exist on ModDB, including RenAlert and Reborn (I suppose W3D Hub should have them anyway - tell me by tomorrow morning if this needs to be downloaded as well, as I'm out for most of the day).
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  5. Maybe it's potentially confusing to new players who might not be poring over all these details on the forum?
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  6. Oh, another thing about the Mirage tank...you know how in APB and TSR vehicles almost never come to a complete stop? How will you get the Mirage tank to stay in tree form if it keeps moving around, or will there be a brake function to keep it in place?
    1 like
  7. I believe the gem field on KOTG is the only one that is not worth mining...that one's just too far away and entails substantial risk to boot. On another note, I loaded up RA1 for the first time in a good while. I sent my ore trucks to a gem field to mine, and the strangest thing happened...the gems disappeared when I mined them!
    1 like
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