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Showing most liked content on 10/17/2016 in all areas

  1. Here it is! some Massive Seamist MADNESS!!!
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  2. Welcome everyone. In celebration of the new Delta release I wanted to give back and make something for the community. I hope you'll like it. What I have here is a replacement for all the icons in-game to be made into the original Red Alert Icons!! Nothing was left out as the Captains, Snipers and shot gunners were also given a new look, the color changing still works and you can tell which spy is which. Take a peek and if you like it download! If you encounter any problems, notify me and i will correct it immediately. As always, thank you! Purchase Terminal.7z
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  3. Nice footage! Its like the old days!
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  4. Red Alert: A Path Beyond Update This is a minor one, just to fix a few crippling issues (and some less crippling ones that I noticed along the way) and tweak naval balance a tad. More maps will come soon! This is a minor one, just to fix a few crippling issues (and some less crippling ones that I noticed along the way) and tweak naval balance a tad. More maps will come soon! Changelist INFANTRY Credit yield of sergeant up from 20 to 30 (matches new price) Credit yield of rocket soldier up from 60 to 80 (matches new price) VEHICLES V2 arc shots no longer explode in midair at long range. Gunboat cannon damage down from 70 to 65. Gunboat depth charge splash damage down from 80 to 60. Gunboat depth charge splash radius down from 25 to 22.5. Gunboat maximum turret tilt up from 7.5 to 8.75 degrees. Longbow damage multiplier to naval units down by 10% (1 -> 0.9) Longbow damage multiplier to submerged subs down by 67% (0.15 -> 0.05) APC maximum turret tilt up from 30 to 45 degrees. APC projectile velocity up from 250 to 500m/s. APC damage multiplier to air units up by 17% (0.75 -> 0.875) Light Tank maximum turret tilt down from 35 to 30 degrees. Medium Tank, Heavy Tank, Mammoth Tank maximum turret tilt down from 20 to 17.5 degrees. Mobile AA Gun now has alternate cameras. Phase Tank physics redone to be less slippery and accelerate/decelerate more quickly. Hind damage multiplier to heavy vehicles up by 11% (0.225 -> 0.25) Hind damage multiplier to air units up by 10% (0.5 -> 0.55) Air units' rotors no longer have camera collision as this caused the camera to freak out when flying close to a friendly flier. BUILDINGS Pillbox has its old sound back. Pillbox damage down from 10 to 9. AESTHETICS Mobile AA Gun and Mobile Gap Generator driver/passenger no longer hover above their seats. MAPS RA_Antlion Added ambient sounds. RA_AS_Seamist Soviet Helipad should function properly now. Shallows are no longer darkened like deep water is. RA_CoastalInfluence Fixed terrain seam by Allied forward service depot. Fixed river transparency. RA_Fissure Re-enabled Thieves. Flamethrowers and Thieves (TL2 units) cost double the normal amount of credits. RA_RiverRaid Moved rock at front of Soviet WF that was easy to get stuck on. RA_ToTheCore Added ambient sounds.
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  5. 1 like
  6. You are right. I made a calculation error previously where I only compared the # of seconds traveling to an ore/gem field instead of total harvest time. They are different because even if gem route distance is 2x the ore distance, actual harvesting time is the same for both fields. This results in a scenario where travel time to a gem field can be 4 times the ore field trip, but because both fields the ore truck needs to stay there to harvest, the TOTAL gem harvest time (leaving Refinery to dumping ore) is only 2 times the ore harvest time. The above is the case for the Allied ore truck on Ridgewar. In terms of actual numbers, before you were getting 3x the money, for 2x the commute time. So basically you were going out of your base for 50% extra income. Now it's 4x the money, for 2x the commute time, leaving the safety of your base for 100% extra income.
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  7. Im more of combat oriented player so i rarely grab a harvester. But that money helps a lot.
    1 like
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