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Showing most liked content on 11/30/2018 in all areas

  1. Red Alert: A Path Beyond Update General Taskbar now shows the title as "Red Alert: A Path Beyond" not "Renegade". Replaced a bunch of lower-quality RA music tracks with higher-quality versions. New font rendering. Improved error message for when the game crashes, giving easy access to the crash dump file and instructions on what to do with it. Gap Generators (both mobile and stationary) Fog is now a little more lenient. (2-16m for infantry -> 5-30m, 11-40m for vehicles -> 15-40m) Being under an enemy gap field no longer darkens your screen (the black fog is enough of a hindrance anyway) Infantry Infantry now swim on the surface of water. This is mostly for the sake of looking less silly than the original "iron boots" water, so swimming is still harmful and doesn't let you access much more than you used to be able to. Here's how infantry work when in deep water: Since they're on the surface, they are easier to notice and for naval units to crush. Uncrushable infantry become crushable. They cannot sprint, jump, or use weapons. They are slowed to 65% of their original speed (same as crouching infantry, half as much as sprinting infantry). They can crouch to dive just under the water surface, but this slows their movement speed even further, limits their sight range, and will cause instant death if done for too long. Your screen will turn red if you are running out of time. They can reach and enter LSTs and abandoned boats a fair distance from shore much more easily now; however, naval vessels outside the "landing safety zone" are still inaccessible. (If you don't see the 3 green arrows, you can't get in.) They will not receive any damage for the first 10 seconds of swimming; after that they will receive 2.5 damage per second (was 6.25 starting instantly). So now swimming times are greatly improved; a Rifle Soldier can swim for 30 seconds instead of 8, and a Tanya can swim for 70 instead of 24, but that's assuming nothing shoots them, and the slower movement speed means they can't travel THAT much further than they used to. If they end up deep underwater due to driving a vehicle into deep water and losing it, they will die instantly. This was already the case with subs but now extends to any ground vehicle. They receive an extra +50% damage from Tesla weapons' direct hits, and +100% from their splash damage. Flamethrower Added dispersing flame/smoke visual effect for projectile impacts. Vehicles Water damage for ground vehicles works a little differently than before; if you're only slightly deep enough to start receiving water damage, the damage received is a lot weaker than it used to be, so you aren't too harshly affected if you can back out quickly enough. However, if you go about 1-2 metres deeper than that so your vehicle is fully submerged, the damage received is a lot heavier than it used to be, so fully submerged vehicles are likely done for (as are their drivers). Gunboat Acceleration/deceleration reduced; now takes about 3 seconds to reach maximum speed instead of 1.5, making it a little harder to change direction to dodge Soviet naval weapons. Destroyer Reload time up (3.25 -> 3.5) Damage multiplier to air units down (1.25 -> 1) Range down (160 -> 140m); can no longer outrange tesla coils Max speed up (10.5 -> 11m/s) Acceleration/deceleration reduced; now takes about 6 seconds to reach maximum speed instead of 3. Cruiser Minimum gun tilt raised (0 -> 2.5 degrees up), giving it a bigger close-quarters blind spot. Max speed up (8 -> 9m/s) Acceleration/deceleration reduced; now takes about 6 seconds to reach maximum speed instead of 4. Attack Sub Attack Sub range down (140 -> 130m) Diving screen tint is now much less obnoxious, but it is also coupled with a thicker, blue fog. Missile Sub Max horizontal speed up (11.1 -> 11.5m/s) Max vertical speed up (3.9 -> 4.6m/s) Diving screen tint is now much less obnoxious, but it is also coupled with a thicker, blue fog. Longbow Damage multiplier to naval units down (0.8 -> 0.7) Yak Damage multiplier to helis up (1.5 -> 1.6) Damage multiplier to naval units up (0.7 -> 0.8 vs health, 0.35 -> 0.4 vs armour) MiG Missile mechanics reverted mostly to the original release, where you had to acquire a lock-on to reliably hit, but now the rockets are somewhat more reliable at this as their turn rate is higher than before and their error ratio is lower, so the missiles do not require nearly as much height as before - you can fire at tanks while being only slightly higher than Siege's fortress walls and still hit the tanks instead of the ground. This should make it much easier to maintain a lock on your target - don't forget to use the alternate camera (press F) when "bombing" to give you more vision on your targets. Delay between salvos down (1.5 -> 1 second) Range down (110 -> 100m) Missile velocity down (100 -> 50m/s) Missile no longer has an enlarged hitbox Damage to various targets changed: Vs heavy vehicles (75 -> 80) Vs mammoth vehicles (60 -> 70) Vs aircraft (100 -> 90) Vs boats (70 -> 80) Vs cruisers (110 -> 120) Vs infantry (5 -> 50) (the lack of "proximity" means they will almost never hit infantry anymore anyway) Buildings Upgraded a bunch of older building textures (mainly in the Refinery) courtesy of Kicken. Power Plant Removed the generic big crates on the ground floor and instead added coal piles, shovels and shaftcarts around the furnaces. War Factory New model for main door. Maps Bonsai Added pillbox covering the beach behind the Allied Missile Silo. The little "dip" behind the Allied Refinery can no longer be accessed from water. Guard Duty Added flame tower covering the Airfield river bank. Removed rope ladder on Allied cliff. Added water sounds to river (previously there was just the ONE sound at the bridge). Made the deep parts of the river deeper so that it's more impassable to vehicles. Hostile Waters Tweaked terrain around Missile Silo and Gem Silo so they are easier for naval units to hit. Moved existing Tesla Coil closer to Sub Pen; added second Tesla Coil to cover Missile Silo. Starting credit bonus is now +1400 instead of +700; only a bit of donation will be necessary to get cruisers out of the gate right away. Pipeline Fixed oil silo terrain seam. Seamist Fixed Tesla Tanks getting stuck in War Factory. Stormy Valley Fixed floating well. [thumb]thumb_apb.b.png[/thumb][blurb]More naval combat rebalancings! Also, swimming and less obnoxious gap generators.[/blurb]
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  2. In a letter to the community, Jim Vessella has announced today some key details of the previously announced Command & Conquer Remasters! Here is a copy of the letter in full: This is incredibly exciting news for the C&C community as a whole and exactly what the we all needed to pull us out of our dormant state, big kudos to EA and Petroglyph for making this happen! A larger statement with a message from Joe Bostic and a bonus video can be viewed here: https://www.reddit.com/r/commandandconquer/comments/9x1zcz/cc_remastered_announcement_from_ea/ In light of news, W3D Hub will be organising some special events in order to celebrate! More info on that will be posted soon, so stay tuned! [blurb]Get ready for the return of Command and Conquer on PC![/blurb][thumb]custom_thumb_ea.png[/thumb]
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  3. It is heartwarming to see the old Westwood guys have another go at their games from the golden ages of RTS gaming. Good luck Petroglyph and thank you EA for this move, I will definitely play when it's done!
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  4. I am quite hopeful since they the old Westwood Studios team is apparently involved now. If the original creators actually get creative power over the games, should be good stuff.
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  5. After trying out C&C Rivals I can't say I'm going to hope for much...
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  6. Joe Kucan or bust! But really, I wonder how a remaster could be so much different than what @Nyerguds has already done. There are also plenty of mods out there (Tiberian Dawn on SAGE, etc). I can understand updating the OST, but I'm struggling to comprehend how one can make Tiberian Dawn into a 4K masterpiece without taking too much from existing fan material and while still keeping that C&C feel.
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