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Do incapacitations count as a soldier's kills?

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 Author
Message
 
Ryz

Rep: 13.9


PostPosted: Fri Oct 05, 2007 6:20 pm Post subject: Red Storm Rising - any interest in remod? Reply with quote

About a year ago I thought how nice it would be to have patterned camouflage, crews with personal weapons, and different icons for forcepool more consistent with 1989. It did not actualize then. Any interest in pursuing it now?[/img]
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Searry

Rep: 3.2
votes: 1


PostPosted: Sat Oct 06, 2007 11:59 am Post subject: Reply with quote

And the Milan-bug.
Well that isn't a lot of work, but i can't get my qclone working.
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Ryz

Rep: 13.9


PostPosted: Sat Oct 06, 2007 7:06 pm Post subject: Reply with quote

Searry wrote:
And the Milan-bug.
Well that isn't a lot of work, but i can't get my qclone working.


i could do that part of the project.
we need a plan. a coalition if you will.
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ronson

Rep: 36.7
votes: 5


PostPosted: Sun Oct 07, 2007 11:39 am Post subject: Reply with quote

Good Luck to you, I have always thought this one of the most under-rated mods going.........the tanks and vechicles are brilliant and the modern maps just fantastic......as you say there's just a few, and very few at that, rough edges to tidy up.

Is there anyway the mini-maps in the strat screen could be fixed?

Also do you think that the AT units needs some more protection?, its seems very easy to take out any of the AT rocket units at the moment.


Cheers
Ronson


GR member Ronson1  ac 4247033
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Searry

Rep: 3.2
votes: 1


PostPosted: Sun Oct 07, 2007 5:29 pm Post subject: Reply with quote

ronson wrote:
Good Luck to you, I have always thought this one of the most under-rated mods going.........the tanks and vechicles are brilliant and the modern maps just fantastic......as you say there's just a few, and very few at that, rough edges to tidy up.

Is there anyway the mini-maps in the strat screen could be fixed?

Also do you think that the AT units needs some more protection?, its seems very easy to take out any of the AT rocket units at the moment.


Cheers
Ronson


Well, those AT missiles really don't have quite much protection. In real life, they are used from about 1km to 2km away, because the range is what gives them cover. I think that CC5-engine cannot model the modern missiles, which go up, and them from the sky goes like mach3 to its target locked target.
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Ryz

Rep: 13.9


PostPosted: Fri Oct 12, 2007 7:10 am Post subject: Reply with quote

List of items to mod in RSR1.0.

Data
Crews need weapons and ammo.
Crews need to be controllable.
Tanks need WORSE visibility. They can drive up to buildings and shoot people inside.
Dragon missile should hit more than it does.
.50 cal weapons need to be deadlier.
All tanks need smoke grenade dischargers.
Some infantry units should be programmed as artillery pieces for difficulty.

Graphics and Sounds
Nato tank graphics need to be uniform in color schemes.
Minimaps need to be visible on the strat screen.
AK74 and M16 sounds need to be quieter and less cracky.

Additional issues
SF teams need to be special
Right now all USSR companies are reinforced and none of NATO. Reinforce some NATO.
More airstrikes for both sides.
Commanders should improve unit's performance.

Here are photos of what the game looks like now.

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P_Fun




PostPosted: Fri Oct 19, 2007 6:18 pm Post subject: Reply with quote

I'd be all over this mod update if it came out. I was always a bit choked I could never get ahold of CC: Marines. This would a worthy update (especially the balancing bits).
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Ryz

Rep: 13.9


PostPosted: Fri Oct 19, 2007 6:27 pm Post subject: Reply with quote

P_Fun wrote:
I'd be all over this mod update if it came out. I was always a bit choked I could never get ahold of CC: Marines. This would a worthy update (especially the balancing bits).


we started updating it. Nobody is working on the balancing.
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ronson

Rep: 36.7
votes: 5


PostPosted: Tue Jan 29, 2008 4:22 pm Post subject: Reply with quote

How about improving the snipers ability to hit? at the moment they seem to get out shot by everyone else.

Cheers
Ronson


GR member Ronson1  ac 4247033
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Ryz

Rep: 13.9


PostPosted: Sat Feb 02, 2008 3:51 pm Post subject: Reply with quote

ronson wrote:
How about improving the snipers ability to hit? at the moment they seem to get out shot by everyone else.

Cheers
Ronson


Good idea.
The guy who did the data updates was the same guy who made the Manchuria mod. Contact him and he'll put it in.

I'm 2000 miles away from my house and am not working on the game now.
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CSO_Talorgan

Rep: 72.5
votes: 1


PostPosted: Sun Feb 03, 2008 11:42 am Post subject: Reply with quote

You took the dog out for a walk but took a wrong turn at the shops and now find yourself:

Ryz wrote:
2000 miles away from my house and not working on the game now.


?
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Ryz

Rep: 13.9


PostPosted: Sat Feb 09, 2008 1:49 am Post subject: Reply with quote

CSO_Talorgan wrote:
You took the dog out for a walk but took a wrong turn at the shops and now find yourself:

Ryz wrote:
2000 miles away from my house and not working on the game now.


?


that's pretty much what happened.
i will try to procure the files from my house for you if you want to make additional changes to what we already did.
PS we are going into a week of urban ops. next version of cc should have 4 man stack option
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