Q2BPWN3D wrote:
those winging about the gps needing cool a down clearly never played ra1 its fine the way it is, it was the same in ra1 it is one of allied biggest advantages please don't change it in the update or if you do make it an option you can toggle at the skirmish screen
also those winging about allied not being able to detect spys u never could in ra1 its part of the game and from memory they can only tell u what the enemy is building not sure why people are complaining about it for
You clearly don't know what is broken. A faction having no way of detecting spies = broken. Who cares if it was like this in RA1? Westwood never fixed or noticed this oversight. And every single one of us have and own the original broken RA1, so now we have the chance to fix it.
And about the GPS, even RA1 had a cool-down icon, if you even know what that is. This mod have no cool-down icon and you never see when it's done. So that's a missing thing from the original game.
EDIT:
And in RA1 Cruisers could never kill submarines, how about escorting them with Gunboats/Destroyes? Instead of just spamming Cruisers.
And I think transports could only hold 2 mammoth tanks or 5 infantries.
Q2BPWN3D wrote:
and finally if u capture an opposite factions construction yard for example ur allied and u take a soviet construction yard u need to build there full tech tree starting from power plant even if you already have the buildings can we make it skip some building is you already have like power plant and ore refinery
You clearly never played RA1 as it's the same thing there, if you capture the opposite faction you need to build the whole tech tree there too, it's also the same in tib sun, C&C3, RA2 and RA3.
Edited by user Thursday, October 6, 2011 9:07:13 AM(UTC)
| Reason: Not specified