shekdog
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15 years ago
Firstly I'd like to say that it is good to see the release of this new project. The modelling in this mod is much better than in All Stars. Oh yes, the music is awesome, too.

Now, here are the bugs I'd discovered so far:

- the objective menu appears to be blank in the missions

- there are no objective indicators, either. Also EVA does not notify you when you've achieved an objective, nor are there any HUD display of "Primary/Bonus objective complete", which at times leaves me wondering in confusion.

- In the first mission, about 20 minutes into it, swarms of GDI troops enters the map from the edges, which is before I'd captured the TV tower. After I did capture it, there was almost no GDI assault. Surely those troops are meant to appear after I'd captured the tower?

- the timer name in the first mission (i.e. hold the tower until) appears as MISSING

- infantry unloaded from the War Camper often refuses to fire at enemies, no matter what orders you give or what stances you change them to.

- the statistics screen which shows up after each mission doesn't display objectives properly. They are just shown as "test object 1", etc.

here are some suggestions:

- The Forgotten's base defenses are add-ons to the Power Station, which means they cannot be disabled, which causes issues when you've ran out of power. It might be better if you use a Component Tower like GDI did in C&C2 instead, and have the defenses as upgrades to the structure.

- There's no sound effects when you place a defense add-on onto the Power Station, would be good if there is.

- The Tick Tank deploys and un-deploys way too slowly. Tanks can chew off a chunk of its armor while it is deploying, and light vehicle would be long-gone after it had finished un-deploying. You really should reduce the time of its deployment or un-deployment, but maybe not both. Otherwisely it is best to increase the health and armor bonus of its deployed form, which will turn it into a more useful mobile turret.

- I feel that the Forgotten rather has troubles dealing with infantry. The Horde does only moderate damage to them even in large numbers. The Marauders, which are suppose to be the advanced anti-infantry unit, still take a while to kill off a Missile Squad when fully upgrade. Fissure Tanks are fragile and slow, and their cannons have a long track time. Even Pill Boxes aren't that effective, either. The only effective way I'd found so far it to crush them with tanks, which is really abysmal.



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Blbpaws
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15 years ago
Hey, thanks for playing and thanks for your reports. Some of them--such as all the objective issues--are things that can't be fixed due to the game's engine and are listed in the manual.

As far as infantry go, you can upgrade Marauders with Gatling Guns to dramatically increase their effectiveness against infantry. Jeeps are good infantry killers as well, and Fissure Tanks are more powerful than you might think--plus, they also excel at clearing buildings.
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ghoststalker
15 years ago
when i play skermish it my cnc3 stopps working and has all these erros
peace in war !!!!!!!!!!!!!!!!!!!!!!!!!
shekdog
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15 years ago
New bug found:

The Sidewinder cannot use it's guns once it used its Gas Sprayer ability, you must issue the Stop command to it first before you can target the enemy with its main guns.
Snip3d94
15 years ago
I'm pretty sure there is a memory leak because my game is constantly throwing the error that it is out of memory during a game with very little units, the only other time i've gotten this error is in Kane's wrath during a spam off
Blbpaws
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15 years ago
The memory leak would be in the engine if there is one, and out of our control. Remember that The Forgotten requires more than the regular C&C 3 specs. What are your computer's specs?
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RayBreeder7
15 years ago
I've found a bug. I build the RPG Turret/pillbox/anti-air at thr ConYard, but, when I place it, it won't deploy. The mortar defense works just fine, but the basic defenses won't deploy.
MicScoTho
15 years ago
Basic defenses are built on top of power plants. 😄

This question comes up quite frequently - I think we need a better way to inform players about this.
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ghoststalker
15 years ago
i have a very high end computer and the forrogotten keeps cashing with a memerory leak

peace in war !!!!!!!!!!!!!!!!!!!!!!!!!
purplescrin
15 years ago
I like to add the following issues and suggestions:
1. The commando's unit ability doesn't seeming to be working when targeting an enemy unit or structure with the ability. Also his armor needs a small buff.

2. The Arteries of Assault support power doesn't seem to be working in the 4th and 5th missions of the Forgotten campaign as it cannot be placed in an area outside of the Forgotten base after I placed one bunker inside the base. Also that support power needs a nerf on cost since 400 credits is too cheap for that tier 3 support power.

3. In the Forgotten campaign mission 2, the map needs to be a little wider so that units in the north can smoothly move in the terrain and they are more likely to get stuck somewhere. It's too narrow to navigate in the north end of that lengthy map.

4. There are some scripting that are not showing correctly on the screen during missions. They need to be fixed.

5. When selecting all units on the map, engineers, MCVs and all mini expansion units (surveyor, emissary, explorer, messenger) should not be included, just like harvesters.

6. The Forgotten basic infantry needs to increase the build time to two seconds instead of one. Otherwise, it's the best infantry spam ever in C&C3.

7. Other than the main menu, the loading screen needs a new picture for the Forgotten and the rest of the AptUI screens as well as selective bars need to be turned to green.

And one more thing, devs. Please bring back the Ghoststalker. The Forgotten commando is the weakest of all commandos in C&C3 unless we have the Ghoststalker as the commando.
CommieDog
15 years ago

1. The commando's unit ability doesn't seeming to be working when targeting an enemy unit or structure with the ability. Also his armor needs a small buff.

purplescrin wrote:


Not a bug. The disguise ability is only meant to work on friendly infantry. As for his armor, it's the same as the GDI and Nod Commando.

2. The Arteries of Assault support power doesn't seem to be working in the 4th and 5th missions of the Forgotten campaign as it cannot be placed in an area outside of the Forgotten base after I placed one bunker inside the base. Also that support power needs a nerf on cost since 400 credits is too cheap for that tier 3 support power.

purplescrin wrote:


Tier isn't the only thing that should determine cost.

5. When selecting all units on the map, engineers, MCVs and all mini expansion units (surveyor, emissary, explorer, messenger) should not be included, just like harvesters.

purplescrin wrote:


That's a good idea. I wonder why EA didn't do that...

6. The Forgotten basic infantry needs to increase the build time to two seconds instead of one. Otherwise, it's the best infantry spam ever in C&C3.

purplescrin wrote:


The build time is currently 1.5 seconds, following the same formula as all other units and structures in C&C 3.

And one more thing, devs. Please bring back the Ghoststalker. The Forgotten commando is the weakest of all commandos in C&C3 unless we have the Ghoststalker as the commando.

purplescrin wrote:


I fail to see how changing the name of a unit will fix a balancing problem.
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CommieDog: Because someone has to do your dirty work for you
purplescrin
15 years ago


5. When selecting all units on the map, engineers, MCVs and all mini expansion units (surveyor, emissary, explorer, messenger) should not be included, just like harvesters.

CommieDog wrote:


That's a good idea. I wonder why EA didn't do that...

purplescrin wrote:



It was done in Kane's Wrath and Red Alert 3. Some recent C&C mods have done that.


And one more thing, devs. Please bring back the Ghoststalker. The Forgotten commando is the weakest of all commandos in C&C3 unless we have the Ghoststalker as the commando.

CommieDog wrote:


I fail to see how changing the name of a unit will fix a balancing problem.

purplescrin wrote:



I never really wanted that commando to change its name. I really would like the commando to be armed with a laser gun similar to the Ghoststalker instead of a machine gun. In this way, the commando can attack vehicles.
darkshadow10120
15 years ago

Basic defenses are built on top of power plants. 😄

This question comes up quite frequently - I think we need a better way to inform players about this.

MicScoTho wrote:



Isn't it in the unit descriptor? If not it needs to be added.
(Haven't been able to play the release yet)

5. When selecting all units on the map, engineers, MCVs and all mini expansion units (surveyor, emissary, explorer, messenger) should not be included, just like harvesters.

CommieDog wrote:


That's a good idea. I wonder why EA didn't do that...

purplescrin wrote:



It's EA, do I need to say anymore?
Alex06
15 years ago
Ghostalker had a railgun, not laser rifle.
And the GDI Commando also has a railgun (the anim is similiar to that of a sniper because it is smaller and quicker than regular railguns). It's not a question about power, it's about lore (Ghostalker is too old and probably dead by now) and balance.
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CommieDog
15 years ago
Not to mention that railguns are GDI technology. The Ghost Stalker got to use one because of the Forgotten's alliance with GDI in TS, but this time around the two factions are enemies.
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CommieDog: Because someone has to do your dirty work for you
Bibber
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15 years ago
One thing about the Garden of Life: The "low detail bug" is not unfixable. I did a test with the model MBGARDEN using the mesh MBGARDEN_P.GARDENOFLIFE instead of MBGARDEN.GARDENOFLIFE and the model shows fine ingame. I guess you guys just messed up something with the mesh MBGARDEN.GARDENOFLIFE or its WWSkin.
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ghoststalker
15 years ago
now my cnc3 wont open and if it dose my computer crashes 😞

peace in war !!!!!!!!!!!!!!!!!!!!!!!!!
shekdog
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15 years ago
Another bug found: The Slicer does not appear transparent when cloaked, its model simply vanishes under stealth mode.

Also in the real time rendering intro of the final mission, the Buggies in the Nod convoy drives through their fellow Scorpion Tanks.
mjc0961
15 years ago


5. When selecting all units on the map, engineers, MCVs and all mini expansion units (surveyor, emissary, explorer, messenger) should not be included, just like harvesters.

purplescrin wrote:


That's a good idea. I wonder why EA didn't do that...

CommieDog wrote:



It was done in Kane's Wrath and Red Alert 3. Some recent C&C mods have done that.

purplescrin wrote:


I actually like that it selects engineers. Sometimes those litter buggers are hard to find (I'm on a 1600x900 resolution monitor and single infantry units can get quite small and hard to find). I was actually a bit annoyed when they change it in Kane's Wrath. If anything, it should just be something in the options menu. But yeah, I don't think they can do anything about that so I'll just stop rambling about it now. 🤐
cgf123`
15 years ago
i like Q selecting engineers too tbh
personally i find it annoying in kw too

btw so whats next for this mod? any estimated timeframe for an update?
what are future updates likely to include?



brilliant mod btw - im just blown away by every aspect of it.
this is about as professional as a cnc3 mod can ever get - truly pushes the limits of the cnc3 sdk.
'The Red Alert' mod with more refined balancing+bugfixes:
Check it out! 
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