Posted by: cgf123` - Wednesday, September 28, 2011 2:47:39 AM
now im not too well versed with the ra3 engine, so could someone shed some light on these: 1) is the current rapid fog growth (which is drastically quicker than ra1) due to fog growth being a hardcoded parameter (whereas in cnc3 it was controlled by the gamedata.ini), or simply an oversight by the mod team? is it possible to slow it down? 2) why does the main menu still use the ra3 sound track? is it also possible to change the main menu UI to make it seem more ra1-ish? were these due to design choices by the mod team or engine limitations? 3) whats with the few seconds' delay between the completion of structures and being able to place it down? is it possible to remove it, or is that also engine-limited? 4) why are silos not ingame? does the money stoarge logic not work properly in ra3, or again another design choice? thanks

Posted by: incia - Wednesday, September 28, 2011 3:54:53 AM
Just 2 things about #1 and 4, don't want to make a whole another thread because of it. I noticed that dogs and other 'scouting' units when they died the fog of war came back (after the scouting part). But then when using Spy plane the area covered seemed to never go back into fog, so if you spy plane an enemy base then you can see what they are doing all the time. Maybe a bug? Game design? If game design then I think it's too OP. Number 4, REMOVE Silos, best game design ever. They already removed Silos in RA2 and then also in RA3, they were always just a pain. Not needed in RA1 either. But what about fake buildings? Why are they missing from Allied?

Posted by: cgf123` - Wednesday, September 28, 2011 4:16:13 AM
the spy plane reveals fog permanently, according to this interview http://planetcnc.gamespy.com/View.php?view=Interviews.Detail&id=193 i agree though - the spy plane (and GPS as well) should reveal fog for a limited amount of time only, whilst the fog mechanic as whole needs some work so that scouting with units is more effective. spy plane+GPS should work like the radar scan abilities in Generals/CnC3 - revealing only for limited time and then having a periodic cooldown time.

Posted by: Blbpaws - Wednesday, September 28, 2011 11:08:47 PM
I need to check on these things (it's been a few years in some cases), but I believe all of your points were engine limitations, not design choices. I remember pushing for a version without the fog of war and us not being able to do it for some reason.

Posted by: Lauren - Thursday, September 29, 2011 2:39:11 AM
None of his points are limited by the engine. 1) Can be done per Script, so either lua or via a library. 2) Can be done. 3) I can't see the point in that. The allied don't have this, they build exactly like the factions in TW. 4) Can't see why it shouldn't work.

Posted by: zocom7 - Friday, September 30, 2011 7:46:46 AM
[quote=Lauren]None of his points are limited by the engine. 2) Can be done. [/quote] How? Most modders still say it's impossible to replace all RA3 sound tracks especially the main menu, score menu and credits menu. The only custom music acceptable are on modified maps.

Posted by: Lauren - Saturday, October 1, 2011 7:54:35 AM
Most modders still said it's impossible to mod KW a year and a half ago.

Posted by: Blbpaws - Saturday, October 1, 2011 10:13:05 AM
And now most modders don't want to. I'll check on these engine points some more. Remember that we haven't really dug into the RA3 engine in quite a while, except for some stuff this spring with the ore and the music, because we spent the second half of development finalizing assets and balance. But I agree we should give these things another look in a patch.

Posted by: CommieDog - Sunday, October 2, 2011 10:06:14 AM
[quote=Lauren]None of his points are limited by the engine. 1) Can be done per Script, so either lua or via a library.[/quote] How? I can't find anything in the LUA file relating to shroud regrowth rate.

Posted by: Lauren - Monday, October 3, 2011 2:38:24 AM
Have a function call ExecuteAction() with the right parameters to execute any actions like with a Worldbuilder script. Give that funtion to the PlayerSpellbook and it should always be executed. Example: ExecuteAction("INTERNAL_NAME", param1, param2,...);