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sLaYer

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Posts posted by sLaYer

  1. @ sLaYer

    I've just released a new version that fixes several crashes, you can download it here: https://github.com/Gohla/renegadex-launcher/releases/download/release%2F0.1.2/RXL.exe.

    If that doesn't help, make sure you have the latest version of the .NET runtime intalled. You can download it from: http://www.microsoft.com/en-us/download/details.aspx?id=40773.

    Hey, thanks!

    Yeah, even this crashed on startup. But then i tried installing the latest version of .NET runtime, and it works perfectly now :)

    Cheers!

    And Nice work on the launcher! its aewsome! :D

  2. In Renegade they did, but I've been told that in Renegade X currently they do not damage the inside of buildings. I've not tested it myself. I don't make a habit of shooting into buildings unless I'm killing infantry.

    That's false. Ive tested it myself. they do damage the insides.

    And thats not the real issue. the issue is they dont break windows.

  3. I also suggested changing it's role. In strategy games you'd need extra resource types to build advanced units. I think Refinery would do best if it was not responsible for the passive income (rather keep passive income always the same), but for resources to access advanced vehicles like Mammoths and Flame tanks as well as some of the more powerful infantry like Patch or that NOD equivalent (I don't remember the name, one with slow firing plasma weapon that kills everything really quickly).

    Right now, it's just the classic game mode "Command and Conquer" and I believe the devs are gonna make it hold true to the original.

    We will be seeing new game modes. I don't know of what type, but I wouldn't mind seeing what you suggested in them. It seems like a nice idea. But it just doesn't fit with the classic =)

  4. ^ Boats are just for decoration, as in the original renegade.

    I agree with your refinery point, it does make the game dull. I don't think the refineries should be made invincible or anything, I just think there should be a very slow, compared to a non-existent, constant income after the refinery is destroyed. Not getting to destroy the refinery takes a lot away from the game so I won't go as far as suggesting that.

  5. This is not really a huge problem. But one that is definitely there.

    When i sort # of players.

    The sorting algorithm sorts like this:-

    5

    48

    43

    3

    11

    0

    I think its very clear that 48, 43 and 11 should be above 5!

    I think you guys are sorting these as strings, in which case you should add a 0 before these single digit numbers.

  6. I'm not sure whether this is a bug or not. but i tried this on field. Whenever i shot at any of the HoN's windows, the building didn't take damage at all!

    Edit:

    The windows specifically act force fields rather than like actual windows when it comes to getting hit by tanks.

    It's a minor bug, but it's there. When attacking an unbroken window, neither does the window break, nor does the building take any damage.

  7. I think the airstrike and nukes are quite adequately priced due to the delay between their time of deployment and when they actually hit. Also due to the risk that you can easily lose it if you are sniped or something when you're deploying it, where time taking for deployment should also be taken into account.

    I really don't know what's all the fuss about these things' prices being too low. I have avoided about 75% of the airstrikes targeted at me because of the delay in the time between when i get informed that the enemy team has deployed an airstrike and when the airstrike actually hits. And that, is another reason why it's adequately priced. If the price is risen to 1000 or 1500, I would like it to be instant.

  8. I don't think the availability of airstrikes should be controlled by tech buildings.

    Airstrikes add new strats to the game, and I think they should be available to both teams all the time.

    The communications tech building can reduce the beacons price though. That will be sure to keep people fighting for posession of the building.

  9. Hello!

    So players are ranked by their total score in the leaderboards. I don't think that's an accurate portrayal of players' skill levels as it just pushes up the people who play more than the others. And since it does that, these leaderboards don't really rank people by skill, just by time devoted to the game.

    An accurate portrayal of player's skill levels would be to rank them by score earned per minute (of total gameplay). So that would be calculated by dividing total score earned by the total number of minutes put into the game. While I think the top 5 or 10 would remain in about their same positions, 10+ rank positions would see a drastic change. I also think this is a viable option as people earn score for doing usefull stuff in game. So "useful stuff per minute" is, in my books, quite a feasible option for displaying someones skill level.

    I don't think k/d ratio or win/loss would be accurate portrayals of skill levels worthy of putting people on the top of leaderboards as well. This is for the simple reason that you can become a havoc/sakura every game and work up a k/d ratio of above 7 or 8, but that doesn't help you destroy the enemy base in any way, which is the main objective of the game. Win/loss would not be appropriate as this is a game dependant heavily on teamwork. In Pubs, the skill level of your teammates is unpredictable, and even the pro-est of players can lose if all their teammates are completely new.

    There can be an option to sort the leaderboards by k/d ratio, but the leaderboards should by default be sorted by score per minute.

    Just my two cents =)

  10. hey!

    nice work on the launcher!

    two things though.

    For one, I can't join. when i click on join, it just starts the game but doesn't join.

    Also, about the sorting. it sorts by the first digit from the left, not according to the number.

    so it puts 4 before 31.

  11. Hey, related to one of the developers' post about the game crashing possibly because of ultra settings.

    I always play on the lowest settings possible, and this issue happens to me too! not all the time. But it happens enough of a significant number of times for it to be very noticable.

    Just letting you know :)

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