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Everything posted by testman
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I'd really like to see this game come to Linux / SteamOS in the future, and AFAIK UE3 can't work Linux without some serious hacks, but UE4 can natively (as proven by current Unreal Tournament that is being developed)
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Could we make a community developed/maintained fork of RenX on UE4?
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Still waiting for video and/or screenshots of parachuting Gunners.
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First thing that comes to my mind when seeing all those Mobiuses above:
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Well, you could always revive this group: http://steamcommunity.com/groups/RenXGame#
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Seems quite risky if you ask me. I'm quite sure that this contact wouldn't be "Hey Totem Arts, how are you guys, haven't talked in a long time, want to grab a beer?". However, I do agree that they need to get talking to EA and clear some things out. Most specificaly I want to know: can TA set up different project (say really simple Android application), unrelated to Renegade X, and charge money for that. Something to indirectly provide funds to support RenX development. Wat? Fuck no, not worth the risk IMHO.
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Bump for interest. I would really like to see Commander mod back in the game. Most of the games that I played when CM was active were much better than those without it.
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Like this? >raise funding >funding Enjoy your EA lawsuit. I agree that steam and well known internet people could raise awareness, but I don't think that time is right, since all newcomers would get impression that this game is DDoS Simulator 2015. Firstly devs and server admins should make sure that RenX is able to withstand sudden community growth before any attempts to do implement that.
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I actually really like idea of asking someone "influential" to get answer out of EA. Or, if that fails, rename/reskin everything that is currently C&C related, so that game becomes somehow parody of C&C, and then it can get published anywhere, since there is no legal ground for copyright infringement.
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This idea of base building has been along for a long time, but I have a feeling that devs aren't quite fond of it. And also there are many other problems to solve before new game mode starts developing. As of Red Alert 2 themed game, your best hope currently is to wait for Red Alert 2: Apocalypse Rising to get publicly released. http://w3dhub.com/#games-ar
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>what is Red Alert: A Path Beyond http://www.bluehellproductions.com/ Probably currently closest thing to what you are looking for.
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I think more basic concepts should be explained first. Stuff like basic teamwork and communication with team, which unit counters which unit and what units are needed in different situations. I think that many people don't know how to play properly, and therefore I think tutorial should be almost mandatory. We can ask Totalbiscuit if he is willing to do this again: And just like in Savage 2, even after tutorial is finished skipped, there are still voice tips active while you play, so that you have to turn those off in settings when you consider yourself to be able to play properly.
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I think that global implementation of this should also have average SPM for each player, because in my opinion, that would be the most descriptive number as of how good the player is (or we come up with some even better "player skill -> integer" converter) And then this could be used for team balance.
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This are some really great ideas IMHO and I would be very happy if they got implemented. I would like to use this oppurtunity to point out to devs that there is interest in community to make game more FPS/RTS hybrid (read: to have gameplay more like Natural Selection 1&2 / Savage 1&2). It's not rare to see threads about this. I know that developers think of this as , but it seems that community doesn't completely agree.However, I don't think that compromise between "C&C FPS/RTS hybrid" and "stay true to original Renegade" should be made. I would like to point out that currently there is only one game mode implemented when playing Renegade X. When you open server browser, there is only "Command and Conquer" game mode. I think that compromise should not be made, because it would be best to have two game modes, one for FPS/RTS and one for gameplay of original Renegade. Also, is there a roadmap devs have that we could see? Would it be good idea to implement something similar to UserVoice (or something less expensive), where community could provide suggestions/ideas and vote for them? It would be bit more practical to see general direction of community feedback than having detailed forum discussions with walls of text.
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Wait, so all I have to do is make custom map with no buildings and make current buildings behave as actors and write shitload of logic to make that work? Yay, see you in 8 years when mod gets finished.
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Mesa thing could be solved by bringing whole Mesa II map back and renaming current map to Mesa III, therefore players get to choose which map they like more. I would have a request for new map: way bigger map that would be 1:1 with maps from C&C games In my opinion, current maps are way too small for decent RTS gameplay. Even if it's some flat repeating terrain, I don't care, just give me something that is at least the size or preferably bigger of smallest C&C maps.
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when will we be able to build our own base?
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Literally first videos when I google'd "Renegade X guide": Also K/D doesn't mean shit in this game I usually manage to top or get in top 5 on scoreboard with K/D ratio of about 0.1-0.2 This game rewards teamplay and reflects that in your score. Capturing silos, destroying enemy harvesters, and many times sacrificing yourself, all that is way more important than K/D ratio. My view of this is that "I am unit in RTS game, therefore I am expendable" Only units in C&C games that I ever tried to protect were top-veterancy ones, but this game does not have veterancy implemented.
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I for one would love to go SBH and steal enemy flag
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Isn't this already one of the points of commander-binoculars, marking which buildings to defend/repair? Also, commander could send whole team that message that displays in middle of screen about what the priority is. While I agree that better commander interface is very welcome, you can't say those things you suggested are not in mod already.
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I know that even in first Unreal Tournament I was able to command bots to attack, defend, cover me or stuff like that. also in UT3, but I don't know if it's part of SDK.
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Can someone please replicate this bug: It seems that if I park MRLS next to silo and then aim and lock onto AA turret that is placed on HON, none of rockets actually hits the turret. Even if I aim higher, as high as possible to maintain lock, I still don't get even a single hit. Reason for that is IMHO that point that MRLS locks too is set too low. I am posting this because it seems to be Whiteout specific.
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Nice Many threads were made on forums about people wanting more RTS-like mode. This appears to be step into right direction.
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Are those planes from C&C Generals, ones that provide air-strike?
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Great idea, that would improve information flow very much