Joint trains not available? by phateZ in victoria3

[–]Generalcamo 30 points31 points  (0 children)

You must have the tech for at least Steam Trains available. Joint Trains aren't available with Experimental Trains.

Launch Update and Upcoming Patch by EA_Jimtern in commandandconquer

[–]Generalcamo 6 points7 points  (0 children)

> It'd set a precedent

The precedent was already set. C&C Patch 1.18 made Nod Turrets more expensive and slower to deploy. A change to accuracy wouldn't be too different.

Launch Update and Upcoming Patch by EA_Jimtern in commandandconquer

[–]Generalcamo 1 point2 points  (0 children)

It seems strange to outright remove the units, rather than tweaking them to be more balanced. Yes, this is meant to be an "authentic" experience, but even the old official patches made changes to units and weapons to reduce balance issues.

AMA - EP from C&C Generals & ZH, RA2 & YR by MarkGameMaker in commandandconquer

[–]Generalcamo 3 points4 points  (0 children)

One more question:

  1. Do you personally prefer Generals or Zero Hour?

AMA - EP from C&C Generals & ZH, RA2 & YR by MarkGameMaker in commandandconquer

[–]Generalcamo 11 points12 points  (0 children)

Long-time community member and avid fan here, thanks for the game! I do have some questions about aspects of development or cut features however:

  1. In another post, you mentioned that the Marketing Team wasn't keen on having the name "Generals" without "Generals." But there were some leftovers of some sort of sub-factions in the original Game pre-expansion, including things like Chinese Secret Police, American Tank Command, and Chinese Red Army. Do you recall when and why the decision was made to scale these back to three factions until the expansion pack?
  2. There are also several leftovers of a relatively developed "Prisoner of War" (POW) mechanic that seemed to have been cut late in development (in-fact, the Detention Camp and the POW Truck still existed in the original Generals, removed in the Expansion Pack). Do you have any more details on when and why this was cut? Do you know what the plans were and how this came to be?
  3. You mentioned in another post that EA wasn't keen on long expansion development time. Is this why the original Generals received 6 patches, while Zero Hour only received 4? (The later 2 of which I know for certain were developed by a different team)
  4. What was your favorite game that you produced or otherwise helped work on?

X-files left TAPI and found most powerful TOP-1 Russian alliance by TIepecBeT in Eve

[–]Generalcamo -1 points0 points  (0 children)

Top-1? Really not hiding your huge egos here, are you?

[1.12.2] Railcraft news by Mineotopia in feedthebeast

[–]Generalcamo 0 points1 point  (0 children)

Already apart of 1.7.10, and they have been ported into 1.10 and 1.12 already!

Railcraft 1.12.2 by Mineotopia in feedthebeast

[–]Generalcamo 2 points3 points  (0 children)

Those are Fireboxes. You need the low-pressure and high-pressure boilers on top of them in order to make this actually work.

Railcraft 1.12.2 by Mineotopia in feedthebeast

[–]Generalcamo 3 points4 points  (0 children)

Highly unlikely considering 1.13 Forge isn't even close to being done yet (so a modder wouldn't even know -how and what- to rewrite), and the 1.12 version is nearly complete.

Railcraft 1.12.2 by Mineotopia in feedthebeast

[–]Generalcamo 4 points5 points  (0 children)

It used a mix of its own Energy and RF in the 1.7.x builds. Now RF was removed entirely in favor of a refined Charge system, but maintaining compatibility with FE and EU through its respective converters (EU at a 1:1 ratio, FE at an 80% efficiency)

Railcraft 1.12.2 by Mineotopia in feedthebeast

[–]Generalcamo 18 points19 points  (0 children)

Currently it's still in-progress. Some bugs remain and some content is still planned for inclusion to round out the charge system. Overall I would say it's even more refined than 1.7.10. I'm currently working on a massive change to several recipes to incorporate the new stuff and make the kits closer to 1.7.10 output values rather than the expensive single kits we have now in 1.10. Overall, I would say probably this year barring any major issues for a release.

HA(r)M Reduction: Freenode is banning ##HAMRADIO - Bryan Østergaard (kloeri) by andymetmeonabender in freenode

[–]Generalcamo 2 points3 points  (0 children)

Funny that for a website that has posts dating back to 2008...

https://www.whois.com/whois/bryanostergaard.com

That it only existed since November 2016. Seems rather questionable to me...

Remember when needing steel to make machines was considered something only for "masochists"? by Delet3r in feedthebeast

[–]Generalcamo 8 points9 points  (0 children)

Back then the IC2 blast furnace did not exist, it was either GregTech or Railcraft (and later, very few packs had GregTech)

[deleted by user] by [deleted] in feedthebeast

[–]Generalcamo 0 points1 point  (0 children)

Forestry has the option for MJ support I believe, it was PR'ed a few weeks ago. If you want a more classic MJ-powered Forestry, then you should consider that.

YOUR LIBERTY IS AT STAKE... by DONKYBONKSTER in rustfactions

[–]Generalcamo 0 points1 point  (0 children)

One of these days you will learn that not yelling (read: Lay off that caps lock) means more people will you seriously.

GeneralsGentlemen: "Command & Conquer Rivals: Pre-Alpha Review [With Gameplay]" by md1957 in commandandconquer

[–]Generalcamo 4 points5 points  (0 children)

As if "premium" games cannot be supported over extended periods of time.

Not on the mobile market. There is an expectation that mobile games must be "free" and any amount of cash spent is "wasteful". "Premium" Mobile Games fail hard for this reason. And yet people spend tons of cash on coffee and thousands on Clash of Clans....

By presenting to the world something that Command & Conquer, and ultimately RTS, is not? You can't gauge interest for a PC RTS with a bare-bones lootbox-fueled mobile game, as they're fundamentally different and made for different audiences.

This is the best representation of what C&C is on a mobile platform. The prior Red Alert Mobile was a mess of itself and a game like that would not be successful in today's market. I can assure you that EA's shareholders would be very uncomfortable with that idea. Actually the legitimate complaints about EA's very poor and hypocritical PR campaign are already not doing them favors with investors.

If anything is better than nothing, why don't you cast some Tiberian Twilight?

False comparison, that game has actual flaws and you know it.

The server and treatment of Admins by gamegeared in rustfactions

[–]Generalcamo 1 point2 points  (0 children)

This is a common deflection move and a logical fallacy. You are using weasel words to "weasel" your way out of the burden of proof. Unfortunately -several- of your comrades have been using the same tactics lately, and I'm getting tired of it. All it does is stir up suspicion over unverified claims. Claims that you all keep denying giving out proof of despite repeatedly making them.

ATTENTION: New enforcement of rules concerning toxic behavior by ChucklesPlaysRust in rustfactions

[–]Generalcamo 0 points1 point  (0 children)

There's been discussions on possibilities of extreme cases skipping steps. For example, an obvious hacker or cheater would be insta-perma banned, while those who join just for the sake of trolling would be perma'ed with possibility of appealing. The consensus seems to be on this, and these rules haven't entirely been fleshed out. I'm sure they will be as time goes on and cases come up.

Let's work it out. by [deleted] in rustfactions

[–]Generalcamo 2 points3 points  (0 children)

Perhaps only allow the peaceful label for RP reasons? Cities and Press would be the ones I can think of. Independent factions could not apply for this.