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Patch 1.05 completed!


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#1 Uber Daisy

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Posted 23 August 2007 - 13:34

PyRo said:

The community patch developed by some of Zero Hour's best players has gone through its final reiteration. 1.05e has come a long way since 1.05b which was the last version played by Clanwars. It's urged that you all give it a go, and that you dispel any previous negative thoughts about 1.05b because this patch is very different.


Download/Changelog

Thanks to the quick action of some determined (and rather big-headed) pro gamers, the Community Balance Patch has reached its final form. If you ask me, they didn't test nearly enough to call this the last one, but hey, it's results, and if they hadn't seized it and acted quickly, AGMLauncher would just have shut down GR's support for the patch. Well done to all involved.

The factions as of official version 1.04 were about as balanced as a heroin addict on a vibrating waterbed, so I encourage all ZH players to consider using this patch in future tournaments, to give evenly-matched players more freedom in choosing their faction, and more fun after that. Perhaps with some support, official version 1.05 still has a shot at reality.
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#2 Dauth

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Posted 23 August 2007 - 14:18

Its a big file, we can take it or leave it, tbh i dont play vZH anymore so its kinda irrelevent. Tho im sure purists will be delighted.

#3 E.V.E.

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Posted 23 August 2007 - 14:22

I agree with Dauth.
Long time ago I played Zero Hour, back then I would have been waiting for something like this but that Time is over.
Some People will love it though.

- E.V.E.

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#4 Kris

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Posted 23 August 2007 - 15:02

Nice But i gotta agree with Dauth and E.V.E. , I would be happy tho if a patch that fixes the pathfinding or some other SAGE Engine Fixes are released.

Also, A few things i noticed:

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Armies always show up in loading screen for everyone.
This is mostly done to benefit China. Previously, China had no means to discover the army of the opponent in random games, which meant it either had to take a gamble and randomly choose a build order and hope for the best, or it had to use a generic one, but we all know how effective those are.


So the "Random" Army cannot surprise your opponent anymore? The Random Army is used for surprising your opponent, It sucks if your enemy know your faction even if you select the random army. :wahhhhhaa:

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China Dozers and Supply Trucks no longer drop scraps when destroyed.
Losing your Supply Trucks to one TechRPG is one thing, but to get an all-powerful double scrapped Technical in your base in the first few minutes of the game is something else. When Technicals have a harder time to scrap up they're not so life-threatening anymore.


How about those American Dozers?

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Nuclear Tank upgrade increasements equalled to Nuke's tanks.
Battlemaster speed increased from 34 to 45.
Overlord and Emperor speed increased from 30 to 40.
These upgrades simply weren't good enough. They were highly inaccessible, way too expensive and didn't do much even when you got them. With this change, Battlemaster and Overlord tanks equal Nuke's tanks when upgraded, making these upgrades useful.

So battlemasters(after this upgrade) is faster than a GLA Scorpion tank? while the insanely huge overlord tank which you can upgrade with extra stuff is as fast a standard scorpion?

Anyway, Some of the changes is actually good. *leaves thread quietly*







#5 E.V.E.

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Posted 23 August 2007 - 15:09

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China Dozers and Supply Trucks no longer drop scraps when destroyed.
Losing your Supply Trucks to one TechRPG is one thing, but to get an all-powerful double scrapped Technical in your base in the first few minutes of the game is something else. When Technicals have a harder time to scrap up they're not so life-threatening anymore.


I fully support that.
China is just way to vulnearble to early Economy Raids. The Enemy Player doesn't even need to be High Skilled to crush Chinas Economy in early Game, especially with GLA.
The American Dozers simply leave Junk behind because it has nothing to do with the Reason why China's Dozers and Trucks dont.

- E.V.E.

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#6 Ascendancy

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Posted 24 August 2007 - 00:23

Meh they can keep their patch. I don't play vanilla Zero Hour anymore. All I play is Shockwave and soon will be playing Rise of the Reds.
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#7 Overdose

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Posted 24 August 2007 - 00:46

This patch is a little too interesting...
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#8 KiraSama

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Posted 24 August 2007 - 01:08

View PostAscendancy, on 24 Aug 2007, 2:23, said:

Meh they can keep their patch. I don't play vanilla Zero Hour anymore. All I play is Shockwave and soon will be playing Rise of the Reds.


Just what he said, there is not reason to play vainilla zero hour anymore, with the mods than are around, also the mod already have balance things by themselves, its a good thing but it comes really late
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#9 Lord Atlantis

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Posted 24 August 2007 - 02:23

As much as this patch looks interesting, it doesn't have any new content which is the main reason why I like ShockWave so much; it balances WHILE adding a bunch of new content, graphics effects, ect.
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#10 Alias

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Posted 24 August 2007 - 08:13

My patch is ShockWave, thankyou.

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#11 Teron

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Posted 24 August 2007 - 19:03

View PostAlias, on 24 Aug 2007, 10:13, said:

My patch is ShockWave, thankyou.


HA, same here. Though I mostly play CnC 3 :)
Btw, that thread title made me like:"WTF? Did EA finally fix that waypoint bug?" And then:" Ah crap...!" ^^

Edited by Teron, 24 August 2007 - 19:03.

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#12 MR.Kim

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Posted 24 August 2007 - 19:12

Only Shockwave for me. :)

#13 Uber Daisy

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Posted 31 August 2007 - 00:57

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So the "Random" Army cannot surprise your opponent anymore? The Random Army is used for surprising your opponent, It sucks if your enemy know your faction even if you select the random army. :wahhhhhaa:

If you'd ever played online, you'd know that you need to build your opening strategy based on the enemy that you're fighting. With USA it's not a problem, and with GLA it's not much of a problem since their opening strategy is very flexible. Why do you think Quickmatch has ALWAYS been this way? China needs to avoid the effective fast dragon tank and defend their dozers if they're fighting the stealth general, and they have to avoid battlemasters at all costs if they're fighting laser or USAF, and spam gatts instead. And the reason I ALWAYS go random is because it's more thrilling to have to quickly improvise your strategy, not because i have an advantage.

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How about those American Dozers?

Even at the lowest levels of online play, it's totally imperative to sell your command center as China or GLA. USA doesn't necessarily need to at the low-mid levels because their Command Center is so darn useful early on, providing radar without upgrade and having scan ability to throw the GLAs and InfGen off. This means that dozers are more expendable. Also, the USA dozer can run from any situation regarding rocket infantry much easier, and can always be trailed by a Chinook for quick escapes while your speedy army of humvees (contrasting China's slower units) can counter to protect your vees. China gets mines, which are will not save your valuable dozer twice in a row. Plus, China can't recover from a 2scrapped lvl 3 technical filled with RPGs decimating their dozers and supplies very easily.

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So battlemasters(after this upgrade) is faster than a GLA Scorpion tank? while the insanely huge overlord tank which you can upgrade with extra stuff is as fast a standard scorpion?

You're forgetting that you always needed to have a superweapon ready before you could try and pull this off. It's rarely seen that vChina and Tank, with their weak late games, get to that stage of play and opt to go superweapon when it'll set them back 5k just for some overpriced upgrades. Now it's worth it to go through all that trouble. And the Overlords with ECM/gatt support will fall to a massive variety of tricks that GLAs can pull off, don't worry about your scorpions, and just don't build them against teched China, seriously.
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