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  1. Important

    1. Forum rules

      in here are the forum rules. Read them!

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  2. Communication Center & Repair Bay

    1. CnCNet News

      Never miss an update, all news related to CnCNet you can find here.

      2.4k
      posts
    2. Community News

      Have some news, videos or images you would like to share? It could be anything, a meme, gif, video...

      450
      posts
    3. Support

      Game & Client Support

      If you have an issue with CnCNet, installing or running a C&C game or any problems related, you are free to open a topic in this forum.

      10.1k
      posts
  3. C&C Games

    1. C&C 1

      Command & Conquer 1 (Tiberian Dawn)

      The game that started it all.

      7k
      posts
    2. Red Alert

      Red Alert / Counterstrike / Aftermath

      C&C breaks time and introduces Tesla Coils, Tanya and time travel.

      7.1k
      posts
    3. Sole Survivor

      This forum is for discussion of the game where you control one unit and use your micro skills to defeat other players. Sole Survivor -> DoTA before DoTA was a thing.

      173
      posts
    4. Dune 2000

      The noble Atreides, the insidious Ordos and the evil Harkonnen. Only one house will prevail.... This forum is for the discussion of Intelligent Games' C&C inspired recreation of Westwood Studios' Dune 2.

      312
      posts
    5. Tiberian Sun

      Tiberian Sun / Firestorm

      Discuss the sequel to C&C1 that introduces more lasers, railguns and even big stompy mechs!

      9k
      posts
    6. Red Alert 2

      Red Alert 2 / Yuri's Revenge

      Mind controlled squids, attack dolphins, weather control devices..discuss Red Alert 2 and Yuri's Revenge in here

      18.9k
      posts
    7. Renegade

      Command & Conquer: Renegade

      C&C goes up close and personal.

      71
      posts
    8. Newer C&C games

      Discuss everything from Generals to whatever EA is doing

      983
      posts
  4. The Power Plant

    1. General Discussion

      This is the infamous "General Discussion" forum. This is where you are able to discuss topics not covered in the other forums.

      5.5k
      posts
    2. CnCNet Discussion

      Discuss CnCNet itself in here
      2.9k
      posts
    3. CnCNet Ladder

      All CnCNet ladder discussion
      910
      posts
    4. Mapping Discussion

      This is the main forum for map discussion.
      2.6k
      posts
    5. Modding Discussion

      Bring in the .ini files and lets mod!
      5.9k
      posts
    6. The Tech Center

      This forum is for research and programming.
      1.1k
      posts
  5. Hosted Projects

    1. 1.6k
      posts
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  • New Posts

    • Been looking around.   Wondering what improvements might have been made in the CNCNet versions of the games, either by further hacking or patching the old exes or compiling new exes off the source release.  I'm guessing the source release has been a great benefit to OpenRA.  A major issue has always been the idea of expanding with more units, more projectiles, and warheads for them to use, etc, but as I think Iran has said about five years ago, there's just so many hardcoded components and checks in the original game. Comparatively I got to messing with Doom source ports as far back as 1997, the year Doom's source code was released.  Never edited the source myself.  Just worked on mods and maps utilizing their expanded editing capabilities.  Well I did modify an editing util's source to build a version of that for a different Doom engine game over 20 years ago.  Since Doom's source code release that was a linux version that had to be ported to everything else there's been an insane multitude of different versions, called source ports even if they're not porting to a different platform, which continue to fork into more varied versions even now.  It's strange to see there's not a number of C&C/RA source mods.  I guess people are mostly making a bunch of mods for the remaster.  I was really disappointed to find the remaster didn't support all kinds of cool stuff, map mods, or if they're still called nurples or whatever, made for CNCNet editions with its spawn.mix supplying some original C&C unit gfx for use in RA1.  I would guess with OpenRA probably getting much more accurate, people just don't see the need for compiling new editions of C&C + RA1 off the source.  But still wondering what improvements CNCNet editions might have thanks to it.
    • Heh, my first log in or post in about five years...  Saw this on moddb and it's pretty awesome.  It was pretty funny to play what at first seems like a familiar old mission in the campaign but then encountering a new surprises as the timeline has been further altered with more time travel. EDIT:  I found this earlier this year and it just got updated to v1.08 a few days ago: https://www.moddb.com/mods/command-conquer-combined-arms Looking at comments, there seems to be some hiccups with the latest release, I'm sure will be smoothed out soon.
    • As we all know, the Allied air defenses are really bad—awful, terrible, and slow. Even the GGI seekers, whether inside or outside the BF, are more functional than the ground-based anti-air structure. I’ve noticed that the seekers launched by IFVs perform better in groups and are much more functional than those launched by the PATRIOT MISSILE. When the “REBALANCED PATCH” was released, it seems they forgot to make changes to this important air defense. I started comparing its defense against the FLAK CANNON and the GATTLING CANNON, and the result for the PATRIOT MISSILE is terribly bad—it practically doesn’t defend anything, especially against a DREADNOUGHT. The FLAK CANNON and GATTLING CANNON are much faster and more effective than the PATRIOT MISSILE. It is necessary that in a future update of the REBALANCED PATCH, they introduce a speed adjustment to the PATRIOT MISSILE—at least make the seeker faster, or have it fire two seekers, or whatever adjustments are necessary so that its defense is on par with the other factions’ towers. PLEASE DEVELOPERS TEAM, RECONSSIDER THIS INFO TO MAKE CHANGES ON REBALANCED UPDATES. THNK U FOR READ.
    • Please, revise your word order. I'm no grammar nazi but it took me a while to figure out what do you want to say. Strangely this has never happened to me. Whenever I ordered multiple units to board a transport, the closest always entered first and didn't wait for the rest. At least I didn't notice, since I always gather my units together before loading them.
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