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Nyerguds

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Everything posted by Nyerguds

  1. eh -C&C95 is freeware and can be downloaded from this site -The cncnet system (both developed and hosted on this site) allows up to 6-player online play on C&C95. -C&C95 v1.06b (see my signature for a link) has skirmish mode And v1.06b even has a sandbox mode. Just go to multiplayer -> Network, make a new Network game, enable AI players, and set the game mode ("bases" button) to "Capture The Flag". Then, set the starting units to 0 and start the game. The AI players now have nothing but defenseless little radar vehicles which you can kill off whenever you want or leave alive as long as you want. Enjoy testing out those tech trees. You just ran out of excuses
  2. ehh, if a field is 100% depleted, then obviously it doesn't grow back... it needs something to grow back FROM. As for Nod getting the Artillery, SSM and MLRS in multiplayer situations, that's exactly the same as in C&C1.
  3. ... what GAME are you talking about?
  4. I think you can almost recover the entire graphic from these screenshots though... they're png, after all.
  5. well, good to have you back
  6. I dunno. But the C&C LAN lobby is generally annoying, with there not being a general players list.
  7. I know it's totally beside the point here, but that is one awesome crater you got there
  8. The game seems to give neither the laser effect nor the sound when an unrevealed obelisk fires at your units. They just seem to lose chunks of health without any reason until they die.
  9. personally, I tihnk the infantry in the mod are horribly tiny. You can barely target them with your unit; I keep using G or attack-move. just to get around that. Now we're talking about issues anyway... when I played the special ops mission, I noticed that my mammoth tanks seemed to lose large chunks of health and then died without any apparent reason. Only later I found out they were standing right next to an (unrevealed) Obelisk. But I never saw a beam from that, or heck, even heard a humming noise... can that be fixed? In C&C, units normally get uncovered when they fire...
  10. not bad... feels a bit Generals-ish. Must be the blue world map.
  11. I thought tiberium did respawn? Though if it mimicks C&C1, you can expect that to be slow. C&C1 tiberium does NOT grow fast at all.
  12. well if you already have a VPN, you don't need cncnet. Note that you don't see players in the C&C lobby; only games. So you just make a game and people can see it, and join.
  13. this only works to chat with people in a game channel, no?
  14. can you add a "Change Nickname" option that edits conquer.ini and immediately updates the player name in the online list?
  15. In C&C1, this seems to happen if your silos are overflowing. Apparently some part of the game things it's logical that since you can't store more tib, your harvesters don't need to harvest more -_-
  16. ingame or while converting? I know many games use older bink formats, and all you need to do to fix that is use archive.org on the RAD tools website to download an older version.
  17. Alt-F4 only closes cncnet on the settings screen though, not on the "Who's Online" one.
  18. Right... just some minor issues in the client I'd like to have changed: -When I open the CnCNet options window and then press Alt+F4 to close it, CnCNet itself closes completely. -Can you make the [Esc] key close the options and player list windows? Would be handier. -Please make it so a single right click and a single left click both open the menu.
  19. Nyerguds

    CnCNet Screenshots

    How about now? I made it accessible to all users.
  20. Seems to be fixed now. It now says "A test version of the new CnCNet server is online, if you have any problems please report back to us."
  21. Nyerguds

    CnCNet Screenshots

    "godly-cheese pwning everyone!"
  22. You can find the chat in the bar of forum links near the top of the page, btw.
  23. Mine can, no problems there. I also converted em for C&C3. It's just bink format, right?
  24. I think this one should first be fixed though... it's impossible to finish due to conflicting triggers. You need to destroy all Nod to win, but if you destroy one of the Nod bio labs you lose. Not to mention, even if the bio lab were capturable, I'm pretty sure capturing also triggers the Destroyed trigger. This issue could be solved simply by making the bio labs NOT Nod. After all, if you destroy all the rest anyway, the defenseless bio labs are "captured" too. If he didn't give the player a commando you could use the Player Enters trigger to detect capturing, but the commando bombing also triggers that.
  25. I liked the missions I played... but I guess there's no way to make it skip mission 7 when taking out the airstrip, like in the original game?
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