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Nyerguds

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Everything posted by Nyerguds

  1. Nope. It isn't. This isn't RA; C&C1 has no in-mission rule tweaks system, besides the one for capturability I added with the patch.
  2. Game speed depends vastly on screen resolution, though. The default install game speed of C&C95, being the middle of the bar, seems really slow, but on DOS C&C, you really need that, because you don't see all activity in the enemy base while also seeing your own on one single screen. After playing C&C1 and TS on quite large resolutions, playing Generals and C&C3 felt really restricted and frantic.
  3. Volkov is an expansion unit. He was never in the original game, and is just a mod of the General unit anyway.
  4. Contrary to popular belief, their actual real colour is grey. The red is the special exception stuff (Radar colour doesn't count; it's just completely separate, and is nothing but 2 simple palette index values; one for units and one for buildings. It's just configured as red.) As for the why, it's because they tried to be somewhat more realistic than having people around in bright red "shoot me! I'm a target!" uniforms. While Nod's structures use the red from the Nod logo for their highlights, their units in cutscenes are shown in urban camo.
  5. Yeeah, I don't think many people here will see the benefit in OpenRA maps. Why not make it as actual RA map too?
  6. Double-clicking works, yes. You might have to click a few more times in rapid succession though, so I'm not sure if the "getting back up" thing is actually a feature, or just a bug related to giving commands in quick succession Hah, interesting tactic! I never tried building vehicles there. I always just sell the airstrip for cash.
  7. Seems fairly simple in terms of ini programming; just a 1-passenger hovercraft clone. Where did the voxel come from? Did you make that yourself? Is this part of some larger mod project?
  8. Ew, are those these ugly Renegade blob visceroids?
  9. 1. This is a legacy issue, really; RA1 specifically seriously balanced between DOS and windows. 2. The alternative to "real time" is "turn based". Since RA isn't turn based, actual game speed modifiers are irrelevant.
  10. You can't, actually. You have to set them in XCC Mixer.
  11. "Hoover" is a dam, the US president the dam is named after, the first FBI director and notorious commie witch-hunter, and a brand of vacuum cleaners. I think, however, that you mean "hover" Come now. In real life, the unit would only "not be used" when working in potential ion storm environments. Exactly like helicopters would get the advice to stay grounded in that aforementioned hurricane :roll: The point in the game is, the player is the one who gives that "advice". The player does the unit management. You're the commander who has to decide whether the potential rewards of using the hover units are worth the risk of making them cross water if there is a chance of ion storms. And overall, outside the threat areas, the units would probably be worth it, so it's generally cheaper to use these same units in the risk areas than design new ones to fill their role just for there. Especially since their role includes the ability to cross water.
  12. Would you fly a helicopter in real life if you know it'll crash if you fly it into a hurricane? Same answer. Units have their function, and their weaknesses. If the environment is too dangerous to use it, it's up to you to decide to use it or not. I mean, it's not like ion storms are THAT common in TS
  13. Oh, that's right. I should really update that topic... You're forgetting a small detail... none of us "made" the Snow theater; it's just converted from RA1. The only actual edits I did were to make the actual passable part of the river crossings look one cell wide instead of two, since that's a difference between those crossings in RA versus C&C1.
  14. Currently insanely addicted to: the entire soundtrack of Dust: an Elysian Tail. http://www.youtube.com/watch?v=uUIDOvJiJ40 The soundtrack of a game that recent has no business giving me such a wave of nostalgia :heady: Eh, so what? I wasn't trying to argue or anything. :boring:
  15. Well, no; snow patches obviously can't exist in a theater where the default ground is already snow Note that in my XCC Editor tutorial, I put a note on how to view temperate maps as snow in XCC Editor.
  16. Man, stop trying to make us do your homework. This is, again, bloody simple. "m/s" is velocity. "m/s²" is "(m/s)/s". In other words, velocity per second. Also known as, acceleration
  17. Really, the hover MLRS sinking when its hover mechanism is disabled by an ion storm is pretty obvious. It's a hover vehicle, not a boat.
  18. Huh, the embed indeed uses flash. Youtube itself doesn't though, for me. IIRC though, Chrome simply comes with its own Flash library.
  19. Soviet have no commando of their own. That's all. That's why they're allowed to build Tanya too.
  20. That's what you get for not building in multi-language support from the start, like I did with my config tool (though you can perfectly steal the system I used for that. It's pretty elegant, and can translate an entire UI instantly while running, from strings read from an external text file. Fairly sure the source code of that tool is still floating around cncnet anyway)
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