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Everything posted by Ferret
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I can confirm that, and it's quite bothersome. Try your best to use the resign button instead!
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RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Ferret replied to Ferret's topic in RA Multiplayer Maps
I will be remaking some of the original C&C95 maps into the TA map pool. If you have a map in mind that you would like to put into the map pool. Please let me know and I'll try and put it in as soon as I can. As for that, a new version was uploaded (9.3). Have fun! -
RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Ferret replied to Ferret's topic in RA Multiplayer Maps
It's funny because the idea originated from STM (Slow Tanks Mod), which I believe was a good benchmark for starting TA. For whatever reason you like to think that I stole your idea. Which by the way, you've only just recently released your version publicly to much current knowledge. How could I have stole your idea? Everything I created was from scratch. Although not completely necessary, but I would like to add that I don't know what your problem is. You've got some attitude that you need to clean up Vendetta, seriously. -
Yeah this definitely has some potential. Good shit Iran!
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"C&C Classic Revolution" a mod for Red Alert The Aftermath
Ferret replied to Tore's topic in CnCNet News
Please check the date before posting on a thread. -
RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Ferret replied to Ferret's topic in RA Multiplayer Maps
Updated. -
Ferret's Unit Statistics and Information - "Tiberian Alert"
Ferret replied to Ferret's topic in RA Multiplayer Maps
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Ferret's Unit Stats - "Tiberian Alert" Current version is v9.52! Last update was on February 12, 2014. Not what you're looking for? Click here for the download. Naval Gunboat Prerequisite: Ship Yard Weapon: 2-Inch Cannon, Depth Charge Damage: 15, 35 Warhead type: AP, HE Cost: 800 Hit points: 300 Armor: Light Sight: 7 Speed: 9 Description: Anti-destroyer and fast and versatile naval scout; the Ranger of the sea. Use against: Destroyers, sea transports Destroyer Prerequisite: Ship Yard Weapon: Stinger, Depth Charge Damage: 30, 60 Warhead type: AP, AP Cost: 1000 Hit points: 300 Armor: Light Sight: 6 Speed: 7 Description: Anti-air and anti-submarine ship; the Rocket Tank of the sea. Use against: Air units, submarines, sea transports, structures Submarine Prerequisite: Ship Yard Weapon: Torpedo Damage: 95 Warhead type: HE Cost: 1200 Hit points: 600 Armor: Heavy Sight: 6 Speed: 6 Description: Anti-gunboat unit; the Medium Tank of the sea. Use against: Gunboats, sea transports Soviet Cruiser Prerequisite: Ship Yard, Soviet Tech Center Weapon: Dual M115 8-Inch Howitzers Damage: 150 Range: 20 Warhead type: HE Cost: 1600 Hit points: 200 Armor: Light Sight: 6 Speed: 5 Description: Soviet heavy siege ship. Use against: Buildings, infantry, light vehicles Allied Missile Submarine Prerequisite: Ship Yard, Allied Tech Center Weapon: Dual Naval-to-Surface Napalm Missiles Damage: 150 Range: 20 Warhead type: Fire Cost: 1600 Hit points: 100 Armor: Light Sight: 6 Speed: 5 Description: Allied siege vessel. Use against: Buildings, infantry, light vehicles. Sea Transport Prerequisite: Ship Yard Weapon: N/A Damage: N/A Warhead type: N/A Cost: 250 Hit points: 300 Armor: Light Sight: 6 Speed: 14 Description: Naval vessel for transporting vehicles and infantry. Structures Available For Both Factions Advanced Power Plant Prerequisite: Power Plant Cost: 500 Hit points: 700 Armor: Wood Description: Provides power. Power output: +200 Concrete Wall Prerequisite: None Cost: 100 Hit points: 1 Armor: None Description: It's a wall... well else do you want to know? It blocks incoming projectiles that are not considered "high." Power output: 0 Radar Dome Prerequisite: Ore Refinery Cost: 1000 Hit points: 1000 Armor: Wood Description: Provides radar. Power output: -40 Service Depot Prerequisite: Ore Refinery Cost: 1500 Hit points: 800 Armor: Wood Description: Repairs vehicles for a fraction of the cost. Power output: -30 Turret Prerequisite: Ore Refinery Weapon: Specialized 120mm Anti-Tank Cannon Damage: 45 Warhead type: AP Cost: 600 Hit points: 400 Armor: Heavy Description: Static defense. Strong anti-armor cannon equipped with heavy armor. Power output: -40 Power Plant Prerequisite: None Cost: 300 Hit points: 400 Armor: Wood Description: Provides power. Power output: +100 Ore Refinery Prerequisite: Power Plant Storage 2000 Cost: 2000 Hit points: 900 Armor: Wood Description: Main structure to maintain economy. Power output: -30 SAM Site Prerequisite: Radar Dome Weapon: Anti-Air Nike Missile Battery Damage: 50 Warhead type: AP Cost: 750 Hit points: 500 Armor: Heavy Description: Static defense. Long range anti-air. Power output: -20 Ore Silo Prerequisite: Ore Refinery Storage: 1500 Cost: 150 Hit points: 300 Armor: Wood Description: Stores credits. Power output: 0 War Factory Prerequisite: Ore Refinery Cost: 2000 Hit points: 1000 Armor: Light Description: Produces armored ground vehicles. Power output: -30 Ship Yard Prerequisite: Power Plant Cost: 650 Hit points: 1000 Armor: Light Description: Produces naval units. Power output: -30 Soviet Union Soviet Infantry Soviet Rifle Infantry Prerequisite: Barracks Weapon: AK-74M Assault Rifle Damage: 15 Warhead type: SA Cost: 100 Hit points: 50 Armor: None Sight: 4 Speed: 5 Description: General-purpose. Use against: Rocket Tanks, rocket infantry, tesla coils, turrets Grenadier Prerequisite: Barracks Weapon: Grenadier Bandolier Damage: 50 Warhead type: HE Cost: 160 Hit points: 50 Armor: None Sight: 4 Speed: 6 Description: Quick and versatile. Use against: Infantry, Rocket Tanks, structures with wood or concrete armor Soviet Rocket Soldier Prerequisite: Barracks Weapon: Dragon Rocket Launcher Damage: 35 Warhead type: AP Cost: 300 Hit points: 45 Armor: None Sight: 4 Speed: 4 Description: Anti-tank bazooka. Use against: Medium and heavy tanks, structures, air units Soviet Engineer Prerequisite: Barracks Weapon: Toolbox Damage: N/A Warhead type: N/A Cost: 500 Hit points: 25 Armor: None Sight: 4 Speed: 4 Description: Captures or heals structures. Only needing one. Use against: Undefended structures, friendly structures in need of repair Commando Prerequisite: Barracks, Soviet Tech Center Weapon: Dual Colt 45, C4 Damage: 150 Warhead type: Hollow Point Cost: 1000 Hit points: 100 Armor: None Sight: 8 Speed: 6 Description: Highly skilled combatant. Use against: Infantry, structures Medic Prerequisite: Barracks Weapon: Medkit Damage: -50 Warhead type: Organic Cost: 500 Hit points: 80 Armor: None Sight: 3 Speed: 5 Description: Heals friendly infantry. Soviet Armor Heavy Tank Prerequisite: War Factory Weapon: Dual 105mm cannons Damage: 45 Warhead type: AP Cost: 800 Hit points: 500 Armor: Heavy Sight: 5 Speed: 5 Description: Powerful MBT. Use against: Rangers, flame tanks, mammoth tanks, artillery, v2 rocket launchers, medium tanks (soft counter), pillboxes Soviet Ranger Prerequisite: War Factory Weapon: Mounted Heavy Machine-gun Damage: 15 Warhead type: SA Cost: 400 Hit points: 150 Armor: Light Sight: 6 Speed: 17 Description: Recon vehicle. Use against: Rocket Tanks, artillery, v2 rocket launchers, stealth tanks, infantry, structures with wood armor, ore trucks Soviet Ore Truck Prerequisite: War Factory, Refinery Weapon: Shovel Damage: Over 9000 Warhead type: Nuclear Cost: 1400 Hit points: 600 Armor: heavy Sight: 4 Speed: 5 Description: Vehicle used to manage economy. Mammoth Tank Prerequisite: War Factory, Service Depot Weapon: Dual 120mm cannons, TUSK missiles Damage: 45, 75 Warhead type: AP, HE Cost: 1500 Hit points: 750 Armor: Heavy Sight: 6 Speed: 4 Description: Heavily armored multi-purpose vehicle. Use against: Air units, infantry, rangers, pillboxes, artillery and v2 rocket launchers Longbow Attack Helicopter Prerequisite: Helipad Weapon: Dual Hellfire rocket pods Damage: 40 Warhead type: AP Cost: 1200 Hit points: 125 Armor: Light Sight: 0 Speed: 18 Description: Airborne attack vehicle. Use against: Medium and heavy tanks, artillery, v2 rocket launchers, ore trucks, structures with heavy armor Soviet Mobile Construction Vehicle Prerequisite: Soviet Tech Center Weapon: N/A Damage: N/A Warhead type: N/A Cost: 5000 Hit points: 1000 Armor: Heavy Sight: 10 Speed: 6 Description: Required to support base construction. AP Mine Layer Prerequisite: War Factory, Service Depot Weapon: Anti-personnel land mines Damage: 1000 Warhead type: Anti-personnel Cost: 800 Hit points: 250 Armor: Heavy Sight: 5 Speed: 9 Description: Capable of deploying land mines. Use against: Infantry MAD Tank Prerequisite: War Factory, Missile Silo Weapon: Thumper Damage: Unlimited Warhead type: Special Cost: 2000 Hit points: 300 Armor: Heavy Sight: 6 Speed: 3 Description: Deploys. Does half damage to structures and vehicles in a 15 cell radius after a period of time. Use against: Defensive structures and structures in general, vehicles (M.A.D. Tanks are very reliant on infantry support) Soviet Chinook Transport Helicopter Prerequisite: Helipad Weapon: N/A Damage: N/A Warhead type: N/A Cost: 500 Hit points: 90 Armor: Light Sight: 4 Speed: 18 Description: Airborne. Capable of transporting 5 infantry. Yak Bomber Prerequisite: Airfield Weapon: Napalm drop pods Damage: 100 Warhead type: Fire Cost: 1000 Hit points: 75 Armor: Wood Sight: 0 Speed: 16 Description: Airborne and does massive AOE damage. It drops its bombs prematurely, so use CTRL fire for more accurate bombing runs. Use against: Structures with wood or light armor, infantry, rangers, artillery, v2 rocket launchers Artillery Prerequisite: War Factory, Soviet Tech Center Weapon: 155mm Howitzer Damage: 250 Range: 10 Warhead type: HE Cost: 800 Hit points: 100 Armor: Light Sight: 5 Speed: 5 Description: Long range HE cannon. Use against: Infantry, structures (can outrange all defensive structures) Soviet HE Rocket Launcher Prerequisite: War Factory, Soviet Tech Center Weapon: M270 MLRS Damage: 75 Range: 7 Warhead type: HE Cost: 800 Hit points: 110 Armor: Light Sight: 7 Speed: 5 Description: Medium ranged siege unit with anti-air capabilities. Use against: Air units, infantry, pillboxes, undefended structures Soviet Structures Soviet Airfield Prerequisite: Radar Dome Cost: 600 Hit points: 1000 Armor: Heavy Description: Used to produce Yak Bombers. Used as a rearming point for Yaks. Allows the use for Paratroopers and Spy Planes. Power output: -30 Soviet Barracks Prerequisite: Power Plant Cost: 300 Hit points: 800 Armor: Wood Description: Allows the production of Soviet infantry. Power output: -20 Soviet Helipad Prerequisite: Ore Refinery Cost: 300 Hit points: 800 Armor: Wood Description: Allows production of Longbows, and Chinooks. Does not come with a helicopter. Soviet Missile Silo Prerequisite: Soviet Tech Center Weapon: Nuclear Missile Warhead type: Fire Cost: 2500 Hit points: 400 Armor: Heavy Description: Soviet super weapon. Power output: -100 Soviet Pillbox Prerequisite: Ore Refinery Weapon Vulcan Damage 40 Warhead type: SA Cost: 500 Hit points: 400 Armor: Wood Description: Static defense. Other structures can't build off of static defense. Armed with the Vulcan minigun. Power output: -15 Soviet Tech Center Prerequisite: Radar Dome Cost: 2800 Hit points: 500 Armor: Heavy Description: Soviet specific building which allows construction of special units. Power output: -100 Allied Forces Allied Infantry Allied Rifle Infantry Prerequisite: Barracks Weapon: M16A4 Battle Rifle Damage: 15 Warhead type: SA Cost: 100 Hit points: 50 Armor: None Sight: 4 Speed: 5 Description: General-purpose. Use against: Light Tanks, tesla coils, turrets Flamethrower Prerequisite: Barracks Weapon: Flammenwerfer Damage: 50 Warhead type: Fire Cost: 200 Hit points: 65 Armor: None Sight: 3 Speed: 5 Description: Area-of-Effect damage at close range. Use against: Infantry, structures with wood armor Allied Rocket Soldier Prerequisite: Barracks Weapon: Dragon Rocket Launcher Damage: 35 Warhead type: AP Cost: 300 Hit points: 45 Armor: None Sight: 4 Speed: 4 Description: Anti-tank bazooka. Use against: Medium and heavy tanks, structures, air units Allied Engineer Prerequisite: Barracks Weapon: Toolbox Damage: N/A Warhead type: N/A Cost: 500 Hit points: 25 Armor: None Sight: 4 Speed: 4 Description: Captures or heals structures. Only needing one. Use against: Undefended structures, friendly structures in need of repair Tanya Prerequisite: Barracks, Allied Tech Center Weapon: Dual Colt 45, C4 Damage: 150 Warhead type: Hollow Point Cost: 1000 Hit points: 100 Armor: None Sight: 8 Speed: 6 Description: Highly skilled combatant. Use against: Infantry, structures Mechanic Prerequisite: Barracks, Service Depot Weapon: Wrench Damage: -100 Warhead type: Mechanical Cost: 800 Hit points: 50 Armor: None Sight: 3 Speed: 5 Description: Restores friendly vehicles. Very mobile, and sometimes considered OP. Shock Trooper Prerequisite: Barracks, Allied Tech Center Weapon: Portable Tesla Gun Damage: 75 Warhead type: Super Cost: 900 Hit points: 100 Armor: Light Sight: 4 Speed: 4 Description: Anti-vehicle. Use against: Vehicles, structures Allied Armor Rocket Tank Prerequisite: War Factory Weapon: Dual Allied missile pods Damage: 25 Warhead type: AP Cost: 500 Hit points: 100 Armor: Light Sight: 5 Speed: 12 Description: Hit-and-run vehicle. Not as strong in direct combat, but can be if used correctly. Use against: Air units, tanks, ore trucks, artillery, v2 rocket launchers Medium Tank Prerequisite: War Factory Weapon: 90mm cannon Damage: 40 Warhead type: AP Cost: 600 Hit points: 375 Armor: Heavy Sight: 5 Speed: 6 Description: Good all around MBT. More mobile than the Soviet counterpart. Use against: Rangers, artillery, flame tanks, v2 rocket launchers, mammoth tanks (soft counter), pillboxes Flame Tank Prerequisite: War Factory, Radar Dome Weapon: Flammpanzer hose Damage: 125 Warhead type: Fire Cost: 800 Hit points: 500 Armor: Heavy Sight: 5 Speed: 5 Description: Similar to the Flamethrower, but in vehicle form. Use against: Infantry, structures with wood or light armor, rangers Allied Ore Truck Prerequisite: War Factory, Refinery Weapon: Shovel Damage: Over 9000 Warhead type: Nuclear Cost: 1400 Hit points: 600 Armor: heavy Sight: 4 Speed: 5 Description: Vehicle used to manage economy. Hind Attack Helicopter Prerequisite: Helipad Weapon: Chain Gun Damage: 40 Warhead type: SA Cost: 1000 Hit points: 100 Armor: Light Sight: 0 Speed: 18 Description: Mainly used against stray infantry. Use against: Infantry, rangers, artillery, v2 rocket launchers, structures with wood and light armor, ore trucks Mig Attack Plane Prerequisite: Airfield Weapon: Air-to-Surface Maverick missiles Damage: 60 Warhead type: AP Cost: 1200 Hit points: 50 Armor: Wood Sight: 0 Speed: 20 Description: Airborne. Hit-and-run aircraft. Use against: Medium and heavy tanks, artillery, v2 rocket launchers, ore trucks, structures (primarily ones with heavy armor) AV Mine Layer Prerequisite: War Factory, Service Depot Weapon: Anti-vehicle land mines Damage: 1000 Warhead type: Anti-vehicle Cost: 800 Hit points: 250 Armor: Heavy Sight: 5 Speed: 9 Description: Capable of deploying land mines. Use against: Vehicles, ore trucks (lay mines in ore fields) Allied Chinook Transport Helicopter Prerequisite: Helipad Weapon: N/A Damage: N/A Warhead type: N/A Cost: 500 Hit points: 90 Armor: Light Sight: 4 Speed: 18 Description: Airborne. Capable of transporting 5 infantry. V2 Rocket Launcher Prerequisite: War Factory, Tesla Coil Weapon: Surface-to-Surface rocket Damage: 300 Range: 10 Warhead type: Fire Cost: 750 Hit points: 100 Armor: Light Sight: 6 Speed: 5 Description: Long range napalm launcher. Use against: Infantry, structures (can outrange all defensive structures) Phase Tank Prerequisite: War Factory, Radar Dome Weapon: Dual Allied missile pods Damage: 30 Warhead type: AP Cost: 900 Hit points: 110 Armor: Light Sight: 5 Speed: 8 Description: Stealthed vehicle. Used mainly for reconnaissance. Use against: Air units, ore trucks, artillery, v2 rocket launchers (surprise attacks/ambushes) Allied Mobile Construction Vehicle Prerequisite: Allied Tech Center Weapon: N/A Damage: N/A Warhead type: N/A Cost: 5000 Hit points: 1000 Armor: Heavy Sight: 10 Speed: 6 Description: Required to support base construction. Allied Ranger Prerequisite: War Factory Weapon: Mounted Heavy Machine-gun Damage: 15 Warhead type: SA Cost: 400 Hit points: 150 Armor: Light Sight: 6 Speed: 17 Description: Recon vehicle. Use against: Rocket Tanks, artillery, v2 rocket launchers, stealth tanks, infantry, structures with wood armor, ore trucks Allied HE Rocket Launcher Prerequisite: War Factory, Allied Tech Center Weapon: M270 MLRS Damage: 75 Range: 7 Warhead type: HE Cost: 800 Hit points: 110 Armor: Light Sight: 7 Speed: 5 Description: Medium ranged siege unit with anti-air capabilities. Use against: Air units, infantry, pillboxes, undefended structures Allied Structures Allied Airfield Prerequisite: Radar Dome Cost: 600 Hit points: 1000 Armor: Heavy Description: Used to produce Migs. Used as a rearming point for Migs. Allows the use for Paratroopers and Spy Planes. Power output: -30 Allied Tech Center Prerequisite: Radar Dome Weapon: Global Positioning System (GPS) Damage: None. Reveals the entire map after a period of time. Cost: 2800 Hit points: 500 Armor: 2800 Description: Allows for higher tech options. Whole map is unrevealed once the structure has been destroyed. Power output: -200 Allied Helipad Prerequisite: Ore Refinery Cost: 300 Hit points: 800 Armor: Wood Description: Allows production of Hinds, and Chinooks. Does not come with a helicopter. Allied Barracks Prerequisite: Power Plant Cost: 300 Hit points: 800 Armor: Wood Description: Allows the production of Allied infantry. Power output: -20 Allied Tesla Coil Prerequisite: Radar Dome Weapon: Electrical Resonant Transformer Damage: 400 Warhead type: Super Cost: 1500 Hit points: 600 Armor: Light Description: Static defense. Other structures can't build off of static defense. Armed with a high tech weapon. Power output: -150
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The official CnCNet5 client+game package download thread
Ferret replied to FunkyFr3sh's topic in CnCNet Discussion
The buttons look like shit. Other than that, it'll be good. -
RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Ferret replied to Ferret's topic in RA Multiplayer Maps
New version (v5.0F)! I'll be adding some more maps to the pool soon. I currently have some TD maps in there that you may recognize. In the near future I'll be editing the thread to show stats for every single unit, and more than likely a video showing how these units function. -
If you're concerned about speed/strategy. Try out Tiberian Alert on CnCNet 5, I highly recommend it. You can find that here. I think you'll like it a lot, check it out when you have the time. Read the italic paragraph to get an idea of what it's for. Toodles, -Gavin
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English speaker here. Can confirm that his sentence literally made zero sense.
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RA1 new lobby: cannot play with two PCs from one houshold in same game
Ferret replied to FoutVarken's question in Support
If you're trying to do that. You have to change the game port so they're different on each computer. Then forward both of those ports, and then you should be able. -
RA1 new lobby: cannot play with two PCs from one houshold in same game
Ferret replied to FoutVarken's question in Support
Are you guys using CnCNet? And if so, what version? -
RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Ferret replied to Ferret's topic in RA Multiplayer Maps
The mod is just a map, an .MPR which makes it easier. You don't have to download anything which is what I was aiming for. -
RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Ferret replied to Ferret's topic in RA Multiplayer Maps
Could I get that keyword? -
RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Ferret replied to Ferret's topic in RA Multiplayer Maps
Thanks Lovehandles for helping me test v1.3! New version is up. -
I've had the same problem.
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RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Ferret replied to Ferret's topic in RA Multiplayer Maps
Okay so the patch will be going out today. Once I get home, I'll get rid of some bugs and try to release the patch the today. There has a been a shit ton of changes, so the changelog will be a little bit delayed I think. I can also recreate some TD maps in the RA editor if you'd like. Just post a picture of the map on this thread, and I'll get it done. Exactly 1:1 scale, guaranteed. EDIT: Also one more thing. I'll be editing some of the Aftermath units so you can use Aftermath with the map mod. Simply enable it in your RA config if you haven't already. It'll be featuring Mechanics on the Soviet side, along with a Stealth Tank on the Allied side. -
RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Ferret replied to Ferret's topic in RA Multiplayer Maps
I'll be buffing tanks probably this week. -
You're really struggling with these streams, lol.
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Happy birthday CnC-Comm!
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RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Ferret replied to Ferret's topic in RA Multiplayer Maps
Patch v1.0 - July 17, 2013 General Rifleman cost increased to 100 from 75. Tracked vehicle movement speed decreased to 30% from 50%. Ore value per bail decreased to 19 from 25. Gem value per bail decreased to 25 from 50. Gunboat cost increased to 750 from 500. Allied Medium Tank HP increased to 500 from 400. Soviet Heavy Tank HP increased to 650 from 400. Heavy Tank cost decreased to 900 from 950. Heavy Tank speed decreased to 6 from 7. Mammoth Tank HP increased to 750 from 600. Mammoth Tank speed decreased to 6 from 7. Read previous patch notes here. -
RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Ferret replied to Ferret's topic in RA Multiplayer Maps
Some new maps have been added. Current map pool: A Path Beyond. New maps being added: Blistering Sands REVAMPED, and Wider Conflict. You can find it on CnCNet 5, or download it directly from the first post.