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Posts
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Everything posted by AchromicWhite
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Yeah, it was pretty funny. Those crates can stealth quite a few units, like you can get a whole pack of infantry if you're lucky... but other times they just get napalmed.
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One time I got a stealth APC like that... it was pretty OP, lol. And that's not true, there was one game where I tried to just engi one of your refs and while I as microing there, you moved in on my tanks. You took a good engagement and I never fully recovered. The game went on for some time after that, but eventually you took it. You played well.
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Technically you can get stealth engis if they get the stealth crate....
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hahaha, banned for quoting what someone else said xD
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Someone actually just did that to me, lol. IDK if it'd be an easy thing to make, considering you don't actually start with a building, and there's also a "no bases" mode.
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Sorry to bump a slightly old topic. Indeed, I've thought about this before, that if we wanted to have a true competition of sorts, ladder or otherwise, you'd need strict rules on how it's played. -What maps are used -Resolution it's played on -Starting Creds and other options We simply don't have this on CnCnet and it's arguable that even if you did, that type of competition would not actually be helpful to the community. Honestly, if people wanted to make a tournament, they could always just set it up over the forums anyway (it's been done for TD before) and just state what the rules are and have the results posted up. I've often had people leave or say they're not good enough to face me and then just leave shortly after, without giving me the time to say that "it's fine" and/or give advice about the game. I can understand feeling overwhelmed by high end players and I hope that they return, as I've seen people of literally all levels of skill come in (I actually had a guy that had NEVER played before, he build a sandbag first). More importantly than people feeling overwhelmed by skill, I think, is if players take the time to be kind to such people and offer some friendly advice. We still have a some who will tell people that they're terrible at the game etc, put them down. THIS is the real damage. The lobby rules are a kind of joke. I left a game, the other day, and jokingly swore in main about my harvester going for a long walk around the map (erg, harv AI, lol). Of course, I got a 5min ban for it, lol. BUT, others who are being simply terrible, at times where an admin is not watching/not about, will actually verbally attacking random people. Sometimes it joking, but often it's not. Here lies the true issue. I don't really see a way to stop it other than bans, but I do feel like people often get banned for reasons that I don't think was needed, while those who need to be banned are not.
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Let's Play Command & Conquer: The Special Operations
AchromicWhite replied to TaxOwlbear's topic in C&C 1
xD Sure did. -
The top half of the list is totally doable, and that's more what this is about. I don't think that anything on the list is impossible, and most of it's already been done for RA1. The list isn't here to whine about thing, but to compile what we're actually wanting, so that when/if we get someone who wants to do some hacking, they have some things to look at. Every not and again, someone will hack something random, it'd be nice if they'd been working on stuff that we were actually after xD Because I don't strait up expect it to be done, but instead am just hoping, it's a "Wish List".
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For me, most of the important stuff in making a TD mod is getting the balance right, and considering there's about 10 people in the fricken world who seem to understand it, I doubt there's a great mod coming out any time soon xD I don't know if there'd even be a way to make the Adv Guard style rockets to fall in the way that they do. I couldn't even get them to do it in RA1 mods (although, you probably could, if you got the projectile numbers just right)
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I was thinking, even if you change the Neutral/Special to another colour, it's (more or less) just as likely for a player to pick whatever colour Neutral/Special house scheme is anyway... And yeah, there's a reason I put the "rules.ini" modding right down the list. It's there, because I'm sure a lot of modders would use it, and it'd be helpful for any more intensely balanced mods (for testing, etc). But I'm aware that it's a big task.
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I think you'd need to run a separate exe to do that. Anything you change in multiplayer, like that, would also change single player, no? IDK, I guess it could go on the list, but it seems pretty minor.
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I thought I'd start this topic, to try and gather up ideas that we, as a community, would like to see for C&C95, for two reasons; - To have an actual check list of things for anyone willing to hack the game to look at first. - To hopefully grow a bit of attention from someone who may like to DO such a job. I'll start a list here, of things that I'd like to see done. Feel free to post more ideas below, and I'll fit them into the list where I see fit (most important at the top, less so at the bottom). I thought I'd start this topic, to try and gather up ideas that we, as a community, would like to see for C&C95, for two reasons; - To have an actual check list of things for anyone willing to hack the game to look at first. - To hopefully grow a bit of attention from someone who may like to DO such a job. I'll start a list here, of things that I'd like to see done. Feel free to post more ideas below, and I'll fit them into the list where I see fit (most important at the top, less so at the bottom). 1. Random starts vs "smart" starting positions (in a check box would be nice). 2. Selectable start positions. 3. 6 players 4. Spectator mode 5. Pre-selectable teams. 6. "rules.ini" style simple editing for modding. 7. Lager map sizes. Thanks Matt, I've added yours into the list where it seemed right. No, sorry Goatmessiah, there's never been a base building operation for TD AI... nor does it really know how to do anything but attack north most units. Given that this has been asked for for years, and that the reply has always been "it's pretty much impossible"... or would require a tone of research and hacking and programming, I'm going to leave it off of the list. These sort of things are more like quick fixes etc, that can really improve the multiplayer experience. Maybe it'd be nice if we could find a way for the singleplayer style AI could be made for multiplayer also, so that we could have co-op missions, but that still seems like a long shot (from what I understand about this issue).
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Oh, is that one one where they push up from the south? I played that with someone, and by the end we had walls of obelisks set up along the bottom. Watching them all fire "at once" was really funny. As it turns out, the game kinda stops and then the line is drawn for each individual one, then damage is calculated and the game resumes xD
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Let's Play Command & Conquer: The Special Operations
AchromicWhite replied to TaxOwlbear's topic in C&C 1
lol 8:00, 1 medium tank or a few rocket men would have changed that situation 100% xD -
Oh right, so the towers are not in the field... that's a bit better, at least. Less likely to have the harv literally harvest to it's death haha
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That is somewhat of a good point. Even my own early map building had chokes that were hard to break and quite a lot of safe tib. Big maps, and I prefered playing with more than 2 players back then.
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Indeed, it doesn't actually help. It's kinda better to just play and get used to it on a set speed. Really, for online play, it should ALWAYS be the same. What scares people more is top players wrecking them. I unfortunately did that to someone today, and they just left. I don't know if it was there first time, or what. Thing is, if they do stick around for a while, they will find someone who's not so great at the game, also, and have a good game with them. Would maybe be good if there was some sort of tag that you had, as some sort of rating. Even if it was just something that you tagged onto yourself.
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It's quite a well known thing that any units placed in multiplayer will automatically go "hunt". Sorry Personally, if I don't want people to get into an area too quickly, I'll use walls to simply block it. That basically means you have to blow up a load of guard towers in order to get the centre tib... the next person can harvest from it for free. IDK if that's how you want it, but just saying.
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Yeah, Hitler certain did. In fact, the EXTREME size of suck prototypes were considered impractical by many others... and to be honest, considering they couldn't even move them over bridges, it certainly would have been. (I think they had plans to have like a pipe that would bring down air, and actually just drive them under the water... but yeah... Nah).
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Yeah, this looks pretty awesome. A lot of chokes, BUT so many of them that you can't guard them all. And not enough resources to really justify a turtle style play... very interesting. I'd say get rid of the viceriods, though, yeah. They will just all go strait after the northern most thing (which WILL be someone's construction yard).
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Yeah, indeed. Not a big fan of islands, as even though you can ferry troops... it takes so much micro that proper battles are hard to have. Yeah, IDK... I guess I've never seen a map that is so infantry friendly that it's the obvious way to go... maybe it's not possible.
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Maps where infantry have the advantage... hm. Issue with passages is that it creates chokes that just shut them down with units like the artillery. Does make you think, though
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Oh yeah, I totally agree. Pinwheel is a map where I was still surely discovering exactly how to balance that sort of stuff. You can lock down quite a bit of it with AGTs if you can expand into the middle, though. Maybe I should make another 4-way map, in the same sort of style. I'd started a new 3-way map, based loosely off of SCII's Catalina. http://vignette3.wikia.nocookie.net/starcraft/images/4/43/Catallena_SC2_Map1.jpg/revision/latest?cb=20140711060217 The start positions are top right, bottom right and left centre. It'd have to be heavily modified, but you get the idea. It's just damn hard to get 3-way circular symmetry going on. I have some ideas on how to do it, though. -Liam
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It's simple, but surely enjoyable to watch https://www.facebook.com/westwoodstudios/videos/10151900367778922/
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It can be an issue with your opponents. It happens to me every now and again.