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AchromicWhite

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Everything posted by AchromicWhite

  1. Thank you very much for fixing that funky. I think replacing the options for the "no auto heli on pad/300 cred pad" should be far more used and enjoyed. -Liam
  2. YES! The all mighty Nyer has spoken. I knew once he understood what was happening he'd back us. Nice. FunkyFr3sh, please, if you could, fix the shiz -Liam
  3. OMGWTF. You're name is my response to your comment. Chill bro. -Liam
  4. Damn it, online right now with people turning the damn feature on... Retrained myself from swearing about it today -Liam
  5. And Nyer puts it blunt... lol. The stnk is mean though Your SHP editor can save TD shp files and NOT corrupt them? I certainly don't have that. What version is it, may I ask? And yeah, you need them for working in any black colours, else the black will get turned into 'transparent' upon converting them at all. -Liam
  6. Yes, I also have experienced someone telling me that TS has this feature... I was like, yeah, pretty sure I don't remember not being able to control units in TS and having my harvesters chase bikes, lol. Nyer: simply put, what's the point in it, if it's broken? -Liam
  7. Well, for a more exaggerated version (or tamer version) I'd say leave that to modding. It's easy enough to change in rules.ini anyway. But I'd just say, keep RA the way the makers intended, and only make changes to fix bugs etc. -Liam
  8. What type of file are you saving it as? .shp (ts) We use the purple pallets so that we can actually create working files and not lose any of the black coloured areas. http://nyerguds.arsaneus-design.com/cncstuff/ Use purple_pals-21.zip not temperate -Liam
  9. Yeah it doesn't always work. Just one more reason to kill this 'feature'. -Liam
  10. Oh hey, what program(s) are you using to make this in? and are you using Nyer's Purple pallets? -Liam
  11. Yeah, they almost appear grey, which is why I suspect I've never noticed that they're on the SHP (as not stnk is usually grey). Though I had a feeling I've seen them in other colours... oh well. Yeah, I hope the next ftnk comes out great. Keep upt he good work -Liam
  12. Sorry, my critiquing sounds really harsh. These are actually really cool xD -Liam
  13. Pretty sweet stuff. I've always wanted to see the Stnk, in particular, with a turret (as I does actually have one; both in the cut scenes and sitting on top in the SHP). Did the Stnk always have the blue shiny bits on the wheels in the SHP? I know them from the cut scenes, but had never noticed them on the SHP (probably because it's usually in grey, and therefor, hard to see). I'm a little underwhelmed by the flame tank here. Cool concept, and yeah, I remember the one from Ren... Maybe if the chases was flatter. It just looks a lot like a flame tank on top of a light tank body... I know that that IS mostly what it is, but it just looks a lot like it too. Pretty sure I can still see where the tracks are on the turret part of the flame tank. maybe look at deleting some lower pixels? It can be hard to make it look good once you start cutting too much stuff off, I know -Liam
  14. I'm surprised that you don't use the a fixed version of: England an Armour bonus for vehicles Germany a firepower bonus Ukraine a speed bonus for vehicles Russia a cost advantage France has a faster rate of fire for its tanks (I say fixed because I know some of the advantages were literally backwards) Just seems like it'd leave the game how the makers intended it, and still leaves in the countries that 'pros' like to play as. -Liam
  15. Found some great covers of Act on Instinct. I'll just leave this here: https://www.youtube.com/watch?v=5QXlRZRH--A https://www.youtube.com/watch?v=UJsZcLwjqmc Can you maybe find some more? Did anyone do a cover of Destructible Times? -Liam
  16. Yes, that's exactly what I'm saying. And that whenever someone fires on a unit, that unit will then instantly be given an order to attack that thing (remember that this is every time they're hit, most weapons fire about once per second). Meaning that if your units are under fire, you basically can't control them. -Liam
  17. I'm kinda with Nyer, I always thought they just took the same dmg on any. It'd be cool if it was related to density, but I suspect it isn't. -Liam
  18. Thank you cn2mc. I'm not dropping this though. It's a beta feature that was REMOVED from player controls because it clearly doesn't work. It's as bad as having a feature in RA, that, if your tanks were attacked by a single tesla, they would all relentlessly attack it until no more tesla would be shooting them. RA1 players would be up in arms. The only reason our voice is small here is because there are less players. But those who know can see how broken it is. This needs to go, and if this thread doesn't work, I will hound funky more. In more ways. It'll be my protest -Liam
  19. Seriously dude. I'm not dropping this until at LEAST the "Auto Crush Infantry" feature is removed. I'm actually going around FB, contacting random people that have 'liked' cnc TD to allow them to know about CnCnet5 and build a player base. If I play people and beat them terribly, I offer advice and give them a tactics website. I'm trying to help this community grow and you're feeding my back that you don't care and that we should have broken, beta options that only remained in the code to be used for the AI in single player, as an option for our player controlled units. -Liam
  20. Yeah, but this guy had also put on unlimited money. So harv hunting didn't do anything Which is another broken feature in CnCnet5. The helis are totally unbalanced with such money (to be honest, it can be pretty bad at 10,000, lol). (Edited original post to include unlimited money as an issue). Seriously, we're trying to build a player base for what is currently a very small community. It's hard as it is without people who don't know the game having to try to learn in this mess. I think the options that were included in LAN were fine, MAYBE adding on undeploy, but considering the selling issue, I'd say no. And, also Jacko, if you need to sell it in a hurry (it's gonna be destroyed) that doesn't really solve the issue. If WW had actually kept this feature, they probably would have programmed it that there was a different way to 'undeploy' it, somewhat like tib sun, or maybe you double click on it again etc. Obviously having it hidden in the 'sell' option, is quite strange. And as I said, messes with classic tactics. (again, it's down the list; Auto Crush, and inf money really have to go). -Liam
  21. Makes then bloody well run after recon bikes... like if you get a recon bike and attack an AI harv, it follows the bike around. OK, i JUST played a game against 2 guys that teamed up on me using the "Auto Crush Infantry". FUCK THIS GAME. I don't usually get this angry, but it's been 100% infuriating. I cannot control my units, I cannot make any calcuated attacks, I cannot control units in big battles to select the correct units for them to attack. NOTHING, NO CONTROL AT ALL. Get the "feature"/fuck up, out of the game. -Liam
  22. It's not the auto scatter feature, it's a feature that makes units auto attack... and I can't tell you that losing control of your harv isn't fun. Niether is losing control of any units. It should be removed from CnCnet. It's Beta for a reason. -Liam
  23. Was "Auto Crush Infantry" EVER put on a button somewhere, though? or is it about as much as a feature as "Wheeled Vehicles"? -Liam Also, Auto Crush is still broken. I never remember it from any of my LAN games or WWonline. And it doesn't do what it says. So at least change the name, but seriously that doesn't fix the problem.
  24. It's come to my attention that some of the options for TD in CnCnet5 are a bit messed up, to say the least. I'll list the issues in priority. 1. This is the WORST: "Auto Crush Infantry" This feature isn't even what it says. What it ACTUALLY does is make your vehicles take on AI attributes from the 'Computer' players. It's true that ONE of those features is to make vehicles run over infantry which is nearby, but it also means that if something fires on one of your units (and hits) then that units will immediately stop all movement and attacking or WHATEVER order it's been given by the player and instead return fire on the target which has attacked it. A nearby nod turret, for instance, will become the new target for packs of infantry trying to attack a particular building, as the AP spread is quite large... this doesn't do much dmg to the troops but it means that a player then cannot control those units properly without constantly clicking on the target he/she wants it to attack for each time the turret fires. This is an RTS, you should be able to give a unit an order and expect it to be carried out. It doesn't stop there, though, the recon bike is considered to be infantry, by the AI, (left over code from a time the recon bike could be crushed). If a bike attacks a harvester, the harvester will start chasing it around. Even if a player sees this happening and tells it to come back to base, each time the harv is attacked, it'll try and turn around and crush the bike... which it can't do anyway. I'd maybe like to see this feature improved, but given how much hacking it would probably take, I don't see that happening anytime soon. Please simply remove it, it doesn't even do what it actually says "Auto Crush Infantry". Long story short, this options is misleading and BROKEN. REMOVE IT. Money: The TD helipad builds at the speed of a Power Plant and can be built strait after barracks. It's totally unbalanced in games with high money. There's no point in making anything but helipads/pp in such games with that much money. This needs a money cap, I'd suggest what WW suggested. 10,000, tops. MCV Undeploy is a bit messed up too, not so much because it can be moved around (which is the point), but because you have to 'sell' it to do so. In which this means that you can no longer sell your con yard (A well known tactic in TD) if needed. If this could be changed to work like Tib Sun, I'd be a lot heappier. But once again, as I see this as quite a bit of hacking work to make happen, I'd rather see it removed. (That's more of a personal note though, the "Auto Crush Infantry" is actually simply broken, this one is just a bit messy for the pros). The "bases" and "cap the flag" mode are all part of the same thing, as they are, technically, 4 different game modes. If you play a cap the flag with no bases, then each team gets the mob. command unit, which auto kills the whole team, if it's destroyed. I think the way that Nyer implemented it was the best way, and I'd like to see a rotation type selection button, like can be found in nyers version of CnC. 1. Bases On 2. Bases Off 3. Capture the Flag 4. Mob HQ Game -Liam
  25. I have had a chance to have some games on this now. It doesn't hurt inf too much, as I suspected, but it can be a little annoying. It does, however, stop people building from on side strait over to the other, which I consider a good thing. There's enough space to build, but I got a little caught out on my first game. It certainly looks great while playing on it Plenty of resources, and very nicely balanced. -Liam
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