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Everything posted by AchromicWhite
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OK, well to answer my own question, yes more stuff added seems to replace anything in the main.mix -> conquer.mix But I assume not anything in expand2.mix -Liam
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2 Things: 1. I'm looking at this nice little "small infantry patch" 'hires1.mix', made by Nyer, if I'm not mistaken. It mostly works, but even though the mechanic and shok troop are in the file, the game does NOT replace the graphics. Obviously these are the 2 from Aftermath, something about where the game chooses to gather the graphics from... 2. If I add more units to this file, will the game just override those shp files also? Like, if I make a replacement medium tank (2tnk), and just add it to this file (hires1.shp), will the game just read the new file instead of the regular 2tnk.shp? -Liam
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That "terminator" apache is not an apache, either, I think it's a black hawk. The same one you see take off of the GDI aircraft carrier in that other clip. There's also a totally new jet in that picture of the GDI recruitment poster. I know there's a super GDI jet that never made it into the game, though it still blows up a nod F-22 in a video, but this one is different again. Just thought I'd point this out Don't suppose any of these vehicles ever got names. I suppose they were going to have more fixed wing craft in the game (like RA1) but just never implemented it. -Liam
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Nice. Lots of resources and all the start positions look pretty fair as well Tip: Be careful placing too much tiberium between the two players. Remember, tib kills inf, so this is one more way to make infantry less useful. By creating pathways for infantry to be able to moving from one area to another, it opens up more strategies for players to use on your maps.
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"Double owned", is about making a unit that is only owned by 1 team in single player, be owned by both in multi. If you just want sovs to have it also; Owner=soviet,allies -Liam
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Oh, I didn't know he added support for it, I thought it worked strait through the EXE and just didn't know the difference, except that the game was different and wasn't compatible with outsiders joining etc. No, that makes sense then. -Liam
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Now you're just trolling me -.-
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But this was the suggestions post -Liam
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Damn it, it's not outdated if it works just fine, it just means that there's no one working on making it better anymore. If you add support for it, you'll never have to update it. In that way, being "outdated" could be considered a good thing.... Just make the damn thing -.- Want to work on my mod again... but there's no point if there's no way for people to play it. -Liam PS. shh Nyer, I expect you to HELP... lol
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That's quite annoying, as it can use CnCnet 4 just fine. Or should I say, CnCnet 4 runs just fine, through it. -Liam
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It's all setup and ready to go. Not entirely sure why there were problems. I just put it all into an .rar. You just unzip it and play Just make sure you use the Launcher.exe to run the game. The issue is that the AI just can't really play So unless I make missions or you find someone to play with, it's not really a challenge. But you can at least check out the assets in it. It looks really pretty and is balanced beautifully If you have any problems, please contact me. Thanks Kilk! -Liam
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See, now that's exactly what I'm talking about, lol xD Just put in a thingy that lets me do that, haha. -Liam
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New map released! Mod now ported to Arena Valley Extreme Have fun! -Liam
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So I couldn't use the ARDA launcher for this? -Liam
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For all those following the production of this mod. I've just had a whole load of games against new players, and they're picking it up quickly and even winning The balance seems to be all good. Will look at releasing the next tech soon! -Liam
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So I'd have to change the name of the exe file to "ra95-mod.exe"? Can I just have another slot? xD And which file wont update? the CnCnet one? Could I just make a copy of CnCnet5 and have one for the mod (which doesn't update) and a regular one? -Liam
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Really need to get into mission making, but as it stands, I pretty much don't understand triggers AT ALL xD So I'd be starting from scratch. Fortunately, I do have an ENTIRE MOD to make missions for so plenty of space to get cracking. The only issue is that I don't want to make bad missions for such a great mod xD -Liam
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I asked ages back, right when CnCnet5 was first released, about adding support for ARDA. It's kinda understandable that you don't want to add specific support for it. However, as it stands, anyone who hacks the exe cannot use CnCnet5 at all for their mod. Could extra slots be added for people to add their OWN exe files to, so they can start up mods and play with others which also have the mod? CnCnet5 would only have to check if the exe files were the same, and if yes, then the games of that exe will show up on anyone elses game list who also has that exe registered in the settings. What do you think? -Liam
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[Campaign] Discovert Operations 2.09 for Red Alert
AchromicWhite replied to Messiah's topic in RA Singleplayer Maps
OK, sweet. So if I redownload it should be in English now; and I can just just "custom missions" to play through? -Liam -
Glad you like the details, I spent a lot of time making it look really nice. I know how much I remember enjoying watching all the little flashing lights, opening doors on the weapons factory etc in C&C95 when I first saw it and how disappointing I was when I saw the harvester unanimated in TS for it loading/unloading. Wanted to capture that joy of seeing something all moving around etc. It's reasonably stable, so long as you program it right, lol, took me ages to eliminate a LOAD of bugs... but I'll look into that frogfoot crash. Thought it was fine (I know I've had games with the frogfoot in it before, where it was fine; See the 3 way fight with me, lovehandes and MNdaktoa). Actually sounds a bit like the special warhead... Sorry, which graphics are messed, Soviet MG tank? What vehicle is that? T72? Yeah, I have no idea how to do missions, haha. But yes, I should learn and do that, it could be really fun. Edit: After I wrote all that, I just had a thought. Are you running it THROUGH the Arda "Launcher.exe"? It's important that you do, else lots of the stuff just wont work at all. I did a TONE of testing, so it should be pretty much bug free. -Liam
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2 points about the ranger. 1. The ranger is now actually really useful. If you make a bunch of them at the start, soviet tanks just can't keep up. Even the yaks can have trouble hitting them. You'll notice they're much cheaper and also quicker. They're pretty much balanced to be like the GDI Humvee. We could make them even nastier if changed to be like a nod buggy xD But most importantly, it's sight range is one of the highest sight ranges anyway at Sight=6. Things that have higher sight are: mobile radar jammer cruiser gunboat and some buildings 2. This mods purpose isn't so much to be realistic, so much as that it's about building a game that's closer to TD, while still clearly being the RA teams. On the same note as you said about it being open topped, in a realistic situation, that would pretty much mean that all troops should have at least double the sight range. Yes, well I think the regular pillbox is 400 while the camo pillbox is 600 in stock RA. Just seems like everyone would still just make the camo one... I suppose I could put it in, it just seems like it's another building that might not ever be built, or have a real reason to be. Which is the same reason I took out fake ship yard and fake radar dome. I also find that if there's lots of unused cameos on the sidebar, it actually becomes more of an annoyance, rather than something that's in anyway helpful. If people are super keen to have it back, I'll just pop it into the game, and probably do as you said; lower the HP. What I really need right now, though, is more people to either contact me about a time to test it, or to find a buddy and play a bunch of games Remember, other people don't even have to download the mod, as it's all built into the map. If people you're asking to play it with are unsure about it, you can even just direct them to this post so that they can get a clear idea of what the mod is about. As always, thanks for the feedback, glad to know that this idea has some interest. It potentially has a good chance of being quite popular when it's complete. And of course, when it's balanced, I'll port it to other maps, maybe even make some of my own for it and make a proper release in the mod section. BUT FIRST I NEED TESTERS! So get gaming! -Liam
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[Campaign] Discovert Operations 2.09 for Red Alert
AchromicWhite replied to Messiah's topic in RA Singleplayer Maps
Wait, where are the custom missions. I had a look in the CS/AM lists, but couldn't find anything extra in those lists... -Liam -
[Campaign] Discovert Operations 2.09 for Red Alert
AchromicWhite replied to Messiah's topic in RA Singleplayer Maps
Tried to play this the other night... After copying my RA1 folder and then dropping these files into it, I couldn't find any missions to actually play. The campaign just automatically told me that the mission was fail. It also automatically turns the game language german xD haha, Probably still playable for me, but a little more difficult to navigate the menu. But again, I couldn't find the missions you'd made. -Liam