
Jonttu
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Everything posted by Jonttu
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Ok, tell him about this then
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Well give it some thought. Maybe some day if you find the time... I think it's a pretty good idea, especially for tourneys etc. I guess it has to be that reso then. The smallest possible. Thx. PS. When do you think rev4 (or whatever the next version is) will come out?
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Mm. Now it's just all a question about how low can you make the reso. I hope 640x400 is small enough to still have some use for comm center. Owell.........
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I might also add that ontop of forcing a reso such as the DOS one or a slightly bigger (but lower than C&C Gold) it should also use the original aspect ratio. The point of all of this is that no one has the advantage when it comes to resolution. Someone who can see the entire map obviously has the advantage. Not to mention that the higher resos, albeit unintentional, actually have a game changing effect (think Comm Center for example)! If you can't imagine how it would affect gameplay, maybe you should see how Weaver for example plays: C&C95 - Blistering Sands [CnCNet]
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Ok. I presume the only different track is the Act on Instinct one. At least we were not able to find any other differences. So, maybe if it's possible to include that one track (Act On Instinct ps1 version) into the next patch or something and a way to exchange specific tracks between the remixes and original tracks, I'd be pretty happy.
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Lol, does anyone of you know where i can even find the PS1 C&C Soundtrack?? I can't find a playlist of it on youtube, I can't find a mention of "C&C PS1 OST/soundtrack" anywhere on youtube. I can't even find search results on Google with "Command & Conquer PS1/Playstation OST/Soundtrack/Track list"...... It has to be the PS1 C&C Soundtrack, not PC or a collection mix of both.
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Ok, well, maybe some other day a year or two into the future. Ty anyway.
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I know I'm prolly starting to piss off Nyerguds and the rest but try and hear me out. What this is about, is a game option that forces all players to use a certain (perhaps DOS-level) low resolution to play a game. Where this could mostly be used would probably be competitive game environments and tournament matches. It would make it more difficult for all parties, sure, though it would also give some purpose to a Comm Center, since you no longer can always see most of or the entire map (theoretically possible). This idea has been in my mind for a while and the inspiration comes from Populous: The Beginning (another Great, tho almost forgotten RTS). Again, I wouldn't know how to implement it but thought I'd share the idea.
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Did I specifically say that you have to balance things out? Well that someone wasn't me. You can give your opinion about which is the best way to go but I'd prefer a new game option rather than a new tech level (even tho it would work as well) or a map specific feature. I understand. Then you go and create something out of "thin air" like the new side colors for units & buildings..? Anyway, does it really take weeks of work to get the sp strong nuke for nod (probably one shot only) and airstrike for GDI (maybe 2 planes)? GDI could for example get the airstrike capability from an Advanced Guard Tower. It would make some sense gameplay balance wise, since when both GDI and Nod have built a Comm Center, GDI gets airstrike (w/ 2 planes) after 1000 creds into the superweapons arms race. While Nod is 1000 creds into getting the Nuke (1 shot). When Nod has the Temple standing GDI still has 800 creds left to go for the Ion Cannon. Nod might be able to use the nuke before GDI gets to use both airstrike and IC or might not. Still seems fairly balanced if Nod gets to wreak havoc faster but GDI ends up unleashing more destruction in the long run. Visually it would make some sense too, since the Advanced Guard Tower even looks much like an Air Control Tower of sorts. So... One more thing. The airstrike even when used by a human player has some weaknesses. Obviously you can diminish the damage received from the bombs by shooting even just one of the planes down. There's also the fact that since these are not the AI's A-10s, they will not follow you, so if you can dodge an airstrike you can come out unscathed.
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Ok, sorry. Well the thing about the game option thing was just that it could be either of the two. An extra tech level or an additional game option. What if you just implement it and we try and workout the best balancing formula? I guess I don't understand the map file thing but it I assume it's the one thing that affects the superweapons? Interesting, very interesting, because I was just thinking lately and chatting with Dude (who's Lovehandles? :boring: ) about wether or not Mammoths could fare well in an anti-bike role. It's exactly how I theorized about a late game setting where there are more than just a few of each (mammoths and bikes), thus mammoths could become effective anti-bike units due to their range and simpler microing involved. Using the S key specifically, not attacking directly nor using the G key is what my hypothesis about the mammoth's anti-bike capability was based on.
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Told ya! Well I guess I'm gonna have to check it out maybe tomorrow or some other day. I'm not sure.
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Hmm I don't see a question about grenadiers in that sentence... Dear God. You actually answered your own question in the same paragraph. Your question: Your answer: EDIT: So like Nyerguds said, the civs might get ahold of airstrikes... So, yea I think that should answer your question. Unless, unless some other Nod/GDI structures also get the air strike thing, then... Then we've prolly failed, but at least the option to disable SP Superweapons would revert everything back to normal.
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That may just be the audio quality. I doubt the clip was rerecorded. Well I think it's totally obvious it's not?
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Do you have some kinda reading comprehension problems? Or do you always intentionally misunderstand? Or can you not read slower since you can't think faster? I was talking about the ability to turn off a proposed new option. The new game option called Singleplayer Superweapons which brings airstrikes to multiplayer and the "singleplayer-strong" nuke as well. Now?
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...I don't have a clue what you're talking about u kidding me? read again? if it's made so that it can be turned off like crates etc? Is it not possible to make it so that when the option is off the airstrikes are gone from mp and nukes are weak as usual?
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Well... Thing is the A-10s might be able to take out bikes and rocket soldiers before they can effectively shoot down the things, let alone the fact that they have shorter range so they might be less effective in defending other units or buildings from the A-10s. /OT Are Mammoth Tanks really that powerful? Thought they were less effective than a grenadier/hum-wee/med tank combo.. So the question arises, are mammoth tanks in fact actually effective anti-bike units? Any real pro feeling like commenting on this? Lovehandles? Are you sure you put the map full of SAM Sites? Perhaps if you spaced them out a bit in groups of 2 or so... Anyway, I don't really even care, wouldn't mind GDI having some of those A-10's remain effective against Nod. It's just a question of balancing the thing somehow, doesn't matter if either Nod or GDI ends up theoretically with more damage output over time with nuke/ion&airstrike as long as the other party has the advantage at SOME point. Maybe the nukes could even be reusable but just as powerful as in SP. Anyhow, Nyer, since we're the ones so keen on bringing this thing into a reality, I'm pretty sure we can test it ourselves and try to work out a sane balancing formula for it without bothering you too much, since you're busy with other projects anyway. All I would ask is make a separate option (maybe like the crates/mcv undeploy/bases/etc options) for SP (Singleplayer) Superweapons, so those of us who don't like it can play without it just as easily as turning off the crates, and those of us who want to experience the true power of the Nod and GDI arsenal in online games have a way to do so. There is another way to look into the issue than rebalancing the game or changing it forever. Hell, the 6 player mode and mcv undeploying changed the game forever? At least according to that logic. It's not really changing the weapons to something foreign to Command & Conquer, those are the weapons of Command & Conquer in singleplayer, it's more like the *dramatic music* full Command & Conquer experience... If the magnificent SP Superweapons -option is implemented, whatever happens, don't worry about the civilians. Even IF we manage not to fix issues such as civilians getting airstrikes and such, we always have the option to turn off the SP Superweapons option when playing particular maps. Think About it Nyer, this could be something great
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Well that's a little different I think... I don't think TD nor RA1 plays mp3 files... Man sounds like something I wouldn't know how to do. Would still need the PS1 tracks. Hmm well there is a difference. I'm not really talking about sound quality, because for example Act on Instinct original, remix and PS1 version all seem to be separate recordings or at the very least have different audio samples, listen closely for the difference between the remix and PS1 version, when the lady says "There is a very unstable situation on the ground that is unfolding very quickly", there's quite a difference between the two. The PS1 version sounds imo better whereas the other one sounds very lazy and stuff. :laugh: Maybe we can reach a compromise. What I'd really like is to get at least that one PS1 Act on Instinct song and the ability to pick between individual tracks from the original PC ost and the remixes.
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I wouldn't mind GDI having air strike in mp. If it's possible to create a new tech level ( 8 ), Nod could have the strong nuke you have in singleplayer while GDI could have Ion Cannon+Air Strike but both only in tech level 8. To balance things out the nuke might be usable only once like in singleplayer/unlimited and/or GDI could have a lower/higher quantity of A-10's at it's disposal accordingly or longer/shorter "reload times" for Airstrikes. I support this idea at least, and as long as it's tech level 8, you don't have to worry about changing TD forever, since you could always play tech level 1-7 with the weak mp nukes and no air strikes. Just my 2 cents.
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Always liked the PS1 themes over the ones on the pc maybe because those are the ones I heard first. Aneeway, would it be possible to add the PS1 Command & Conquer tracks/remixes into TD? Could it be done in such a way that you could replace the original soundtrack with the ps1 ost only to a degree where the PS1 remixes only replace the original ones, but other tracks are left untouched? Since you already have the other remixes in the setup I figured it could work since those remixes work too. Could work identically. If you're wondering... Yes, there most definitely are some differences between the PS1 remixes and the other remixes too. For example there's at least 3 different Act on Instinct track versions, the original without "vocals", the remix currently in, and the one on the ps1 version. Original: C&C: Tiberian Dawn - Act on Instinct (music) Remix: C&C: The Covert Operations - Act on Instinct [Variation] PS1 remix: C&C Tiberian dawn music: Act on Instinct (Stereo with lyrics) [some differences in the voices etc... It still makes a difference though! (Srs)]
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effin LOL
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I guess this suggestion is mostly directed to Nyerguds and the devs working on CnCNet. I don't know if any of these could possibly be implemented but I thought I'd share the idea before I possibly forget about it. If some of these already exist and I've yet to see them implemented because of my own slowness at getting C&C95 and CnCNet set up, forgive me. These are not crucial features per se but I think they could spice up the transitions into games. 1. "The Campaign intro" Back when I had an earlier (maybe pre 1.05) version of C&C95, upon opening C&C95.exe for the first time, it would play the intro (the one with switching tv channels) and end up in the new campaign screen in such a fashion that it seemed like a smooth transition with all the background interference during the cinematic and at the campaign selection screen. So I thought if it's possible maybe make it so that when you press "Start New Game" in the menu screen it would play that intro, which in turn would create that seamless transition into the campaign selection screen described above. 2. CnCNet/C&C95 lobby to game transition Could anything like adding the PS1 Nod and GDI main menu animations http://www.youtube.com/watch?v=j7r2lm9oZq8#t=155s to game launch be possible to implement? After you have picked your side and the game has launched you would be shown the respective piece of film. What do ya think?
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12th of march?
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okay
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well the middle position is like a fort for a reason. Otherwise middle players could never have a chance.
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YO! I took scm215ea