-
Posts
531 -
Joined
-
Last visited
Everything posted by Chimas
-
Here the flame dancers @ Nyerguds page
-
Tiberian Dawn - The Huge Collection (single player)
Chimas replied to Chimas's topic in C&C Singleplayer Maps
Thanks for the words! There is a zip file with all the mix files for direct access. The other zip files contain more detailed stuff. When you place the MIX files in the game folder (c:\westwood\c&c95\) the missions will appear in the NEW MISSIONS menu, the place you call CO menu, in code order. -
Hi krypto, I'm on a tablet now. I'll hand it in later. Meanwhile see this collection here
-
(Sloved)CnC 95 Opening game menu results in a auto loss(Sloved)
Chimas replied to antoniusCNC's topic in C&C 1
Antonius, just a rule out procedure: re-test it with another map, not green acres... -
Tiberian Dawn - New World (working title)
Chimas replied to Commander Manuel's topic in C&C Singleplayer Maps
Hi Commander! Suggestion: Go ingame, play a bit and press CTRL+S. This will produce some screenshots that will be saved in your game folder, have a try. If you consider your triggers and teamtypes completed and satisfatory I'll have a try, but people here will demand the screenshots. And yes, later you can update and or upgrade your mission. For example: I have a map here that, although playable, needs some changes, but I haven't done it yet. Greetings -
Virtue, You could consider doing something "new" related to WW2: you could take out the Nazi structures and names as if it was just another war of large scale. This way things like the Waffen SS would be cut out in favour of the correspondent organizational structure you would find in the Heer, Kriegsmarine or Luftwaffe. Here is an example. Getting rid of the cliches and stereotypes would make it more interesting, in my opinion. At least it would be a change in the current boredom related to WW2 provided by the mass media.
-
Hi Mr_Killt, With some delay I've played this mission. I've found it cool. When I've surrounded Nod, TD crashed (without msg), so I'll play it again in another moment. 3 things would improve your mission: put some anti-aircraft escort in those tanks, less Tiberium fields and less initial credits for GDI to prevent the player to create 3 refs right in the beginning. I think you haven't come to study the credits since the value is std (66). I didn't see the programming (INI) but IF you've had put waypoints too close to 4077, the GDI base to be built might overright them eventually and make some of the AI squads to become confused and not attack the target. If this is so, you could check for waypoints a bit closer to the Tib fields and the final attack command as HUNT:99 or ATTACK*:99. Test it and see if the job won't become nastier for the defender. Sds PS for Tore - let me know if in this type of thread, a bump is not convenient, 'cause some of the missions I haven't played yet.
-
Hi Ferrados and Nyerguds, I've put the SP collection in cnc-comm.com too. Yes, "A Big Fight" is a Kohlrus mission. Maybe "Quadrophonia" uses the same map, I'm not sure now. And another author, Tobias Janssen used this map too, but I haven't republished it yet, I think it's part of a mini-campaign. Ferrados, you'll find missions to play for the next five years eheheehhe And if you wanna help, see this
-
[C&C1] Setting up XCC Editor (for making maps)
Chimas replied to Nyerguds's topic in Mapping Tutorials
Weps Your BIN files + respective INI files, you put in the GAME FOLDER => C:\WESTWOOD\C&C95\ The factory BINs+INIs might be inside *.MIX file You can also put your BINs+INIs inside a MIX file, using XCC MIX Editor and start the name file with "SC". Download these MIX files and put them in your game folder and then look your NEW MISSIONS menu (More info about these files HERE) . \EDIT For the Speed, just adjust inside the game, in the options menu ... -
me sad they are all multi ... \edit (+/-) 10 maps are suitable for an SP game, just waiting for triggers and teamtypes; Some other 10 (+/-) good for Multi. You might find interesting SCM12, but you shouldn't see the map. Send it to GC ...
-
Tiberian Dawn - The Arctic Missions Conversion (single player)
Chimas replied to Chimas's topic in C&C Singleplayer Maps
Hi White, Read again below the link provided by Nyerguds "Note that the nuke can't be launched from the civilian building because it needs a Temple to execute the Missile command. " ... -
rsssrsrsrs ...
-
When I started playing TD it was much more complicated to play online than it is now. I'm talking about 1 year and a half ago, more or less. At that moment I've created an online toolkit, but since hifi and others had turned things far more simple, I've abandoned that almost completely. The only set of files I have to take care now is GC mappacks updates and the overall game itself. Well, one idea could be the CnCNet Checklist. The link could stay just below the CHAT in the page list. And also, in the first time you choose CHAT in the CnCnet homepage it would ask if you have set it up. After you've checked it, you wouldn't have to do that again for a while. I might be wrong but the CnCNet.exe perform some tests already, before connecting. That could be another possibility.
-
Tiberian Dawn - The Arctic Missions Conversion (single player)
Chimas replied to Chimas's topic in C&C Singleplayer Maps
Hi Nyerguds, thanks for the post. I believe the game is priority, if you wanna fix it. If you change it I'll adapt this mission for it. -
Tiberian Dawn - The Arctic Missions Conversion (single player)
Chimas replied to Chimas's topic in C&C Singleplayer Maps
Features - The humanitarian crisis that you have to manage along the game; - A different MHQ fire system that coordinates Nod Airstrikes (a tiny evolution of Bickell's fire system**); - Our Spy that you'll never find who provides a transponder signal which Nod wants to destroy fiercefully. Just arrive in the village and open the side menu. (actually, I don't know how this is done, perhaps the game offers you a minimap, after a certain build level and using the right subversive village house or corn field) Things to deduce from the Briefing: - Loose all the civilians and you loose the game; - Transponder enables the minimap. You won't need a comm-center; - After a time, you have to destroy the whole Nod meanwhile they might need just to kill a single guy,so SAVE the game; - Survive the tide to see the described features In the zip file ARCTIC COMPARISON you get both maps, side by side. I've put it in a ZIP to avoid revealing anything by accident before play. The old game is included, if you wanna feel the changes. You'll have to fix it before play. Post here a request or PM me and I'll put the whole trigger and teamtype sections corrected so you can play it the way it is. Here some Numbers for comparison. w=Winter, s=Snow Waypoints w=5 , s=22 Triggers w=22 (3 broken) , s=26 Teamtypes w=11(3 broken) , s=21 Units w=50 , s=62 Infantry w=68 , s=89 Structure w=64 , s=67 Base Section w=absent , s=11 I don't consider this an upgrade, but it is most likely that the older version was an abandoned game since some triggers and teamtypes would prevent it to work, at least in the version I've found. Later this campaign will be released in the SCG080.MIX campaign pack. I hope you like this: thanks the former author, the concept of the plot is a good one and now is playable. * Some units look altered due to a mod mix file I'm testing here. ** "old" Bickell's campaign will be available in SCG080.MIX -
[move]THE ARCTIC MISSIONS CONVERSION[/move] Hallo Comander! This is a small project called THE ARCTIC MISSIONS CONVERSION I've found a campaign consisting of 8 missions. The first 4 are in WINTER theater and is related to a campaign in the Arctic by the original author SID. This first mission is called THE VILLAGE. Here are some screenshots of the conversion to SNOW theater. If you note something different read below* edited on 2013-oct-20 = The file ARCTIC.MIX was deleted and in its place, you can check for the collection here Arctic1_Comparison.zip VILLAGE.ZIP
-
When is set to 0, in my computer here, they stop. When you put 99 they will spend this time attacking or after the object attacked is destroyed and there's no one in range they will be set to GUARD. The "obedience" is dependent also in a number in the middle of the teamtype line set to 15. Sometimes we call it the AI PARAMETER. You will find it set to 7 for create team and 15 for reinforcements, most commonly but not exclusive. \edit2 Pss, I confused myself, read this thread here a better source on this matter. In some missions you will find it set to 20. In this case, if it's a patrol, if they are moving and you attack they will stay moving and receiving fire without reacting (not cool). So in case of a patrol, if you use the parameter in 20 you have to create some middle stops with guard commands, in case they get attacked. But this AI parameter issue is not certain. I and other mapmakers of the community believe it works this way and it makes some sense, but not always. It's more a belief than a "rule". \edit IN the first post, the item 11 I was refering to the North Eastern border, not the whole map ...
-
Oh, this is important. I was taking a look at your INI. Your command attack base is set to 0. This is a real issue you should correct. Your units will move and stop instead of attack. Set it to 99. Study which teamtype could be "Attack Base:99" and which could be Attack Units:99. Try to make it a coordinated attack also. \edit Forgot to mention: this number is the amount of time units they will stay attacking the opponent, so if it is ZERO it's not good.
-
Hi Micha, 1 - You might want to correct "Tibirium". 2 - Remember that when you create defensive islands for SAMs and GUNs, after they get destroyed by ORCAS, the survivor minigunner will get stuck inside and the BASE section won't be able to rebuild. Get rid of most of them and use Stealth tanks. Use a time trigger with create team set to replace, so whenever they get destroyed they are replaced; 3 - There's no point in using crates if you don't have to scout or run any risk to get them; 4 - Hand of Nod in bad place against infiltration; 5 - Since you're using AUTOCREATE function, make more teamtypes. Much more; 6 - Attack intervals are too long. Make the average around 20 and test it; 7 - You might prefer this order for BASE section - SAM, OBLIs and then GUNs; 8 - Too many Tiberium for GDI so nobody will hurry up to attack the Nod base. Cut in half of it; 9 - Create at least 3 waypoints to infiltrate the area where the GDI base will be stablished; 10 - Nod need another refinery and more initial credits. Set it to $200(00) and put GDI to $35(00) +/-; 11 - Aesthethics: Use RIDGE to create a border around the map; 12 - Learn to love Chinooks. 5 and 6 will make your mission much better, but I think it's ok for a first mission. Experienced players will dislike the way it is now. I hope more maps will be coming from you after this one, but you really should upgrade it ...
-
Hi guys, I think we will need/have both systems. I'm totally turned to a fun match rather than a competitive match. But other experienced players will want a more competitive tournament. In the first page I mention an A and B series regarding the player skills. Maybe we could have a P-series and a F-series (P for prize and F for fun). I personally would play for fun only but we will have people that might want play both and so on. White The format I've proposed with everyone against everyone without play-offs in the beggining would help the time zones situations. Imagine we have 20 players and then you give let's say 2 months for all the matches. So, you would have to schedule with each player all the matches. When there's no way to meet the calendar you'd drop it to the weekend or the last weekend of the period. I personnally would like to play some sort of 3x3 ffa and crazy things like this. Another format would be teams of 3 (3x3 matches) but whenever you play is never the same team and you "rank up" the longer you stay in each game. The rank would be individual. This format is to force each team to stablish some tactics and comm-codes for ingame match. Actually every game would have to be 2 matches with some days apart from each other - the first as drill, a time to stablish a team strategy based on what was observed in the try-out and the second match that would really count for the rank. Of course, the map will change from one game to the other. You can stablish a mappack for drills and a mappack for the tournament. Just imagine a chat with 3 guys debating and stablishing a strategy in a week base, that would be awesome.
-
Delphi, your wall of text is an interesting report, I've read everything. We need this kind of feedback eventually.
-
Pichorra, I have some interest on this issue. I'll pass by the cncnet chat eventually to talk about it. Maybe next weekend.