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Everything posted by Chimas
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Thanks again Nyerguds. Along with the translators, became a DEV Team - Kamikave, AlexB, Pichorra. And thanks Pichorra for the "tunning". That's a community spirit! Ah, one more thing, don't go sleep tomorrow without getting busted playing LKO's "Hard Invasion" ...
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... pine trees also. If Santa shows up in red, GDI might retaliate eheheheh ...
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Whenever I find this situation in any pack, can I change it? Does it work only for triggers or does it affect teamtypes naming too? I was waiting to change this because I was always confused. Now, it's an opportunity to clear this out...
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Hi Mr Killt, Small detail: don't forget that Nod missions are coded SCB ...
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Tiberian Dawn - SandScorpio (single player)
Chimas replied to Chimas's topic in C&C Singleplayer Maps
If you didn't play the mission, don't read this ... Hi Pichorra, If you set ALL barracks to health=256 you'll get crazy by the end of the mission. Too much noise and effort to destroy every barrack. So one option was not allowing them to repair. The intention was: this is a terrorist camp, so I tried to make all their resources low-tech or in bad conditions, leaving some high tech stuff for Nod. When they get too weak, the cheater AI sells it to use the resources. Please note that every camp is a different house. To "enable" radios with an "ENG" war, I put only the HQs in MULTI4, to make it capturable. Regarding the mission itself: terrorists are always tricky and they are using these fake barracks to lure your A10s and your commando teams. Actually a resource that can be used in missions alike. I know that this sort of thing is common in RA, but I think this is one way to do that in TD. I'll watch for this in a while, I'll put some "dying" rambos to monitor what is going on. Thanks for the advice. Maybe it can be changed for a river crossing, I'll take a look. I understand. Some may find it confusing also. I made the map long ago and due to lack of experience, I made it at maximum size. Later I didn't want to change it. My next mission is still in the largest size, but it is a diagonal map, so one third of it won't be used (it's the Indic ocean). After, a mission that will be arriving soon called "The Underground base" will have a much smaller map. I'd like to point out that the style of this innitial phase of mapmaking is focused on tactics. Just a personal choice. PM later telling what was your strategy, so I can tell you all what was my intentions. Anyway, thanks for the good tips. -
Tiberian dawn- computer AI getting distracted
Chimas replied to MattAttack's topic in Mapping Discussion
I understand what you mean. I've sticked with the "7" parameter set because the unpredictability behaviour of the path's patrol was more convenient. This is the final PTRL teamtype: Ptrl=Badguy,1,0,0,0,0,7,1,0,0,2,Bike:1,Bggy:1,12,Move:14,Move:15,Guard:3,Move:16,Move:17,Move:18,Move:19,Guard:3,Move:20,Guard:3,Move:19,Loop:1,1,0 I just didn't use "Area Guard" because I'm in doubt if it really works for teamtypes. But I didn't have time to test and research about it. In one of Mr Kiltt mission's thread we brought up this issue. Since then, I'm not sure. -
Tiberian dawn- computer AI getting distracted
Chimas replied to MattAttack's topic in Mapping Discussion
In my recent mission SandScorpio, there is a Patrol made by a Nod BGGY + BIKE. When I set the parameter to "7", the patrol is unpredictable, or if preferred, undisciplined. When I set to "20" it makes a perfect patrol regarding the waypoints, but doesn't engage when atttacked. So I left it on "7". Relying on foot or APC's tracks to cross the central part of the map became a dangerous enterprise within the mission. I'm working in two other missions, and I'm always testing this parameter. -
Tiberian Dawn - SandScorpio (single player)
Chimas replied to Chimas's topic in C&C Singleplayer Maps
Hi Nyerguds, About the HeliMed: Yes, I really didn't think about all the possibilities. But after I discovered this detail that we can use the engineer not only to take over enemy things, I decided to left it there so other players can learn/use it in other missions. For example, in a Kolhrus mission (quadrophonia, I think): before: I was waiting a lot of time until the AI build the MCV now: I just take over a structure there, like a silo. The Militar thing: Yes, that's a mistake. In portuguese we use that way and although the word "military" is everywhere I didn't realize that. I thought something like "military planning" and "militar plan". I'll change as soon as I can. I didn't answer at cnc-comm, because I'm unable to login there. This has been happening after I've installed FireFox. I think I'll uninstall it to see if it's gonna be functional again. I'm having trouble to login in some sites, even using IE or Firefox, after I had installed Firefox.** Nyerguds posted back via PM: Ah, okay, thx for letting me know.. And yes, "militar" simply doesn't exist in English. It's always "military" ** using chrome now ... -
[move]Operation SandScorpio[/move] Map 62x62 Desert Theater Author: Solo ::: StoryLine Hallo Commander. A recent Med Evac procedure was aborted when our HeliMed took a hit and was forced to land somewhere in Tabarka, Tunisia. We discovered then that a lot of those spreaded villages in the Tunisian sands are a disguise for an embrionary network of terrorists camps sponsored by the Nod. ::: Briefing ||:::::::::: Point of Conflict: Tabarka, TUNISIA | LAT 37N ::::::::::||## ASSIGNMENT ::: Destroy all terrorist training camps ::: Eliminate a traitor hiding in one of these camps ::: Locate and force-fix a GDI Helimed to extract Delphi before he dies. TACTICALS ::: Air cover at your disposal on landing ::: Avoid Nod Outpost at SE ::: Take out radio operators to prevent jamming and distress calls ::: Capture comm-stations to coordinate air raids ::: Flarepoint at SW SandScorpio.zip
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Promise me 3.2 will be released only next week and not in this one, then I'll upgrade ... Have heard the Chrome Dev Team is already looking for you ... ehehehehheh Just having fun, I'll DL it and check it out.
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Hi Nyerguds, First of all, thanks for the tool and for moving it ahead on your TO DO list. I've looked partially and I'll study it better on the weekend and even later on, cause I sensed that some changes are already needed. #1 Confirm for me or not, but I've made a rundown in the MNC* list and understood that will be better if I: - reserve EA codes for above 200; - reserve EA+EB codes for in-between 199 and 100; - reserve anything else for below 99 down to 30 *MNC= Mix Name Checker or for already intimates: menace eheheheheheh #2 Speculating over the MNC, would it be possible to create an 8 mission campaign in a mix file with the following crazy strategy?: Ex: mix file SCx100.MIX M1=SCx100EA (SCX100EA) ::: M2=SCx100EB (SCX100EB) ::: M3=SCx200EA (SCX100EC) ::: M4=SCx200EB (SCX100ED) ::: M5=SCx300EA (SCX100EE) ::: M6=SCx100WA (SCX100WA) ::: M7=SCx100WB (SCX100WB) ::: M8=SCx200WA (SCX100WC) Of course, with the inconvenient that all middle EAs will be shown in the main menu (in this example). The reason I'm asking this is because I don't believe it will be necessary once that 69 campaigns for each side is a lot of stuff, but I'm trying to understand the problem as a whole. If we came to have any sort of overload, we can use still the 900 and 800 series for this type of strategy. For the final user it's just a "closed" mix file and inside every ZIP with this condition, we could include the MNC checker.
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I have 3 missions in development. The first one will be launched soon and it is called Operation SandScorpio. It's a GDI command mission (don't worry, you will get wheels and tracks) in a 62x62 map. There will be new features, maybe you can take advantage of them in your future missions. In practice are small details that I hope you enjoy it. The other 2 are already in MAP phase: GDI - A Base Underground - you have to defend a different kind of base with few resources (no release date); GDI - Super 6-4 - a tribute to the movie "Black Hawk Dawn" ... sorry - "Down" (NOV or DEC 2011). For those who likes the movie, will see a lot of stuff in this mission. I'm drawing the "whole" Mogadiscio, it already has 118 structures. And there will be more. If there's a limit, we will find it. I have mentioned these before. Anyway, all of them will have something new to see. These ones are ideas that will be coming next: GDI - Liquidators Rally - a Chernobyl plot: a lot of engineers will die trying to prevent an upcoming nuclear disaster; ? - Wrong Turn - a random force mission, because you will never have the same teams in the beginning ... after the wrong turn; GDI - Tiberium Outbreak - You have to evac a whole village and Nod will take advantage of that, so don't expect to save too many people; Nod - DMZ - You have to provoke a war in an African frontier and force GDI to engage to reestablish peace, but we all know that will never happen; Nod - Beyond Visual Range - not related to air missiles. GDI is scouting our sector to illuminate targets for their A10s. The first missions were supposed to be ready in the first semester. The others will or may be done after these 3, which in practice will be next year. Note also that all of the ideas doesn't involve Tiberium Harvesting. That's it for the moment.
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I'm finishing a map that will use DARKGREY color for GDI. It's becoming cool. The triggers are the ones who still resist to obey me (one might say "Yeah right, triggers are the real problem")
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Welcome gerwin! You're probably talking about PSX Special Ops I - GDI BRIEFING: Use the commando to take out the Nod turrets on the beach to the west. This will allow GDI troops to land there. Use these reinforcements to destroy the northern Nod base. This mission has no MCV. You receive a tactical force and that's it. Not all missions will have Tiberium economics, they will be just militar goals.
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Hi there, Since 31st of July, we had around 7 new SP missions here in cnc-comm. Taking out the last 2, that I didn't had time to play, I've considered all good missions. I'd like to suggest 2 issues: 1 - A thread to hire players prior to release of a new mission (beta-tester?) Sometimes, by the end of a job, we're tired and don't see the obvious anymore. A little help would improve a lot the fun of a game. 2 - We could have another thread (actually this one) where we expose the ideas of plots and briefings, telling the stage of development of the mission. The reason is quite simple: while some have a single idea and follow it to the end, others have 5 or 10 ideas of a mission, but about one will mature at once. The other reason for this is: we might expend 50% of the time developing 80%-90% of the mission and the other 50% is "just" tuning the details. These ideas might seen too basic, but I haven't seen it so far and I got a bit tired of waiting and decided to speak out. Let me know if you find it useful or convenient.
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So far, working fine here, hifi. Thanks :beer:
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Hi, A personal opinion of relative importance: what about presenting the briefing and or the plot in the cover (first post) also?
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Tiberian Dawn - Chop Hop (single player)
Chimas replied to MattAttack's topic in C&C Singleplayer Maps
Well, now that you mentioned, less likely. The thing is I've seen it being used in previous missions of former authors. But if doesn't work it will fall to the default which is NONE, which in practice is GUARD. See this thread where Nyerguds clarify a bit about the issue: http://www.cnc-comm.com/community/index.php?topic=1472.0 And also feel free to make some research and tests for the community. There's a lot of things in TD that must be discovered. -
Tiberian Dawn - Chop Hop (single player)
Chimas replied to MattAttack's topic in C&C Singleplayer Maps
I felt this one harder than Biolab, but both worth playing. Like the previous mission, some ideas to solve the AI "compulsion" is to put the units to Area Guard or a waypoint to extreme NE, in the middle of the village. But it would require test and refinements; Still, I suggest you to put a sided objective inside GDI large base. You'll see that can be finished without "touching" it (someone will call "cheat"). Later I'll play it invading the base. SAVEGAMES: Don't see the attached files if you haven't accomplished this mission. It's a final round (prep+run). savegames.Chop.Hop.zip -
Tiberian Dawn - Biolab (single player)
Chimas replied to MattAttack's topic in C&C Singleplayer Maps
Hi Mr. Killt, I've played BioLab today at lunch time, I was curious about the SNOW map. It's awesome, btw. I'll suggest fixes and changes, altogether. You should consider also that I don't have the map in front of me right now, I'm imagining from the parameters and the gameplay. So, It might be innacurate. Try these tixes: - MLT5=Multi5,1,0,0,0,0,20,0,0,0,2,APC:1,E6:1,1,Move:10,0,0 change "7" to "20", although, I don't think this would be the problem. The effect is a more thorough APC (We'll hope so). - Add waypoints AFTER ZND2 - one option is: Nod has to defend the base crowding it, so If you get any unit over WP 10, the lazy APC might stay stuck. And by the time you remove the unit, the APC has already "gave up". IF there are more waypoints the AI will try to manage it. At least that happens with Chinooks sometimes; One thing to comment: you could put a LOS trigger for the case the MULTI5 unit gets destroyed or the player will stay there defending the base forever not understanding why the scientist doesn't arrive. The "#Units dstry" trigger set to 2 (the APC and the scientist); - Test a version of the scientist with CHAN or MOEBIUS, instead of the engineer; - Other way to end the mission is to make the MULTI5 scientist arrive and capture something (I'm not sure the Biolab is capturable). Use "Attack Base" for the engineer. Use a "Cap=Win/Des=Lose" trigger in the building. IMO, it's a great opportunity to use this trigger. Since you're revising the mission consider these ideas: - taking 1 RMBO out of the reinforcement and make it less freqüent (what about 200 or 225). Or you could put reinforcements triggers in the GUNS whenever they get destroyed; - a waypoint closer to the first Nod GUN and set a third platton teamtype to "AREA GUARD". The commands "ATTACK XXXXX" for long ranges make the teamtypes TARGETS, not THREATS. GDI1=GoodGuy,1,0,0,0,0,7,0,0,0,1,E1:20,2,Move:N,Area Guard:99,0,0. Or at least a path a bit away of the cliffs: although some money constraint, it's very cheap to take out the GDIs; - make the closer Tiberium field (much) smaller. The point is to make the player manage the harvesting faraway out of sight. Believe me, the players will enjoy this stress; - I couldn't test the [bASE] section, since I've captured the FACT right away. So, I don't know if it is working. Consider an AGT closer to the FACT anyway eheheheh; - You could use one or more "CREATE TEAM" trigger since the GDI base is crowded. One of these triggers can be "AREA GUARD" without MOVE. This is way the GDI base is penetrated, a lot of infantry comes for a fight. Tough players might prefer "ALL TO HUNT" also. Resuming the GDI base is a bit out of game but it is easy to change that; Acknowledgements: - The lack of silos was a wise thing you've done; - The overture is creative; - The air raids are cool. I've enjoyed a lot the concept (or the plot, if preferred) of the mission. Have in mind also that any suggestion you might get is related to the 2% or 1% that could change, not the 99% you have done right. And I'm saying all that 'cause this mission deserves to be harder, it's a good one. -
Tiberian Dawn - Chop Hop (single player)
Chimas replied to MattAttack's topic in C&C Singleplayer Maps
Hi, Welcome back. Nod mission is good news. I'll play it in the weekend. If I do it earlier, I'll let you know. -
Hi Allen, For the TD single player missions thread, I've been using 4shared and DropBox. They are programs for cloud computing and they have public folders where a third part might download stuff. 4shared is also a storage site. The thing is 4shared program is not reliable yet, it is deleting files easily. DropBox is simpler, without Advertisements, clean outlook and the program is stable. It has a simple necessary feature - a pause function. You could try it. The allowed size in the beggining is 2Gb. Have in mind also that I am a regular user not an IT expert.
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Tiberian Dawn - Green Death (Single Player)
Chimas replied to Ghost Stalker's topic in C&C Singleplayer Maps
Hi Ghost Stalker, I didn't play your mission to the end, so I'll just ponder some aspects: - Can you make the briefing clearer? I mean, the briefing should combat the anxiety of the player telling him/her what are the essentials to accomplish the mission. Also, I'm not implying that all briefings should be clear, but it seems that you've tried to be clear, so this is different than trying to make a mistery; That would be a suggestion for what I've understood so far: 1=Nod is developing a chemical missile in a compound in this sector. It's in a well guarded 2=base, North to your position but you will have to take over an outpost to the east first. 3=Expect a lot of Nod infantry and take down SAM sites to secure our landing zones. 4=This way we can provide you a consistent attack force to wipe them out." - The Harvester should go to a WP and stay there or should it Harvest? If so, this might be the end of your teamtype >>> move:N,Harvest:99,0,0 - If you want a team to go to a spot and then attack units, the parameter unit for the command MOVE is the WAYPOINT and the parameter unit for the command ATTACK UNITS is TIME. So >>> MOVE:N,ATTACK UNITS:30 or 50 or 99. If you put MOVE:5,ATTACK UNITS:5 it might not be enough time if the units attacked are far away; General comments: - Commando missions are always a lot of walk and it seems you've reflected all the details and traps related to this kind of mission. I'm not referring to the usual hidden troops but the decisions that should be done carefully; - The INI seems to have few triggers and teamtypes. If this is enough than it will be an interesting mission. In the other hand there is a lot of troops, because of it; - I'm really sensing a lack of a TIME+CREATE TEAM loopy trigger (harassment) to hurry up the player, putting pressure over the decision making process. But you don't have to change this mission if you consider it done. Leave it to the next one. Not everything must be done in the first mission, I guess; - The village and the civilians shouldn't be allied to Nod unless that would be intentional for some desired effect, like the use of "DISCOVERED" or "ATTACKED" command. I mean, the side that we expect to kill villagers is the Nod side. If you don't want them to be killed by Nod also, then they should ally to both sides. \edit The village and the civilians shouldn't be enemies to the player unless ... The Map is cool and I think it is worth playing. :beer: -
Post edited. Read above. comment: No, I didn't. Now, I know, thanks.
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Tiberian Dawn - The Shifting Sands (Single Player)
Chimas replied to Trailhog250's topic in C&C Singleplayer Maps
see Trailhog, this the complement/acknowledgement you were (probably) looking for ehehehheeh :roll: