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Chimas

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Everything posted by Chimas

  1. ahahah, "nitpick" ... I'm not enjoying this, it's just funny. Ok, I won't do that. :roll:
  2. From what I understood (now) is: - AUTOCREATE will repeat but you don't have to SET IT TO REPEAT. The first time you've explained I understood the opposite. I think Trailhog is the same case. Also, I haven't payed attention to the AUTOCREATE trigger in the original C&C missions. I'll take a look later.
  3. Um, Autocreate is one global status that simply gets activated once. Repeating it has no effect whatsoever. Well, I said that: "- Your Autocreate trigger will happen once every 135 time units..." I thought this autocreate trigger were projected to create random events from time to time. If it doesn't repeat it's a complete loss of opportunity (IMO). I hope that could be changed. Random events could make almost always any mission a new game.
  4. Hi Chronoseth, I'm not an experienced player, but the upper right player would be in disadvantage for me. ======================== /edit ... and by that I'm not saying you should change anything to the upper right player, I'm just pointing out that people might have differente perceptions. The bottom right position has 3 defensive bottlenecks. This player can reserve that fields and harvest away of the river passes. That would be the haverst strategy for that player. Let's hope a more smart player come over and comment ... ======================== Also, I think you should re-spread the tiberium better in the upper left tiberium field. It's not looking natural. A last one is more aesthetic: take out the tiberium of the road, but it's not important, we're not here for sightseeing anyway eheheeh. In the other hand it's a great map. I'd like to use it in a single player mission, but you don't have to decide it right now, I have to launch missions that I'm still cooking up. But I foresee a cool plot for your map already.
  5. Hi Tore, I'm still new in all of this, but I must say "Congrats on your innitiative!" I'm sure that the number of CnC fans are greater than just those who come here to write, debate and play games. We are in a world that more and more people are in doubt of their own personality. As time pass by they realize they have to do something about their lives, or the lack of it. Maybe this is why we have been noticing more and more players on CnCNet. Thanks to you, HiFi, Nyerguds, Myg, Godly-Cheese and others we have the privilege to still play consistent games nowadays. At least, this is the impression I have and I gotta be grateful for that, the accomplishments of you all and the spirit of companionship. :beer:
  6. I'll check later if I still have a savegame of "Troops we have", prior to a confrontation, then I'll post it here.
  7. Hi TrailHog250, I Don't have impressions yet, I'll play in the weekend. Corrections needed in your game program (INI): - Triggers GD1A, GD1B, GDI2, GDI3, GDI4A, GDI4B, GDI4C, GDI5 are ALL connected to the same teamtype = GDI1A, meanwhile the respective teamtypes of most of these triggers are disconnected. These corrections will make a tremendous effect in your game; O_o - CIVD Trigger is absent so teamtype CIVDR won't work ; - Your Autocreate trigger will happen once every 135 time units. No critics here, I just want to be sure if that is your intention. If you spend 5 minutes with this file - link - you will have a great aid whenever you'd be tired with mapmaking or without time to check the commands. Check it out.
  8. Yeah, it was supposed to be a small joke, sorry ...eheheheh I was thinking that in place of the APC, slower but carrying more people. Then, White told me in the chat that Bradley would be this replacement.
  9. Hi, Suggestion: Try enshorting the list like this: INFANTRY: speed: slow Sight: long Armour: 0 Health: one shot kill from anything, except pistol (2 or 3) Rifle inf: Weapon: regular gun Second: Anti Armour, short range grenade launcher? Price: super cheap Tech: barracks SHP: Minigunner (TD) Used for: sight, backup fire. Grenadier: Weapon: bla, bla, bla ... Dragon: Weapon: bla, bla, bla ... If you do that, I'll delete this one cause it is taking space here (or I'll ask tore to do that, anyway ...
  10. So it's becoming an arsenal? ehehehhe I'm sensing you're gonna draw a lot of optional tanks for the same unit in the following months: leopards, T80, etc ... try this one later: http://ultradownloads.uol.com.br/download/Tanque-de-Guerra-Anfibio-USMC--60922/60922,,,.html (not related to cold war, I'm sorry...) Good work, by the way.
  11. Hey Trailhog250, Final feedbacks. This time more useful, I guess. I still got the crash, then I noted a more basic mistake: your team NOD7 is not set to "badguy" side. Right now is "None". Just to guarantee I've changed your team AUTO5 and took away the misterious "1" in the line. So this is it: auto5=BadGuy,1,0,0,1,0,15,1,0,0,2,LTNK:2,BGGY:2,4,Move:0,Move:1,Move:2,Attack Units:50,0,0 nod7=Badguy,1,0,0,0,0,15,0,0,0,2,E1:2,E3:1,3,Move:0,Move:4,Attack Units:50,0,0 I believe it is NOD7 because it crashes around 75 time units. A10s You could put a single SAM site inside Nod base without the "AIR1" trigger. And also, a bunch of bazookas spreaded in the corners of the base. If there's no harassment to the A10s it will be absolute air superiority (meaning "not fun"). I would have to study what is the techtree so your HAND of Nod would produce bazookas, but I don't know now. Also, you can put celltriggers+Nod airstrike in front of the HQ, to prevent being captured unpunished by engineers, since you want the player to destroy it. You should consider at least one more NUK2. That and a bit more credits to Nod (AI) will make all the Nod BASE more resilient. Any building is coming down in the airstrikes. Even with 2 Orcas it's possible to destroy buildings that in other situations would require 4 Orcas. But still, this is a suggestion, can't guarantee it will work. Positive things Yeah, your map is a good one just because it is simple. There are some bottlenecks for GDI to manage also, meaning you gotta be always taking a look in your moving units. I consider bottlenecks a small detail very hard to handle in mapmaking. And by "small" I mean easy to underestimate and quite essential for a good map. Base section is working. Also the teamtypes are well teamed up. You should consider a version with the slaughter mode (small time intervals) you mentioned earlier, because the real good players will simply find this feature a basic thing. I mean, your mission already has a solution, so speed it up. One last idea for your next maps, but you don't have to change in this one: - If you put a way point in the south and you set the AI to "attack units" or "hunt", the AI units might cross the heavy fire and die before reaching the most northern unit. One way to solve this is to set the units to "Area Guard:99" or "Guard:99" after the last MOVE action. I mean, the player base will be set somewhere and the "area guard" in 2 or 3 different waypoints will guarantee a good combat for the AI side, because it will attack the nearest units. Overall, you did the most difficult, it's worth playing! :beer:
  12. Well, hmmm, In case of a first map, I'll tend to believe the small size of a map as a wise decision.
  13. TrailHog250, I got a crash: IA - 004ad351 @ 00000005 I believe this has happened due to your teamtype AUTO7, which has a mispelling in the command "ATTACK BAS". There is an "E" letter missing. You might haven't foreseen that since it is a random trigger. Your teamtype AUTO5 has an extra "1" parameter that, if you don't put there by accident, we would like to know if you have discovered something we don't know. Try this to check out your INI parameters. I didn't finish your mission yet, but I can tell you some things based in observation of hundreds of missions. One first thing I can tell you: In SP missions you have to plan the credits for THE BEGINING. Basically, you put a lot of credits for the human player if you're gonna have an early tough fight/invasion against your base and units for a long period of time. You will find this situation in missions like DEFEND of T Kihara and QUADROPHONIA of Franz Kohlrus. In the other hand, you start/put low credits if you want to make the mission extremely vulnerable or "dry". So you need 300 for barracks, 300 for NUK, 2000 for PROC and a bunch of credits for some infantry. The player should be able to last with the few units up to the first rounds of harvest. If, instead you put 6000, well, this is a lot of money, if few things are going to take place in the beggining. I would say also that the credits for SP missions tend to be much lower than the credits for MP. Whenever I've tried to start a MP game with, let's say 4000 credits, people spranked me asking for the usual 9999 credits. Other thing I've noted is: there's a lot of units and the infantry is too closed, for the human player. Without effort I was able to take down 3 chem-warriors and 2 minigunners with 2 grenadiers. Maybe one Hum-vee less and this sort of thing. Later I'll tell you more and remember, these are personal opinion. You have to "hear" more people. Now, i'll try it again.
  14. One suggestion: Edit the post and erase the radar screen of the pictures. A lot of players enjoys the mistery. At least, I do. But seems to be cool, I'll play it soon.
  15. Yope, you're right, now it's working, thanks for the feedback. I based the formulas from the info in the manual. If you could add this last explanation, would be more clear for the mapmakers. \edit in EXCEL =INT(CELL / 64)*16777216 + MOD(CELL;64)*256
  16. Trailhog250, I've been taking a look at it, but it didn't work out fine YET. I have to audit the formulas. If you wanna see the job so far, this is the link: Mission.Audit.xls It's an EXCEL file, just throw your INI stuff in the INI tab. The subject you're looking for is ARMY tab, choosse STRUCTURES on B43. The BASE section will start appear on the right of the spreadsheet. Feel free to contact, here or PM. Feedback needed, by anyone. Also, since you're making SP missions, this a small project I'm involved: Tiberian Dawn - Single Player missions But if you're maps are brand new, you will have to publish it here in cnc-comm.com first, in the proper thread. See ya' /edit You might want to read this also.
  17. Hi White, First of all, nice innitiative. Can we use this SHP file in Tiberian Dawn for the light tank? If so, are you done or still making refinements? If it's finished already, I'd lke to advise to publish a MIX file so we can throw it in C&C95 folder to test and play, or any other proper way to do that. Let me know if you're about to make something like this for helicopters. I am studying these SHP files and planning later to make a version of the Black Hawk for TD, but from what I've read from Nyerguds it's definitely not an easy task.
  18. Hi, I am a soccer enthusiast and with the arrival of tablets these things here might become more and more present in game matches: http://www.tacticalpad.com (sorry, it's in Portuguese, but you can understand the concept in the video) The discussion is: - it's not about tablets, it's about the software; - Is there anything similar for RTS game analysis? - I mean it would be good to have a software for planning mapmake or the post game discussion, between gamers and mapmakers - what paths did you cover with the triggers and teamtypes, where did you put the base, etc; - Having a small appliance, with minimalist icons with "box and arrows" type would stimulate more discussions in the forums; - I Didn't think about multiplayer, but I believe it could be interesting too.
  19. I witnessed his enlightment yesterday ehehhehe Waypoint 6 seems to me too centered related to the surrounding tiberium fields. Great work, btw
  20. GC, I don't play online since March. I'd like to know if we can have a check list of updates, patches, maps and these sort of things. Or even a small game test prior to the tournament. Just to avoid crashes since it's commonly not trackable. I'll be here later to play online for testing my C&C95, but maybe the others might wanna do the same.
  21. Hi, I'm working on this old TD mission and the waypoints are completely messy. Besides that, some interesting triggers are OFF (air1, nuk, nuk2) and a teamtype CHN1 will never arrive (lacks a trigger). So, What would be the changes in waypoints, triggers and teamtypes to leave this mission "operational"? I'm attaching the INI/BIN files and the SCG150.NEW is my suggestion for the waypoints, but the idea here is: give a try and let's compare (or as this section states: let's mod). Let's see if we can predict the (nasty) intentions of the original author. If you're more experienced than I am, I believe you will spend 30m doing this (I'm a beginner). If we agree on a solution I'll accept the "upgrade" for a pack I'm revising. SCG150EA.zip
  22. btw, Do you know what is the function for the LOAD KEY button?
  23. Hi guys, I didn't want to start a new topic since this issue is directly related to XCC the editor I am using for map editing and it is just a comment. I've found one small series which he/I call(s) the Arctic missions and, by the time the author created these pack of 06 missions, the most "cold" theater was the original WINTER. Then I decided to try to convert from WINTER to SNOW theather and for my surprise it was a bit easy to do that. First I edited the BIN file alone. Nyerguds told me a small trick where you just put the MAP section in the INI, so you can edit the BIN file. Then, I just had to erase some of those winter dust patterns (I don't know how to say, there's no snow in my country) that are placed in the GENERAL TEMPLATE LAYER. It's the parts P07, P08 and P13 up to P20. Then, it just have to be saved and after you put the rest of the INI file back inside, change from WINTER to TEMPERATE in the map section and follow the procedures to change the XCC for SNOW editing. If you try some finishment in the template layer and your XCC crashes like mine does, you have to do the EMPTY INI trick all over again. Take a look at the result attached. This serie in SNOW theater will be in the SCG160 pack later in the next audit update. Arctic.zip
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