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Chimas

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Everything posted by Chimas

  1. Hi, This is not a discovery at all. In the link below, http://www.adminop.net/occ.html in the subject MAPS - C&C GOLD map pack by Dale Hamilton I've found some multiplayer maps and I'm not familiar with the names, so I'd like you to take a look and see if this is something lost somewhere that is worth taking or if it is just an old stuff already known. The single missions are just the Covert Operations, maybe with some changes, but I didn't have time to audit the INI files. But the multiplayer maps I have no idea, nor had the time to search to confirm. If it is not something useful or valuable, you might delete this topic.
  2. Heh. That's one of the things I fixed in C&C1, at least. You can make any unit an APC there by editing the stats. I removed the extra unit ID check on the Can Load / Can Unload logics without any side effects My doubt is: Would that be applied only in mapmaking level (i.e. *.BIN + *.INI) or would it require to edit other files ("mod" level). I have seen this stats tables somewhere, but could it be done only thru *.INI editing? Which files would be edit then (and provided to the players)? The idea is, I'd like to have a ...(misterious unit eheheh)... "delivering a survivor" before being destroyed, if that happen.
  3. Yeah, you're right. I was anchored with the idea that the Att Un parameter was the number of the enemy units. I was also concerned with the behaviour among different units with the same parameter. By the time the test model got interesting, I was tired, maybe. The shots are decreasing across distance and, after rescaling the attack units parameters for 1/4/7 in the model, the shots for the closer target for the most "empowered" tank increased to around 12 shots so the attack units number is related to time. The game distributes the time for search and attack.
  4. Hi, I was looking for a desired effect in a SP mission I am seting up. I wanted a third party chopper (orca or apache) to land and just stay there landed but I failed terribly so far. Then I wondered what the ATTACK UNIT parameter stands for. This is the study and the MIX file about it: ==================================== Teamtype command: ATTACK UNITS CONCLUSION: The parameter number is related to the NUMBER of SHOTS fired in the firing position against primary target AND it is also related to the range of the search for a primary target To see this conclusion running you have to let the game play COMMANDS RESEARCH - ATTACK UNITS III inside the MIX file, included here, in TOP HIGH SPEED Assumptions and Concepts: - The firing position is a placement after the last waypoint before the ATTACK UNIT command in teamtype instruction; - In the firing position it will acquire a target and try to eliminate it, if it is in range; - When moving to the firing position, some units (tanks) will take the opportunity to fire against other enemies in range; Not Tested - On all units: didn't have time - Changes in the AI parameter, which is known to change behaviour of units in the teamtype commands - A more comprehensive map with bases and variations of the terrain - Higher number parameter (variations was 1 , 3 and 5). To be observed or confirmed in future research: - The ATTACK UNIT parameter is not related to the number of targets or the time spended on the task as it happens in other commands Things to note: - To assure at least one shot the parameter must be ATTACK UNITS:2 FINAL COMMENT Don't take this as TOTALLY TRUE: things must be confirmed by others, because it is common (and sad) in case study research to conclude what you want to see. In the begining I was seeing "the number of enemies", it changed to "number of shots", then to "shots in the firing position" and finally "shots in the firing position plus range". It won't be a surprise if another factor arises that I didn't notice. In my "defense": I tried to provide a lot of usefull details for the experienced mapmakers that may want to add some remarks based on their personal experience. sc-cmd-attunit.MIX
  5. Well, I have to say that, not only the CnC95 videos and the channel itself are cool, but when you'd come to have the chance to watch a live game it's awesome, because GC tends to make comments and the decision making process is analized at the moment it happens. So for those who enjoy the game and want to debate beyond any theory, it's a great tool. I believe in the coming years we will have a lot of people playing CnC95, again or the first time. In part because of this kind of innitiative of the active supporters. Good idea for a post Tore
  6. I'm impressed with this Netcode breakthrough. I've played with an American (nickname: Css) and it was a cool game. Well, I have to admit that I'm not the most experienced in ONLINE GAMING at all. But it's so balanced, with a totally different dynamic of the Single player which I'm more used to. It got desync after around 1 hour playing but it was awesome. After this, I'll be here more often! And I have to say thanks to Pichorra which helped a lot to get me connected.
  7. A little sinchronicity: I've stumbled upon this matter 30 minutes ago: SCG04WB [TeamTypes] civ3=Neutral,1,0,0,0,0,7,0,0,0,1,C8:1,11,Move:9,Guard:2,Move:4,Guard:2,Move:5,Move:6,Guard:2,Move:8,Move:7,Move:1,Move:2,0,0 civ2=Neutral,1,0,0,0,0,7,0,0,0,1,C3:1,2,Move:17,Guard:2,0,0 rnf2=GoodGuy,0,0,1,0,0,7,0,0,0,2,E2:5,APC:1,3,Move:13,Move:11,Unload:11,0,0 RNF1=GoodGuy,0,0,1,0,0,7,0,0,0,1,JEEP:2,2,Move:12,Move:10,0,0 ATK3=BadGuy,0,0,1,0,0,7,0,0,0,1,BGGY:2,4,Move:0,Move:1,Move:2,Attack Civil.:50,0,0 ATK2=BadGuy,0,0,1,0,0,7,0,0,0,1,LTNK:2,4,Move:0,Move:1,Move:2,Attack Civil.:50,0,0 CIV1=Neutral,1,0,0,0,0,7,0,0,0,2,C3:1,C8:1,2,Move:3,Guard:1,0,0 atk1=BadGuy,0,0,1,0,0,7,0,0,0,2,E1:4,E3:4,4,Move:0,Move:1,Move:2,Attack Civil.:50,0,0 I didn't play the mission though (at least, not now)
  8. Not yet. In one case, I was trying to understand the "RETREAT" and "RETURN" commands. In case of Chinooks, the "RETURN" command SEEMED to go back to the last command, but I CAN'T ASSURE that, since I was interested in something else. I took note of that to go back another time. If I confirm it later, I'll post one template for checking. I'll be testing a lot of non-sense commands at the same time I'll be studying the appliances of the basic commands. If something else shows up, I'll report. I'm thinking of creating a XLS matrix relating UNITS x COMMANDS x PARAMETERS + MISSION EXAMPLE. But this is medium to long term innitiative. Another thing that I have to comment is that I'm creating a TACTICAL AIR COMMAND for an specific mission and I discovered that when a WAYPOINT is ocuppied the Chinook stops the loop and LAND in the next available waypoint of its orders. So I'm thinking of creating unacessible WAYPOINTS so the Chinook can keep flying non-stop, or at least landing in the end of the loop before going back to the sky. By the time this mission gets published it will make sense why do I need this TAC Chinook. But I'm still getting busted with the basics ehehhehehehe ...
  9. Strange, The "RAMPAGE" command delayed the "UNLOAD" command of the Chinooks :O (in a controlable way) SCG908EA.zip
  10. Ehr, the wall thing you are mentioning is when you close the harvester inside a base for barbecue, right? You're not including "building up a base using walls"? I'm asking it because some have an "open" doctrine and never surround bases with anything while others prefer closed systems in some degree. I mean, this second part is not cheating, right?
  11. What I enjoy most are those missions with a crisis management in the beginning like "Twist of Fate" and "Infiltrated" in Covert Operations pack. Btw, we are reorganizing a lot of stuff in here: http://forums.cncnz.com/index.php?showtopic=14254&st=60
  12. NoEgoScreen=True : I forgot about it because I set this up in my rules.ini, but I'll make it "standard" in these template missions, whenever I publish it. Oh, about the C17 bug, I fought it was something secret on part of westwood eehehhheheheh ... Thanks for the trigger tips anyway.
  13. Reposting: A C-17 bombing targets on the ground. I haven't seen it before. See the SCG attached. edit/ NoEgoScreen=True on basic section, as suggested above. SCG904EA.zip
  14. Hi, As a rookie in mapmaking, I'm doing this kind of stuff to find myself in the middle of the game programming "chaos". Note: these are not trigger models that someone should follow. Meanwhile the synthaxes are not dominated, I believe this will help understand the basic logic. One interest thing: In the first 2 missions the engineer works right, and in the last one(s) it doesn't. This point out that if we don't learn the right way, we might not become aware of until it is all too messy in our missions atelier. I would suggest this "communication tool" for begginers and maybe this and other forums might have this kind of database for the most basic triggers, commented or corrected by vets, of course. I have to reinforce: the basic triggers only. Obs.: Only today I discovered in this forum, the correct installation of XCC. I'll do it right away and get rid of the pink tiles. Trigger_Template_Campaign1.zip
  15. Hi Tore, You know, I'm organizing the huge pack SP missions. Do you have updates in these 2 missions? Didn't play them yet, but it will happen. I already "own" feedbacks on a bunch of missions: Nyerguds, LKO, Pichorra. The day will come ehehheehhe ...
  16. Oi Pichorra, Avançou mais este projeto? Assim que jogar te dou um feedback. =================================== Hi Pichorra, How is it going with this project so far? As soon as I play these 2 missions, I'll comment. ===================================
  17. Chimas

    CALL FOR WARGAME

    They don't have to! They just have to play the game. I'm just giving an idea of what they will face. Average gamers will perform. Oh, and I'm not justifying, just explaining the idea. I made the text on impulse, maybe later things get more clear and I change it. No matter how funny is to try a recruitment, we gotta try something eeheheheheh. There are only 2 of us. Most of all, thanks for the comments. Later edit: In the other hand, I can supress the "task" part or other parts, and leave it for the e-mail inquiry If people respond to the "Ad", I can tell the rest of the message according to their interest, in a way that doesn't scare much. More "bait" approach, might work better instead of throwing all at once.
  18. Chimas

    CALL FOR WARGAME

    Hi, In the next 6 months I'll be posting it in the main Universities of my city: It won't be online, it will be printed and "low profile". Comments needed before start. =========================================== CALL FOR RTS REAL TIME STRATEGY WARGAME We're inviting online players for an old (and definitive) strategy game called COMMAND AND CONQUER also known as Tiberian Dawn, CNC1 or CnC95. If you are interested in playing Real Time Strategy games and having fun send an e-mail to [email protected]. You can "Google That" too. The game is indicated for strategy students and analysts in any area. Management skills are needed to. You will have access to the Unofficial Patch with the updates, including conversion to Windows XP and the access to CNCNet Server for online game version over Internet. Our goal is to achieve 30 players for online game in Brazil, to avoid DESYNC problems online, since multiple continent gameplay causes this kind of problem. If you're interested, in the next 3 months your tasks will be: - Instal and update the game; - Read the manual or lose the games; - Play the 28 Factory missions (3h average each), medium level difficulty; - Play the extension pack called Covert Operations (15 missions), medium-high level difficulty (adictive); - Instal and start playing about 200 Single player missions made by ancient authors of the game (optional); - Join the main CNC95 forums (optional); - Join CnCNet for online play; - Carry on with your duties successfully in your virtual life (say like studying, working, discussing politics). After this phase you will be able to play MULTIPLAYER missions. PS 1 - the game is violent, the players are not. The NON-players, just check the social stats. 2 - It is not PIRACY, the game is really free for download.
  19. Hi LKO, I'll take sometime before I start playing these new releases of single player missions. I already finished "Hard Invasion" and "Free Willy". "Need for Speed": I'm stucked in front of ... offensive ehehheheh "Lost Control": sometimes the name is "Lost of Hope" eheheheheh "Sneaky Tactics": just a walkthrough in the beginning. (Don't hint me on anyone) Your last release are all great missions, and I have made a small walkthrough in these new ones. Since I'm in the beginner stage of mapmaking, my first SP mission is on slow pace. I'm planning later a SOF mission (commando) in the Alps, in SNOW theater. I suggest you in your next "cooking" to try out a SP mission that way too. What about an "Arctic mission"? With "Ice Breaking gun boats" as an overture? That would be cool!! See ya
  20. Ahn, Don't want to get into the discussion, since I didn't play all these games and don't have enough info. I'm here to suggest that RTS was just a simple evolution of turn based strategy games (TBS?). Before computer they were board games, that would prevent RTS. That would be supplied with... soccer heehheheh. I want to say also that one interesting RTS game is "The Ancient Art of the War" of 1984, refering to Sun Tzu's book and philosophy. It's a huge game - 200Kb hehehhheh. But it is miracullously a rich universe. Might find it in abandonia.com This website claimed that RTS is usually related to Dune2 but that (in their point of view) would be improper. After this point I have no opinion. For me RTS games must have a system of tactics that encircles into a higher growth rate than your rival(s) and also "antecipative" thinking. Some missions of CnC are not strategical, but tactical. And that's ok. But, the "Drill" is the Strategy making.
  21. LKO, I'm gonna comment this mission cause I've finished it. I started playing CnC last June, so I'm a player and (still) not a map maker. The first phase is a kind of an adventure where you have to take "your friends to safety". Took a time but it is nice. I've crossed the southeastern NOD base too and then head to the centre. Everything ok also with the release of orcas. Then I implemented a side objective before freeing the MCV. But I'll say it another time. It accelerates the completion of it and avoid combat. Have to say that I failed some times, most to figure out the path. Reducing some Orcas (pads or units) or preventing some SAM sites out of the base from commando sabotage would force combat. I found "Hard Invasion" and "Lost of Control" more challenging than this one, but I'll comment them later and in the proper post. Thanks for all these missions and I really enjoyed the idea of the "paralel circuit" of the obelisks.That seems to be more naturally strategic.
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