Jump to content

Zjorz

Members
  • Posts

    119
  • Joined

  • Last visited

Everything posted by Zjorz

  1. I hope the ones on cnc comm can be replaced with this. These editors are vastly superior to the original ones!
  2. Maybe this is his way of telling he wants to be friends lol. He could be very lonely and desperate for attention
  3. There are a few core things to keep in mind: You cant rebalance units after they where like this for 20 years. It will devide the small red alert community The game engine has limitations In my opinion there are a few simple fixes that could rebalance gameplay. Use campaign unit balance: Rocket soldier & tanya allied only Parabombs for the soviet player Remove country bonusses. They give the soviet player another bonus they dont actually need. Just make every country vanilla/ without bonus. By doing this the game wont suddenly become balanced. It will just make the game a little less imbalanced. A few tweaks i would like to see myself (non balance related) All infantry selfheal, remove field medics Instant capture engineers remove sandbags/barbed wire attack dogs buildable via soviet baracks, remove kennel Remove redundant stuff like: camo pillbox, ranger, yak
  4. Regarding the ranger vs APC Ranger: cost 600 150hp armour light movement wheeled (slower on most terrain) APC: cost 800 200hp armour heavy movement tracked (faster on most terrain) can crush infantry can transport infantry Same: Speed View range Weapon and damage Even with the lower cost the ranger seems like worse choice 99.9% of the time
  5. About the field medic, how do you use them? Build a pack of riflemen and surround them with concrete wall?
  6. True, but 2 camo pillboxes cost as much as 3 normal ones. The 3 normal ones will do 1,5 times the damage 2 camo pillboxes do for the same cost
  7. Hey guys. I was brainstorming about a private patch to polish red alert. One of the things i want to do is remove units and buildings without function. What units and structures are never used in any tactic? So far i came up with the following list: Allied: Field medic: useless in a tank centered game Ranger: a crappy version of the apc without transport functionality Camo pillbox: more expensive pillbox with the same weapon. Waste of money Sandbags: crap version of walls that have little use yet are better Fake structures: waste of time to build. Nobody cared about a fake radar or naval yard Soviet: Barbed wire: same as sandbag Kennel: never seen anybody build this or a dog, EVER Iron curtain: way to expensive for what it does. Yak: does way to little damage vs buildings. Mig is superior and costs just a little more Soviet mine layer: nobody bothers with anti inf mines since inf is easy to kill Let me know what you think
  8. Noob, I didnt play for half a year and my play didnt decrease. LOL
  9. I added my new map n4 to the opening post. It's a 2-4 player tournament map inspired by ribbon and p4. Balanced Infinite (p4 style) ore Layout makes it viable to use naval and air units 20 tile wide land mass allows cruisers to attack most of the map when moved close to the shore South advantage gives a defensive player a slight advantage
  10. Is it possible to assign the windows hotkeys to copy and paste? so ctrl-c ctrl-v? Also will you bundle this with an updated RAED for the ultimate ra map editor pack?
  11. EFFING AWESOME! This was the final limitation that limited my use of edwin. One suggestion: is it possible to add buttons for 126x126 or the interior tileset? I know how to do this so its no problem for me, im just thinking it will be usefull for newcomers
  12. Zjorz

    default

    Download and install the exe to find out, it just takes one minute
  13. Is this seriously how you handle feedback, LOL. . Im just trying to review your map. No need to attack me for no reason. If you re read my posts only one was negative (about swasticas)
  14. Soo, do the triggers "no factories left" and "destroyed, fakes, all" mean no factories left for other players and no fakes left for all other players?
  15. Okay this really sucks. This means the trigger will only work for a specific owner and not destroyed units in total (total fopr multiple owners)
  16. He needs to kill 5 enemy units
  17. I added the map for more details. The idea is like this: Multi1 gets light tank reinforcements. After multi1 destroys 5 units these upgrade to medium tanks. Im trying to do this via triggers but it doesnt fire. Hope you can take a look and see whats wrong CBATEST1.MPR
  18. Name: M1D1 Owner: Multi1 Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Destroyed, Units, #... 5 Action 1: Destroy Trigger... M1R2 THe problem is it doesnt fire after i destroy 5 units
  19. The triggers are A timer that opens up 3 waypoints with a flare so you can chrono to the battlefield. It opens up the area around Waypoint 10,11,12 for all the players. The other triggers are a 1 use chronosphere for all the players so they can leave the enclosed ore area and chrono a MVC vehicle to one of the 3 points opened waypoints . Why should someone even bother with chronoshift to the center area? They can just camp in the starting area and it becomes impossible to destroy them.
  20. Hey guys, im having a problem with a trigger i want to use on a multiplayer map. I want the following: Multi1 destroys 10 units -> destroy trigger 1. I killed over 20 units a few times and the trigger just doenst want to activate. Does this trigger work for non campaign maps?
  21. Thanks so much funky! I've been waiting for this for over 10 years! Cant wait to try it!
  22. Interesting map, i just have a few questions: Why did you choose to change tht gold value to 220 instead of 200 like p4? What is the reason for changing the ore refinery ore storage? And finally, why did you choose to create one narrow choke point? Im afraid this will cause a pathfinding hell when 4+ players try to attack trough. Anyway, i love how creative you are. I'm eager to try some of your maps soon. Looking forward to seeing more
  23. Yeah you are right. I mean players that want to build a good looking base. Turtling is a strategy so this is no problem. I mostly mean players that want to play like a campaign mission. Building good looking bases surrounded by wall, attacking with a small group of tanks, etc. Most of the time these players get mad when you dont do the same :roll:
  24. I suggest 2 subtle changes: Remove the rocket soldier for the soviet side (like in the campaign) This gives the allied player an early game advantage. Remove tanya for the soviet side (also like the campaign) this will make the allied player a bit stronger late game. About rebalancing: I dont think this will work. People are used to a certain play style for over 10 years. If you change this it will divide the community.
  25. I love crate maps. The problem with this one is there are to many choke points. Once one player has map control he can box the other player in. This means the first minute decides the match
×
×
  • Create New...