
Zjorz
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Everything posted by Zjorz
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New MultiPlayer Maps Plus a modified Path & Beyond Map
Zjorz replied to bmoeller's topic in RA Multiplayer Maps
Lol you managed to create a map that will only allow the testla snake or air spam. I dont think there will be much replay value for this map. Also, the swastika can only atract negative attention to red alert. Please remove. -
The lamest type of player is the one that wants to build a base and doest attack. Please play skirmish if you want to sim city your base
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To celebrate the new year i uploaded an updated P4 version . Have fun
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Nope, i have been removing it since 2008 and my maps work without any problems. @nyer Create a new map in edwin and save it. Open this file in notepad and you can see waypoint 98. I always assumed this waypoint had something to do with the ai. I have no proof for this though.
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Btw, you can remove waypoint 98 in raed or notepad. It doesnt do anything usefull.
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Looks great! One suggestion, remove al minerals in the base area and replace the center ore with minerals. This will reward map control since the center will be worth more.
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Is it possible to create in tiberian dawn? I know the "code" for red alert. Not sure how it works for td maps
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Reasons why this news post fails: 1: you haven't explained why people should play this mod. 2: no screenshots to interest potential new players 3: a lot of how to install crap people can read on the game site 4: Listing addons people can download. They can look this up at the game site. 5: Way to many download links 6: it makes instalation look complicated. A great way to scare off newcomers Better luck new time
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Great idea. I think its great to fix/update existing maps and fix details Its important to conserve the layout and look of the original map. One of the biggest risks is that the map changes to much and people wont like it anymore. Anyway, i would love to see more eye candy added like day/night cycle and lighting. While the original maps are great they seem very basic compared to some high quality user created maps.
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Just watched the nod video. Thanks for all the great tips. One question thought, do you think nod and gdi are belanced? I Always get the impression gdi is a lot more powerfull when looking at pro matches.
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Lol a great tutorial. One suggestion, can you turn of the hairdryer on the background? :laugh: Btw your video's inspire me to play tiberian sun more often. The slower pace makes it relaxing compared to red alert
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I think it might also work to give the warning a different name. Instead of giving a cheat warning you could also call it "modded rules ini" to inform players.
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One question, what does the anti cheat check? Changed unit/building stats?
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Lately i have been gathering information about map modding. I noticed something strange when looking at the infinite ore "code" First lets look at the standard values from rules.ini: ; income and production BailCount=28 ; number of 'bails' carried by a harvester GemValue=50 ; gem credits per 'bail' carried by a harvester GoldValue=25 ; gold credits per 'bail' carried by a harvester GrowthRate=2 ; minutes between ore (Tiberium) growth OreGrows=yes ; Does ore grow denser over time? OreSpreads=yes ; Does ore spread into adjacent areas? OreTruckRate=1 ; speed that harvester truck manages ore [larger means slower] As you can see a full ore truck will carry 28x25=700 credits when filled with only ore When people ask what code is needed to create unlimited ore, this suggested most of the time: BailCount=10 GemValue=150 GoldValue=150 GrowthRate=0.02 OreSpreads=yes OreTruckRate=1 When looking at this i noticed a few strange things: Bailcount: Nothing wrong with this. An ore truck can not harvest more than 10 bails, otherwise it exhausts the ore cel and starts moving around like on normal maps. Gemvalue: There is no reason to use this when a map contains no ore since it changes the gem value per bail. Goldvalue: It makes sense to increase the value per bail to compensate for the reduced ore truck capacity. A logical value would be 70 since 70x10=700, the same amount as a standard ore truck carries. Its important to take into acount the bailcount, a truck at bailcount 10 needs less time untill its full. When combining this with goldvalue=70 the ore gather rate would already be faster than the standard speed. Growthrate: most infinite ore maps use 0.02. I did notice that when using this value in combination with orespread=no an ore cell will still run out. To prevent this i suggest using growthrate=0.01. The reason why it doesnt on for example p4 is because the cells around the harvested cell somehow influence the ore regeneration when they spread. Orespreads: A map that uses this setting is jail break. The only reason for changing this to no is when you dont like to surround ore with rocks. Normally if you remove the surrounding rocks the ore will spread untill it covers most of the map. To prevent this you need orespread=no. When changing this to no, i suggest changing growthrate to 0.01. Oretruckrate: this value is the same as the standard setting. No reason to include this at all. Conclusion: In my opinion a more logical choice would be to use the following "code" for an unlimited ore map: BailCount=10 GoldValue=70 GrowthRate=0.02 And for a map without ore surrounding rocks: BailCount=10 GoldValue=70 GrowthRate=0.01 OreSpreads=no
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Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
Zjorz replied to FunkyFr3sh's topic in Red Alert
Bummer. Anyway im still glad you created this tool. Finally a user friendly way to convert and play older campaigns Keep up the good work! -
Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
Zjorz replied to FunkyFr3sh's topic in Red Alert
Wow that flame dancers campaign is awesome. Has anybody converted the second part of the campaign? Looking forward to playing it! -
Update: added an infantry only map to the first post
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Post your desktop [people with slow connections beware]
Zjorz replied to Tore's topic in General Discussion
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Its great to see that you are still updating raed. Keep up the good work!
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Hey guys, i'm looking for a way to make a trigger work for skirmish but not sure how. I want to add a trigger that doesnt do anything when the skirmish game starts. It should fire once a human player leaves and the player becomes ai. I would prefer a auto fire sale or self destruct of their base once it becomes owned by the ai. Is this possible? Btw, i know i can edit the ai stats. I the problem is this only cripples the ai. If there is a way to destroy their base i would prefer that. Thanks!
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One feature that i find very limiting is not being able to transfer maps. If this can be added some day it will make the game far more user friendly.
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Has anybody reviewed the map packs? I'm urious about the extra mission
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Attracting more players - Youtube advertising - Kickstarter
Zjorz replied to Zhall's topic in General Discussion
I dont think we should use kickstarten to raise money for advertisement. What we can do is use free means of advertisement. Youtube already includes a lot of ra1 vids so no need to upload more. A nice way to bring red alert 1 to attention could be hosting a tournament. The trick is to post it on larger gaming websites and invite all oldschool ra players to join. During the tournament we can release video's starcraft style with commentaries. Im sure this would interest a lot of oldschool players. -
I'm such a noob Raed contains a explanation for all the values i mentioned. Anyway, thanks for the help!