
cn2mc
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Everything posted by cn2mc
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https://www.youtube.com/watch?v=E0f5V_6VZos Well, actually I'm listening to the (audibly better) album version, but Youtube only has the demo...
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C&C 95/Tiberian Dawn Mission scripting tutorials
cn2mc replied to MattAttack's topic in Mapping Tutorials
I... just did? -
The effort needed to do that would be minuscule, compared to what they need to accomplish to actually recreate RA from nearly scratch, so I guess (and hope) the answer is 'yes'.
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Well, it still would be werid if they plugged it. I mean, even if you potentially profit, it would be from a recreation of a game that they are already giving out for free. It's not like they're going to pull RA from the internet and start selling it again. Anyway, this projects sounds really awesome even to a strictly TD guy like me, so I wish you luck.
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C&C 95/Tiberian Dawn Mission scripting tutorials
cn2mc replied to MattAttack's topic in Mapping Tutorials
The thing with the priorities for recruiting teams is a very cool discovery, Matt, but I still can't fathom why it'd always want pull members of an active team when it has fresh recruits available. Maybe it needs to be tested with different kinds of units in the teams, f.ex. an E3:2,E1:3 team with 7 and an E3:1,E1:2 with 20. Would that second team strip the first one of 3 men? If so, would that lower-priority team recruit replacements? Etc. As usual, this raises more questions than it answers. Still, it makes some of my mission ideas quite achievable. Long ago I'd started on a map where, in addition to your main objective, you were constantly stalked by a commando sniping your men from vantage points and moving about. It worked fine for the first few actions I planned for him to take, but then he seemed to revert to guard on one of the waypoints... Maybe it was just wrong numbers, but I can't seem to find the map. Also, have you tried testing this in conjunction with some of the other numbers in that first string? Like the one that sets the number of teams that act together, etc? -
I don't know about TS or later C&C, but in TD and RA a building needs a build-up animation to be sellable, so the game can play that in reverse.
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Command & Conquer: Dawn of Tomorrow teaser thread
cn2mc replied to Kilkakon's topic in Modding Discussion
I call it an icon... -
You can also ctrl-fire the artys across the river to lay down a barrage and concentrate on units instead of defences. They will take pretty good care of infantry and someties block attacking tanks, which will then try to retaliate but, lacking the range, will just sit at the beach and glare at you. The way I usually do this one is scout everything with a stealth or two, maybe kill the orcas, and then push out with about 10-12 lights and 4-5 flames. GG.
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It's also possible if you're fast. But yeah, artys can take the towers. That mission's biggest threat in the beginning is always the harvester.
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Expanding INTERIOR tileset with "Cave/subterranean" tiles
cn2mc replied to Tschokky's topic in Modding Discussion
I've thought about this problem too (units shooting through walls) when I was trying to make a TD interior mod a long time ago. The best I could think of was to turn all concrete wall graphics into the cave walls, which would also allow me to have completely destructible terrain, but then the problem would still remain for units that can shoot over walls. I never got to actually doing that hough, doing all the damage frames and possible combinations was going to be too time-consuming, but it's an idea. Another one of my silly ideas from back then was that, theoretically, you can use the different RA crates instead of tiberium/ore and have forklifts or something similar be harvesters. Ah, I'm getting out of whack. Just some thoughts. -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
cn2mc replied to Tschokky's topic in Modding Discussion
Stalagmites are awesome and lol at cave church that looks like a Mayhem album cover. Too bad I don't even play RA. -
Ah, yes, I remember... So much work for only you, Morpork, Tau'ri and JK on the forums, heh... Hell, back then we had PCNC quite active too.
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The theory is that, since the AI builds one team of a type at each factory, it will build the hum-vee team at the airstrip as well as at its original WF. But whether it needs to have the factory to do it, IDK.
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The AI, it appears, can build any unit out of both types of factories. SSMs out of WF, meds on the strip etc. Not sure if it even needs the other factory-type to be able to do it, just instructions. Nice playthrough Matt, although I think you couldve busted them up much earlier with those artys. You could've also probably hit that South-East tower even from below the ridge. BTW, once the AI starts selling when attacked, it's broke as fuck, just go for the new harvs they build and don't let them get back with the instaboost of $7000 or something. Then you slowly reduce them to minigunners.
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Command & Conquer: Dawn of Tomorrow teaser thread
cn2mc replied to Kilkakon's topic in Modding Discussion
The only thing that stands out a bit is the gradient on the inside of the dish, it actually seems much finer than what is usually used in C&C, but that might be just me. -
I've had games in TD where I actually built and used two repair bays, for my fleet of orcas. In a 3-way full-tech all GDI match, factories tend to stay alive for about 30 seconds so no use even trying to build them. Helipads and repair bays are tough beasts though. Overall, in TD it makes more sense for GDI to use the repair bay (for repairs, not just for mammoth tech) -- they have the stronger, more expensive units that benefit more from it. The only Nod units I can think of that are worth building a repair pad for are harvs and apaches, if you have a lot of them damaged. Structural repairs and the way they are done in classic C&C are also a point of discussion that goes hand in hand with the 'sell' option. Now, there's your maximum efficiency! You build a reasonably powerful defensive structure that can actually take between 10% and > 100% more damage than its health suggests, depending on how many attackers are shooting at it, and then you can sell it for half price AND you get some full-health men to keep on fighing.
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Expanding INTERIOR tileset with "Cave/subterranean" tiles
cn2mc replied to Tschokky's topic in Modding Discussion
Cliche would be lava. Otherwise, it could be some sort of sparkling effect with more sparing use of animated pixels, like there's water very deep down there, or crystals, or something. -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
cn2mc replied to Tschokky's topic in Modding Discussion
Fossils look awesome, abyss also will with diagonals. Maybe you can even animate some of it like water, but that kinda seems like too much work. -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
cn2mc replied to Tschokky's topic in Modding Discussion
Partially exposed dinosaur fossils/archaeology? An impassable lower 'abyss' level of terrain (instead of shores and water)? Destructable stalactites/stalagmites instead of trees? IDK. -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
cn2mc replied to Tschokky's topic in Modding Discussion
Quite cool. What are the bright spots on the ground in the central corridor? Maybe you could use such an effect on the walls of some of the 'cave' tiles, like glowing lanterns or something. -
That's also one of the things I was thinking about, but the potential for exploits is negligible, so I didn't bother mentioning it.
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Which makes me wonder, I've never tried this, what happens if you resign when your only unit is a harv and it's in your ally's refinery? Does the ref blow up? If not, are you stll alive once the harv goes out?
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Old bug, known from back in the day. People used it to (try and) cheat on the ladder on WOL. It prevents resign/loss, essentially, because it leaves the harv alive. It sometimes happens naturally with other units, like if you resign, and one unit remains alive after the explosion. Then you can resign again, but the ref bug sometmes doesn't let you. It can also be triggered by selling a ref right as the harv backs up to it.
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C&C 95/Tiberian Dawn Mission scripting tutorials
cn2mc replied to MattAttack's topic in Mapping Tutorials
Not sure about the APC in TD, but it's very likely it can unload other vehicles. I've certainly seen many missions with chinooks unloading mammoths and whatnot in them. -
I like the crooked piano harmony in Ghosts very much, but Spaced is the better track, I think, it makes better use of its space. Do you play the synth for some tracks or is it all programmed?