
cn2mc
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Everything posted by cn2mc
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IIRC, on WOL/wchat there was a system (for TD even), which would sometimes take into account kill-counts and possibly also structures remaining to determine the outcome of a ladder game in case of a disconnect. Sometimes that resulted in the funny act of D/C-ers selling everything and setting their own men against each other before pulling the plug.
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Heh, you're the mathematician, I'm in the humanities. But it appears it is as you say. Had to actually look up such a graph to grok the concept. But then the question arises, what is the shared measurement value between the number of factories and unit/building cost? Or is it even shared with cost? Maybe it's all expressed just in percentiles, and then the cap is reached when the animation can't play any faster?
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They're also quite good if Nod are more reliant on buggies than bikes. If there are more bikes though, you have to just use them as bait to keep those out of pestering your harvs and base. Good against apaches too. In one game against Matt I scored 2 or maybe even 3 mid-air kills on his apaches with my orcas (2 kills on record). Hell, I'll often use orcas to ruin airstrips, after I get my WF fucked by Bike & Buggy TM of course. Orcas rule. They're like the GDI bikes.
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Minimum build-time is probably as fast as the grey 'clock' animation on the sidebar can play all its frames in-game, as someone, somewhere already said here. What I wonder more about is, what is the exact logic of speeding up the construction? If two CYs build structures twice as fast, do three CYs build them three times as fast or is there a different algorithm that governs this? Do ten CYs build ten times as fast? If so, why is the CY cap for refs reached at 14 and not 20? EDIT: Just my attempt at turning this thread into something useful.
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The mission use for arty is to surprise you from the cliff above your CY, basically. Otherwise, besides the orcas I already mentioned, both the flame tank and stealth tank are cool concepts. The commando is awesome too, his one-liners provide a big chunk of the otherwise very sparse and very dark humour in C&C (other borderline funny things include Moebius and Burdette, Seth's brains and people screaming as they're being burned alive).
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lol, ok, Cassius, easy now... Indeed, it is/was a bad place for an ignore button. I also like how often people will ready up a game and then press 'leave' instead of 'start'.
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Nah, there's probably more. For starters, all .ini is in caps, some trigger and teamtype options crash the editor (don't remember which ones though), passability filters are mostly wrong so you don't really see whether you've blocked something off or not, etc.
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- Tiberian Dawn
- Red Alert
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Anybody who clicks a 'send' button for an irc message instead of enter does not deserve to be on the internet... Or near a PC.
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Yeah, and I believe we even need a new one, or at least some extended capabilities in one of the old ones. Lice copy/paste for templates, fixed trigger and teamtype syntax, smudges, etc. Oh well, I guess I shoud've strived to be a programmer after all... Nah.
- 56 replies
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- Tiberian Dawn
- Red Alert
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(and 3 more)
Tagged with:
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Different units. Nod have both in multiplayer, GDI only the MLRS.
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I have a theory: maybe it's distance based. Maybe if the strip you've set to primary is too far to the West and the straight-line distance between it and the right edge is greater than the distance between the secondary strip and the right edge (at the same point where the plane would enter to go to the primary), it'll turn. So the plane always enters the map approaching your primary strip, but if there is a closer one in a straight line, it'll turn and land there instead. EDIT: since I didn't really explain it too well: A------------------ C / / / / B A is primary strip. B is secondary. C is where the plane enters. It will enter there, as long as A is primary. So, if A-C > C-B, then the plane will override primary settings and land at B. This needs to be tested though.
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1. Yes, but only very slightly. 2. Because they have them in multiplayer.
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Is it really just one frame? That explains why it often doesn't draw at all ingame. Still, would be nice...
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Most probably the projectile spawns there indeed for tanks, and when it's a shell it looks just as if it flew out of the barrell. Can we have a few pictures of the tank firing the laser in different directions? That might give an interesting perspective on South advantage and offsets in general.
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I've never even thought about having a favourite unit, but I can say I'm pretty partial to orcas, both as a concept and as a very dangerous unit if used right. On the other side of the spectrum, harvesters are so retarded you can't even hate them properly. You just do a silent facepalm and move on.
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Command & Conquer: Dawn of Tomorrow teaser thread
cn2mc replied to Kilkakon's topic in Modding Discussion
Cool! You could either add a classic-style tall radio antenna (like this one http://fotodujour.com/wp-content/plugins/watermark-hotlinked-images/watermark.php?img=wp-content/uploads/2012/06/Radio-Antenna.jpg) in the background to give perspective to some of the empty space, or you could try to make a fence around the radar dish, a la the chain link fence or something similar. Will the dish rotate? -
Well, we could use time zones for groups at least. NZ, Aussie and East Asia is one, Europe is another, and then there's North and South America.
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For me, an ideal scenario would be 16 players in 4 groups (a la World Cup qualifiers) with the 2 best players emerging from each group for the round of 8, essentially quarter-finals. I believe this number of players is achievable, and also it will get more games in for all players, even if they do not make it past that stage, as everybody in a group will get three games in, against the three other players (either single game or 2/3). Also, people who stream/record will generate more youtube content that way. About maps, I think there should be at least three. Maybe one for the group stage, one for the elimination and a third for the final itself, maybe even a surprize (GA, heh). Perhaps the initial stage, when there are many players and many games, can be, as you say, on a smaller map with less resources so the games are faster. But I see nothing wrong with longer plays on bigger maps later on. About sides, I think it would only be fair if people choose a side from the start and stick with it. It would prevent a lot of issues. But yeah, the biggest problems remain, time zones and free time.
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It's always been one of the main Nod builds. You can get an overwhelming amount of early bikes/buggies that way, but you suffer economically in the long run and you're open to getting your power shut down while you're building the strip, which is absolute hell when it happens. About that game, do not confuse probability with likelihood.
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Or better yet, if you could just target them in the air... Anyway, about the CY and WF being close, yeah, it's a problem in like 1 out of 20 games, that's why I mentioned it last in the list of GDI problems. Barracks and ref placement/management seems to be the most important factor when you're dealing with a bike/buggy-rushing Nod player. In all honesty, when Nod go apaches on me, I actually feel safer than when they're doing a pure airstrip build.
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IIRC it usually does, but transports/minelayers bug it and it goes fast. I might be wrong though, it's been decades since I played RA.