
cn2mc
Members-
Posts
727 -
Joined
-
Last visited
Everything posted by cn2mc
-
Those look really cool. I especially like the turn and how it kind of keeps perspective as it should.
-
Apaches only work well when GDI built wrong, that's either undefendable expansions (read, not enough barracks there to guard the ref and harv), not enough powerplants, or an exposed WF. In the late game, the proximity of the CY and WF may become an issue if Nod has the Bomb, because it can take out the WF, kill the defending rocketmen, and bring down the CY to red for the apaches to pick apart. Of course, that shouldn't be your only WF by then, but it's still a bad idea to bunch them.
-
It certainly is more effective for Nod, it's basically the thing that makes them be able to compete with GDI at all - hit and run to keep them from tanking.
-
Scout early and try to match their build, then. If you see Nod doing a buggy rush you can have 7-8 medium tanks ready by the time they have 20 buggies. You can even do a base trade with that and still win.
-
Well, Nod's early-game priorities vs. GDI are as follows: WF, if none -> CY, if well defended (as usual) -> power OR better - harvs, if GDI is macroing early as pichorra suggested. At this point, the biggest challenge for GDI is keeping the harvs in check and alive so you have the cash to pump out those men, because they're gonna die in awful ways, cut down, torched, crushed, poisoned by tiberium. AGTs can work well on maps with dense resources, but you're usually better with a mobile force, because you can use it to threaten enemy positions and force his bikes back that way. Having AGTs is nice though. A few orcas can also tie up a lot of bikes for defence if microed well.
-
I can't find it either, but the gist of it is that the random starts we're used to, where you could be right next to each other (on Green Acres f.ex.), are somehow 'fixed' -- the game places players as far away as possible... Well, it places player one somewhere, and then places the second player as far away as possible from that. I'm not sure though whether this hasn't been remedied already?
-
It appears they are indeed less random in CnCNet5... There was another topic about this a few months ago, but I can't remember where.
-
C&C 95/Tiberian Dawn Mission scripting tutorials
cn2mc replied to MattAttack's topic in Mapping Tutorials
Neutral can't build at all, I think. If you capture a neutral CY you get no construction options, even though it will speed up your production if you have a 'sided' CY. -
Yep.
-
I thought this was over, yet it got resurrected again. Do not underestimate or patronize me, I missed no points, it appears it's not me who's doing the missing of points here. Of course moderators can and will do as they please (this is directed at general powers that be, not just you, Nyer) but why be a hypocrite about it? Why leave bad language, open hostility, personal feuds, calls to suicide, etc. as topics of discussion and at the same time erase something that was neither openly offensive, nor devoid of a point? Do you even know what got deleted, or are you just kinda stroking your e-penis at the same time you're telling others not to?
-
The general consensus on who is better has been shifting from one side to the other since people started playing C&C online 20 years ago. My opinion is that balance is quite map-based - the more open the map, the more of an advantage Nod will have, because they can cover more ground with less units. Also, Nod are, arguably, a bit more micro-intensive, their effectivness comes from that, while GDI is a more macro-intensive faction. To illustrate my point, if two roughly even players played GDI vs. Nod, Nod will have the initial advantage with hit and run with bikes and cheap buggies, but if the game does not end there and goes on long enough, Nod's power starts to wane and the odds swing in GDI's favour. There's a point in the game, where if GDI has kept their factory running, they can just steamroll over Nod, while Nod is already incapable of mounting a conventional offensive and must rely on base-busters (nuke, apache, stealth). Now, imagine if the WF wasn't weak! So I really don't believe in one side being superior, it's more of an ebb and flow kind of thing. About tank shifting, I'm not sure it's a good idea vs. Nod. When there are bikes on the map, tanks should travel in packs and with infantry support, otherwise the bikes will pick tem off one by one. That's the classic bike vs. tank action - bikes engage, let a salvo off and retreat (hopefully without losses), and then hope that the tanks break formation so they can pick one off. If the enemy is doing it for you, that's godsend.
-
LOL, thanks, Love! Grant, come delete this now?
-
Weird Discovery (or I live under a rock in tiberium land)
cn2mc replied to MattAttack's topic in C&C 1
Man, I also play Civ I DOS and frequent a Civ I forum, the hackers there basically disassembled 99% of the game and we're still find new things out 24 years after it was released... Admittedly, Civ is a much simpler game than C&C with much less variables, but still, there are some awe-inspiring pieces of programming genious in it, which even I can appreciate, even though I'm as far removed from coding as a toucan is from the North pole. -
I'm not sure even WW knew about this shit... Nice finds. This brings us one step closer to making a semi-realistic skirmish map.
-
Weird Discovery (or I live under a rock in tiberium land)
cn2mc replied to MattAttack's topic in C&C 1
Well, the mod is already heavily hex-edited, so maybe there might be a a way to remove those restrictions by hacking, but that'd be up to Kilk, Nyer, peterthepidgeon and the like to determine. -
Weird Discovery (or I live under a rock in tiberium land)
cn2mc replied to MattAttack's topic in C&C 1
You could use a reinforce trigger with the cargo plane to let them 'build' med. tanks from the airstrip, I suppose. -
Umm, TD comes before RA, and infantry in TD have always been small. I'm not even sure if they can be made larger (plus it would look stupid).
-
Yeah, that's the only reason for namehiding I can think of... And if it really is the case, why would someone even want to play guys who are so below his level that they're afraid of him? Would those players really be fun to play or pose any challenge whatsoever?
-
I was hardly being self-righteous, more like expressing my belief in certain, call them online ethics, and that's where I'll have to disagree with you about the free speech thing, but I digress, different world-views, I guess. I don't deny I was being a troll, but much more offensive posts are kept with apparently no problems, or, as it should be done, which was my point, are being properly censored, by issuing warnings for going off-topic, etc., as opposed to surreptitiously being removed by an unknown force, which was what originally irked me. This is long over now, so peace anyway.
-
Command & Conquer: Dawn of Tomorrow teaser thread
cn2mc replied to Kilkakon's topic in Modding Discussion
Had to be done sooner or later. Looks cool, but I think you might need to also accentuate the concrete-to-road transition in some way, maybe curbstones or something. -
C&C95/Tiberian Dawn- Punishing Players for Abusing Savegames
cn2mc replied to MattAttack's topic in Mapping Tutorials
So maybe I just mixed up my numbers, I haven't scripted in like years. But, about the spares, I'm pretty sure that those are built at all factories the AI has. So there can be many instances of the same team just idling around their barracks/factory. That I encountered with my The Other Side mission - I wanted to have the AI start building stuff at their base when you cross the river, but they ended up building the same team out of both hands of Nod. -
C&C95/Tiberian Dawn- Punishing Players for Abusing Savegames
cn2mc replied to MattAttack's topic in Mapping Tutorials
The higher numbers for this value are basically what makes the AI keep men in their base, spares. Otherwise, yes, not having this flag on will mean the team will not be produced, regardless of production and autocreate triggers. -
That's quite good, why not try some original design/concept? Also, WW used Maya too, but that might be a bit out of reach for casual artists, it's like a million bucks or something.
-
Lure the thing on a bridge and sink it with it. That's the most painless way.
-
Because it's a very common moniker, man. Way back when I used to call myself Dark Lord, not very imaginative, and there were like a million or two other guys styling themselves as that. Damn, I hate explaining my jokes.