
cn2mc
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Everything posted by cn2mc
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Last time I tried using Avast resulted in me basically chucking my PC in the garbage can... That shit was conflicting with itself even!
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So very Asian. It's OK, I can make racist jokes, after all I'm from the Balkans.
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I thought you could already remap hotkeys from within the client? Anyway, you need to open conquer.ini and paste the entire [WinHotkeys] section there it if it's not already in it. Then you just put the decimal value of the key you want to use instead of the old number. You can google the decimal values of keys, or you could extrapolate if you're just using letters. F. ex. KeyScatter=88 is the default 'x', changing the value to 89 will set it to 'y', 90 to 'z', etc.
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I never played xwis and from what little I did play on WOL back in the day, I remember it was very limited for TD with its two player cap, having just the stock maps (well, you could trick it if you did a file swap, e. g. GA for your own map) and the many, many ladder whores cheating, free win rushing, hacking accounts, impersonating, etc. So CnCNet wins by a mile. Otherwise, the main difference I can see is in starting settings, people used to play with all sorts of starting cash and unit combos on WOL, which are quite balanced and it made many of the stock maps very interesting. People used to have favourite settings and stuff there, while here we see a tendency towards standartization - 9999 or 10000 credits and 0 units. I don't know if this is good or bad, but it's worth thinking about, especially since there's obviously going to be a ladder and probably more tournaments. All in all, CnCNet is perfect because it is essentially an open project and anyone can contribute what they can, be it a gg, a cool map or a client, and anyone can play the way they want to play.
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I guess I'd mostly play off the ladder (if there is one for TD). I have trouble enough now with people not wanting to play 1v1, ranked games would just exacerbate the issue, I think.
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I'm sure (well, I hope) that you're eventually going to make an actual point with this topic. I guess I'll wait.
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Anyone tried to develop a map generator program yet?
cn2mc replied to Myg's topic in Mapping Discussion
Also, Tiberian sun sucks balls. -
Wait... You sure it happened at 800x600 too? Then IDK, but it looks like what I said.
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This happens when your screen res is bigger than the map. Refresh by pulling down the options menu and exiting. It will just leave a blank black space on the right then.
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Telling which game you mean will help people help you.
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I haven't played it because I generally don't play TS, but I did watch some videos of the Twisted Insurrection mod on Youtube that were quite flashy.
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Hell, TS basically downgraded C&C for all I care. Gameplay-wise, you don't have weapon inaccuracy, terrain height is more of a bug-inducing nuisance than a feature, air can't shoot air at all (even though it was the first C&C to actually let you target air, figures...) Should I go on with the awful limitations and oddities of TS? Very nice ideas in this game, but most of them very poorly executed. It had this wonderful promising engine that could do wonders... and it sucked. Because they didn't have the time to make it do those wonders. But hold on, there's more! As mods have domonstrated, graphics can be phenomenal in TS, nothing yet came close to it in '99, it was better than TA, better than AOE, better than BW... And the graphics still sucked, half-sprite, half-voxel, half-shoebox, dull buildings, little detal, uniform terrain... Again, no time, probably. Story-wise it was contrived as hell (shot quite well though), and even at 13 I didn't really feel the need to identify with B-movie stars like Biehn or Zagarino. As camp as C&C and RA were, this just seemed over the top, and it also 'broke canon' by not letting you be The guy. Overall, it seems as though they invested more in telling the story than in making the game play well. I also believe Klepacki did a bad choice in life around that time and changed his drug dealer for the worse. Most of the music in TS is abhorrent, and I'm listening to death metal as I type this. EDIT: This went quite off-topic... X3M, I know you were just giving examples. But I don't think TD is 'limited in factors', Dune II maybe, but C&C I think has just the right amount of factors. Hell, we don't even know what all of them are!
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Yes, that's why the WW guy added 'in a steady state', which basically means engaging without micro, and I think that is an absolutely mindless notion coming from a game designer with several titles under his belt. All units need micro effort to be effective, bikes are the classic example of micro-intensive units, they deal a lot of damage but can take very little and only their speed and the player's effort makes them effective. But still, we must not forget that in vanilla TS basically all units (besides only disc-throwers, I think) always hit their targets full on, so you can't kite tanks, distract artillery or whatever with a quick unit... Man, was I disappointed with TS!
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Probably, I kinda missed the cost bit intentionally, because I'm pretty sure that all of the other factors like armor, cooldown, speed, ROT, etc. can be attributed to the damage and time variables. Cost is just... cost. Well, I do like to factor in the service depot when comparing mediums to mammoths.
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It doesn't mean that. Buildings not being active until seen by a unit is hardcoded in the game (although you can still use H to find where the CY is, if there is one). The xxxx trigger is probably a lose trigger for you if you lose all your units before you find your base, but I might be wrong. I never tried it, but I suspect that if you make a lose trigger that activates by the all destroyed event and you still have undiscovered structures when you lose your initial force, maybe you won't lose... As far as the OP goes, there are a few variables in the long string of numbers for teamtypes, which determine whether a team is on the autocreate list (if not, it won't be built), whether the AI will keep a spare team of the same kind at its base, and whether it will replace lost units if the team is still active. Check those out in the ccmanual file and experiment. It's better to try out your triggers on a small test map to save time.
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I very much would like to see bugs and issues like South advantage and harvesting logic fixed, I also proposed and endorse the (hopefully temporary) fix for the West disadvantage for Nod that makes the cargo plane quicker... But those are just to put players on an equal footing, not actual balance changes - messing with unit values, I wouldn't accept. X3M, the first set of factors you listed can be basically summed up as damage*time in both cases, how much damage does a unit deal over a time period, and how much can it take. I'm sure that's what the quote from WW referred to.
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I'd maybe make bikes easier to crush, as was indeed intended.
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I make pretty maps if I have time. I always help out people who want to learn the game or get better. Aside from that, I'm a professional writer for TV shows and commercials, which means I can potentially generate some content (fan-fics, jokes, etc.) if that is needed for some SOE shit or just to generally make the site/client richer.
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The biggest challenge would be to keep the core gameplay and the newly-added features in the classic C&C vein. So, if it has an upgrade system f. ex., that has to be a C&C-styled upgrade system, as opposed to a Craft-styled one, which is far too pervasive in the RTS genre. I've actually thought about how such a thing can be done. Maybe upgrades could be made on an individual unit basis, you know, roll the tank onto the repair bay and you get a 'tank range' construction option for $100 if you also have a radar, etc. I'm no hacker, but I believe that this should be possible even in the early C&C engines (maybe even TD), considering RA and SS have a "bonus crate" mechanic for such things... I've also talked about some of these things in a previous thread, you'd need better pathfinding and full command of your units, speaking here of being capable to select and target air (it will very much solve GDI's early AA problems vs. Nod). I believe true FoW would be interesting to play with in TD, but that might require tweaking of sight ranges, or giving air units scouting abilities, not a bad idea per se. Also, probably good to have no South advantage. Maybe terrain/height advantage, like in more modern games? Really, I think if someone ever finishes one of these many recreation/clone projects, it has to be kept simple and within the functionality of the original C&C. Any new features would need to be implemented in a way that makes the player feel like they could've been in the game back in 1995.
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Command & Conquer: Dawn of Tomorrow teaser thread
cn2mc replied to Kilkakon's topic in Modding Discussion
Just assume it's the cranky doorman you just woke up with all that shooting. -
Command & Conquer: Dawn of Tomorrow teaser thread
cn2mc replied to Kilkakon's topic in Modding Discussion
Yeah, but no building besides the SAM site can do the pop-up thing, and I wanted that to blend with the floor and just surprise your men out of nowhere with rockets... As I said, it didn't work. But I never did test whether it still targetted air units after the weapon change. I guess it should. I also remember you'd converted the reaper too, but kept it in like TS its size, its head was as big as a light tank turret... -
Command & Conquer: Dawn of Tomorrow teaser thread
cn2mc replied to Kilkakon's topic in Modding Discussion
I remember when I once started an indoor mod, I made the hospital invincible, and turned it into a gate (gave it a sell animation for the opening), so only engis could open it. I also had some RA crates converted and the reaper from Firestorm in TD scale too, I used regular concrete wall with black on top for cliffs, etc. I was about to turn blossom trees into gas chambers for civilians too before I finally let it go... Too bad I lost all .shps, like 4 PCs ago. Maybe Nyer with his OCD has some of them saved, he helped me with modding back then. EDIT: I also tried making a surprize pop-up missile turret by giving the SAM site the AGT weapon, but it turned out it's hardcoded to target air. I had to resort to changing the turret's turret graphics to those of the MLRS's and giving up on it popping out of the ground. -
The civilian ion cannon comes from the so-called 'witchdoctor's hut' in the desert theatre (it has what looks like skulls on spikes around it). Just find that building and destroy it.
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Mostly guitar driven music, essentially blues derivatives such as classic and prog rock from the 60's and 70's and oldschool metal, with a lot of cult 80's thrash, death and black thrown in. I selectively listen to a lot of other genres like punk, hip-hop, electronic, etc., but rock and metal make up well over 50% of my (very intensive) music listening. When I think about it, it boils down to the fact I want my music to either be aggressive and carry a mean beat, or to create a distinct emotional atmosphere and engage me in some way. Music that fades in the background, or isn't memorable and/or exciting enough will very soon lose my interest and respect.