
cn2mc
Members-
Posts
727 -
Joined
-
Last visited
Everything posted by cn2mc
-
The quickest possible fix, I suggested it a while back in the map expansion topic, is to up the speed, and possibly the ROT of the cargo plane. That won't change anything else in the game mechanics and will mostly eliminate West-bound construction delay. It's just a matter of whether C&C can correctly handle unit speeds over 40 or not. That is the highest speed seen for units in the game, although projectiles do go well over. I'm pretty sure that the worst a mod like this can do is cause minor graphical gliches, but probably it's going to be completely harmless. Feel free to try it and report the results, I might do that myself as well sometime in the unforseeable future.
-
Nice, no need to explain to people how to set them and where to look up DEC values for their keys.
-
It's how the game is, everybody knows it. Most decent players will play around it quite well. It's only in certain set-ups and on some maps that it really throws the game off balance. Or when someone is too stupid and slaps his airstrip as far left as he can.
-
There are very powerful tank rushes in TD, but, like most tactics, they very much depend on the map.
-
Bumping, for a (very) slightly related to the OP bit of inspiration. This has been in the back of my mind for almost 20 years: It's quite apparent that the sleeve for Judas Priest's 1978 Killing Machine LP (a.k.a. Hell Bent for Leather in the USA) was a direct influence on C&C's box style.
-
Maybe, I didn't count squares, but still, the only way you can screw up is placing your strip NW of your CY. Both of the natural spots for it, at the two entrances to your expansions, are closer to the centre.
-
I think the map is too small for a proper East advantage in Nod vs. Nod. Unless the West-bound player is a complete dolt and builds his strip all the way to the left, the only advantage East can potentially get is for the first unit built, i. e. for East buggies will arrive (part of) a second earlier than for West, but they will not begin to outnumber them with time due to click-lag.
-
640x480? No, thanks.
-
How do I make bandicam switch res? I mean, I start the game with my desktop in hi-res, and it switches down to low, and then bandicam basically records the inside of an asshole. How do I make it record what's on the screen, as opposed to just the bootom righ 1/4 of it?
-
Rivers can be (and have been) easily connected with open water through selective use of only some shore and river tiles, and sometimes some cover-up terrain features added, like rocks and trees, to hide imperfections. It's quite possible to achieve in all theatres, but .tem is the best for it, as desert rivers are awkward and rocky, while winter rivers are snowy, whereas the shore tiles are not. EDIT: By unused tiles, I meant not those tiles that are in the .mixes but do not appear in the game, I meant that the game can theoretically handle more, completely new tiles if you or someone else can make it read them. Is that right? Since TD can handle whole new theatres, I can't imagine why this wouldn't be possible.
-
Many things are unnoticable in the new design for both the forum and the main site. That's why I'll stick with the old forum and wait for smeone to finally put up the game and player count on the main page of cncnet, as it conveniently was before. And please, don't make me scroll down.
-
Yes, Nyer, I know, and that map is not exactly a work of art, just an excercise in hexing tiles (it's also EZ). The issues I pointed out with hex editing .bins still stand: it's slow, it's user unfriendly, it relies too much on trial and error to get it right. And if even a simple copy/paste cell function or an option to select only a single cell from the .tmp to place can be implemented in one of the already available editors, that would open up a lot of possibilities. F. ex. there are some unused tiles in TD, right? I only need to make 6 or 7 additional cells to be able to create long bridges over water. For the ~/~ bridge it's 1 cell for North, diagonal bridge over water, and 2 cells for South, with the arches and columns under the bridge. The photoshopping for this is like 30 minutes. Take the converting back and forth from different formats and some time for testing and make that an hour. You hackers can make the game read new theatres and tilesets. If you (or Olaf, or anyone) could add these options to XCC or CCMap, we mappers and artists would be able to work wonders. P.S. On a related note, I'm experimenting with the cell replacer app. and it's working real nice, but I'm having trouble with some of the tiles. F. ex. I can't seem to be able to place tiles from the listed as 151=r16 and 152=r17 desert rivers and I'm pretty sure I tried every viable combination for their ID values. Either the IDs are flawed, or, most probably, I'm stupid (in my defence I'll say the last time I had to do anything with hex was probably about 12 years ago in highschool).
-
I'm pretty sure it's people connected to the server.
-
And the Pope speaks Latin. My point is that hex editing the map will generally be hard to impossible for most mappers, and even if they could do it, it would be very, very inefficient as far as map making is concerned (as opposed to cell replacement on a map that has already been built, which is closer to what you do). Having a template cell copy/paste function in XCC will speed up the map drawing process immensely, as it would allow the user to freely experiment with different cell combinations when (s)he wants to achieve a particular effect. Using hex editing for that would require you to close XCC, run the hex editor, replace the cell, close the hex editor, open the map up again in XCC... and just then you see if you actually managed to do everything right. And if you haven't chosen the proper replacement for the cell(s) you want changed - it's everything all over again.
-
What would really make XCC work wonders is a simple template cell cpoy/paste function. Even single cells will do, but I haven't the slightest idea if that is in any way applicable to the program.
-
World War I is also heavily referenced. The Temple in Sarajevo, and Sheppard mentioning it in the final briefing. Also, look up the real Black Hand organization from that time. Visually though, the largest inspiration was the Gulf War. The concept of Nod also seems to be most closely related to, and thus probably inspired by, the Muslim Brotherhood (look that up too).
-
And yet nobody mentioned still that Akira is the mother of all animated movies. That shit is insane.
-
Cain, the first son of Adam and Eve from the Bible, mostly.
-
You were clearly not banned, but canonized, my friend. Now you will only be able to consort with all the other saints such as yourself. Until the second coming.
-
I know that, but I have vague recollecions of exploding grenadiers setting fire to trees. Maybe I am mistaken, or maybe there was a flame weapon involved.
-
GDI can probably light them up too, by killing a grenadier near the trees, but I'm not so sure about that. But yeah, that's why I generally avoid using trees as destructible barriers.
-
LOL, you know, I whip them up in a couple of hours when I come up with them.
-
Thanks, White. Making these as close as what I would imagine could be an official tournament map for C&C was the general idea behind them. I'm glad people recognize that and maybe I'll do a couple more when I come up with a good design.
-
Nice swastika.