
cn2mc
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Everything posted by cn2mc
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Rotors just dont cloak. When a chinook or apache is landed near a stealth crate when it goes off, this happens.
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Some awesome RA1 trigger thing I finally worked out
cn2mc replied to Jacko's topic in Mapping Tutorials
I kinda tried to do that in my Desert Duel map for TD with the intention to force the players to keep the tech. centre and hospital on their expansions standing, so that they couldn't be denied. Didn't have much success though. Maybe someday LKO will pop back in here and tell us how to do it. -
After the AI's done attacking, both players receive a mobile HQ as reinforcements - it's basically the endgame trigger. Riseofbane probably blew up your mobile HQ.
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I read it. Sounds... Well, not sounds, but reads just like harvesters dumping tiberium in refineries to me. When you have big spending and several harvesters doing their little spurts in their refineries, sometimes the frequencies get high. Unlike in RA, where ore trucks just dump everything on the floor in a second flat, in TD harvesters deposit tiberium in little portions over a larger period of time. When these sounds interlace it sometimes resembles what you're describing. But we can't really hear what you hear, do we? Now, if the 'muffling' and 'crackling' also happen when you're JUST spending, or JUST processing credits, you may have a technical issue. If this is the case, it helps to be more specific, like post your system specifications, so some of the people on this board who know about computers (not one of them) can help you. The last thing I can think of is: are you talking about multiplayer games or single? Because lag too can cause the credits sfx to glitch.
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It's a very nice map and you've designed a formidable fortress, but the mission wasn't really that hard. I did have to restart it a couple of times, mostly due to misclicks with my stealth tank. It'd end up losing a lot of health whenever I accidentally targeted a shack or something. Points for interesting (and scary) patrols, but I think the enemy should've been more active. Like for example more patrols or an all to hunt trigger when you finally reach/attack the comm. centres, so you would have to destroy them very quickly, before you get killed. I took my time with minigunners. It's pretty doable without the airstrike, but I'm actually afraid to try it without the stealth. Maybe will try in the weekend.
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But how? My tits are excited.
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It's the sound of money. Learn to like it.
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At first I have to applaud you for "mediocre but not that great". It's a wonderful syntactic and semantic construction. On your second point, it's not just the last few years. People have been playing C&C like this for almost 20 years. It's basically THE way to play if you're competitive in any way. Even more so in RA.
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There's a lot of things I can say about your game, but I'll limit myself to my main point: build more refineries in the beginning! I usually have two or three harvesters working before I even consider building something else on the island. This map has a lot of tiberium, very densely packed, so get to it quickly and deny your opponent the ability to do so!
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Actually, the cannon is pretty limited and can only destroy some buildings in one hit, most notably the weapons factory, power plants and obelisks. But it certainly cannot destroy an airfield. The nuke actually does less damage than the ion cannon, but sometimes it damages larger structures more, because it has a wider damage spread. The two weapons are fundamentally different, though. The ion cannon is a tactical weapon, the nuke is a strategic one.
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I am pretty sure it could kill an APP before the patch too, only you had to have very careful aim. Just like you have to very accurately target the base of the weapons factory to kill that. I might have false memories about that, but even if I'm wrong, I somehow always knew that this was the main distinction between the bomb and the ion cannon - bomb can't kill an APP, ion cannon can.
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Due to the small map sizes in TD and expensive MCVs putting down too many factories is counter-productive. 3-4 should do it for GDI if you have the cash, with the fourth one just as a back-up in case the others get blown up or if you need units spawned in another place. Nod doesn't even need that much because airfields have a lot of HP and Nod units are cheaper. Even just two airfields can spit out bikes and buggies almost simultaneously (two planes anter the map at the same time).
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I experienced an issue with my sidebar, although I have to admit I was using the extended sidebar .exe. Well, for starters, it wasn't extended, no wheel-scrolling and some icons were bugged. I only managed to play one game in CnCNet5, so I don't know if this issue persists.
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suggestion for the current version (RA1_online.exe)
cn2mc replied to Riseofbane's topic in CnCNet Discussion
Nevermind. Please delete. -
New map, a six-player beast called To Have and Have Not: This time I tried to achieve more of a 'real world' feel in terms of variation, so the terrain might turn out to be a little imba... But that, of course, requires testing. :roll: The high ground in the South (five and seven o'clock positions) is easier to defend but harder to expand out of, as opposed to the Northern starting points, which are all pretty much in the open down in the valley, and have a lot of contested tiberium fields. Tiberium is roughly even for all players but geography is as varied as I could make it without getting silly or tipping the map completely off balance. The map is meant for 2v2 or 3v3, but I guess that the many different starting positions and the various obstacles between them might also make for interesting 1v1 or FFA matches. Play it and tell me what you think! cn2To_Have_and_Have_Not_6P.rar
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Damn. Didn't know that. Worked well against the AI. Will upload a fixed version right away.
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OK, it is sad that there are so few people playing, so I decided to lure some in to test these two very nice and brand new desert maps I made last week. One's a standard 2-4 player map, called Dry River Canyon. It is exactly what the name implies and I tried to give it an 'open' feel and a balance between shared tiberium, base entrances, and expansion capability. Here it is, Dry River Canyon: The second map is a much smaller and rather closed 1v1 map with a lot of interesting features, called Desert Duel: As you can see, it has very tight base entrances with some space for expansion and maneuvers outside of them, initially sealed off backdoors to your base and two completely sealed off tiberium fields for air expansion. Players also get a one-plane airstrike when they build a comm. centre.* All in all, it's kind of an experiment and I think it has potential to be fun, but can't really be sure. You have to tell me. If anybody plays these two, please post your comments here, so I can make refinements. To play, just extract the map files to your C&C directory. The map numbers don't conflict with any maps from the mega map-pack and (CN2) DRY RIVER CANYON AND (CN2) DESERT DUEL should appear somewhere towards the middle of the map list. ----- EDIT: * Airstrike has been removed from Desert Duel, because of OOS, as GiftS explained below. Dry_River_Canyon_4P.rar Cn2_Desert_Duel_2P.rar
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This. Last evening I played for a full three or four hours in windowed mode with all kinds of crap running in the background and the fan didn't even speed up. Almost no heat whatsoever and no crashes at all. Thanks a lot.
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Never mind all I've said. I DID experience such a crash outside of the game (only once though), so I'll try with a Windows reinstall. Although I have to say, switching from windowed mode to fullscreen drastically reduced crashes. Actually, I haven't experienced this particular crash ingame since I switched to fullscreen, so, as I earlier suspected, playing in windowed mode probably has some serious negative effects on my system. Thanks for all the feedback, and I'll test RA when I have the time. DTA seems to run just fine with fog of war off (though I'm not sure if TS uses full CPU power).
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I can't, the computer becomes completely unresponsive: black/grey screen + a looped soundbit of what was currently going on with the sound going ble-e-e-ep. I've yet to see such a crash occur while not playing C&C. But if it does, I would appear to have a serious problem. Yeah, that's what I figured too. Thanks.
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OK. It appears that the crashes I experience are NOT due to overheating. I cleaned the fan and the computer doesn't heat up nearly as much, but they still occur sometimes. So something else is causing them. I already described the crashes and my specs. The only other thing I can add is that they seem to happen the most when I give multiple commands to different units in a short span of time. Like selling many buildings quickly or heavily microing a lot of infantry. So, what could the reason be? BTW, I also checked task manager to see how much of the CPU resources TD uses. It's 25%.
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Well, my model (PCG-71212M) doesn't have a speed/stamina button, so I guess I'll have to do some cleaning this evening and see how it goes. Thanks.
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I play TD on a Sony Vaio, Intel core i3 @ 2.13 GHz, 4 GB RAM, 64-bit windows 7 OS. Whenever I play, particularly on CnCNet, the laptop heats up very quickly and the fan starts spinning like the thing is gonna take off. The overheating sometimes results in system crashes, no error messages, no nothing - I either get an automatic cold restart or a complete lockdown, which I can only fix with a cold restart. Why would C&C overheat my laptop? Is it DDraw (I run the game in a window because of widescreen weirdenss)? Is it fixable? EDIT: Forgot the graphics card - ATI Mobility Radeon HD 5470.
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The RPG is indeed an anti-tank weapon. The grenade is in a hollow-point (inverted conical) shape, packed with high explosives. The inverted cone is made of copper or some other metal with similar properties. The grenade sticks to the armor and explodes with the point of least resistance being the copper at the hollow tip of the warhead. It then very rapidly melts at several thousand degrees celsius and simultaneously expands outwards (i. e. through the armour) in a thin wire-like shape, piercing everything in its path. The penetration of some of the more powerful RPGs sometimes reaches up to a meter through solid tank armour.