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Krypto

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Everything posted by Krypto

  1. Hi, Just wanted to ask this since it's not worth making a thread and I'm very curious despite probably knowing the answer D: Does anyway have Fall of the USSR by Flamewolf? https://web.archive.org/web/20001003212151/http://ra.tiberiumsun.com/fallussr.shtml It was a sequel to his excellent Desperation campaign which happens to be my favourite RA campaign, but sadly it was only hosted on Incredible Alert and no one seemed to archive it, which is annoying considering people saved Defection and Desperation which came out just prior to it and were both hosted on the same site, it annoys me given it's likely lost forever and he's my favourite mission maker for RA
  2. Ah so that's what BasesizeAdd refers to, that might explain why in one scenario a Red Allied A.I had 6 Conyards, build 4 Advanced Power Plants then immediately sold them xD may be due to the default setting. InfantryReserve does what it says on the tin, if their money is higher then the set valuable they build infantry non-stop, if it's below they'll still build Infantry but infrequently, I observed putting it higher makes them more inclined to build tanks as a result.
  3. Nice, thanks for the quick response. Heh so you can give the A.I unlimited money that'd be ludicrous but interesting to try I'll search for those coop missions and inspect the rules for them. With regards to limiting infantry, I suppose tweaking these two variables could also have an affect, but would it be better to increase or lower them? InfantryReserve=3000 ; always build infantry if cash reserve is greater than this InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity Also any answer on how paranoid A.I works exactly and whether I set it correctly? :o
  4. Hi all Hope you don't mind the bump but I have a few questions pertaining to this topic and it seems more sensible then creating a new thread. So I've been tweaking with the 'AIGoldValue' settings raising it to 500 as the main problem I have is the A.I runs out of money too easily and early, they now build bulky, intimidating bases but I'm wondering is their a variable to influence how many tanks they build on average? They build too many infantry and not enough tanks which cripples their offensive ability, it'd be great to inverse the affect so they prioritize tanks over infantry. What's the deal with the A.I selling tech centres? I know of the original game bug where you can sell it and still retain the new technology without having it present, but is it related to this as it's silly they keep re-building it making them waste time and money xD Perhaps this is related to the 'Tech Center Bug Fix' option, however this is grayed out in the skirmish lobby? How do you know if Paranoid A.I is working correctly? I assume the intended effect is as soon as one A.I player is destroyed everyone attacks you and ignores one other? They haven't really done this yet, I've got these two commands relating to this under my A.I controls in 'spawn.xdp': FixAIParanoid=yes ComputerParanoidForceDisabledSkirmish=no I wonder if I've done something wrong, I know CnCnet launches from ra95-spawn.exe and uses a seperate ini file, in this case spawn.ini and spawn.xdp so I assume you don't need a seperate rules.ini to be present in the folder because I can see my alterations already have an affect from modifying spawn.xdp. I was also very surprised to see Soviet A.I can build Airfields and Migs despite it being very late game, as I can't recall seeing this in the original game, also a shame they can build M.A.D Tanks but don't have the intelligence to deploy them Look forward to being enlightened soon
  5. Is there a basic guide on C&C Editing, even if it's some obscure thing from the mid 90's?
  6. Don't use that Tabletated trash! Stick to Windows 7 or XP.
  7. I will do the converting maps into mini-campaigns which use the custom mission menu, as I've never mapped/modded for C&C before, but I am highly skilled at learning new things intuitively, all I ask is please write some better documentation then that current cobbled feature list at some point D:
  8. Wow I return here over a year later due to my studies and I find that not only you've released an entirely new version, but it integrates Iran's fixes and you've converted all of the original TD Campaigns over! At long last in over a decade in the making someone has finally ported Tiberian Dawn to Red Alert's engine! This is the closest authentic replication of TD on an updated interface you'll ever see, you deserve some sort of award for this o_O
  9. Ah thanks for the quick response Funky :o So from my understanding Red Dawn 2013 now integrates Iran's Portable RA fixes/extras, so would it be possible to convert missions for Coop just like RA? That'd be too epic! xD
  10. Sorry just to confirm this, so Red Dawn 2013 is fully compatible with the Lobby now? It seems you need to tweak with the configuration files at the moment so it'd cause confusion for some players.
  11. Here's what I have so far, it's only the Allied missions. About 2 missions don't show up in the menu because they share a corresponding number but with a B or C sub value. That and as you said I have no idea how you'd merge the Rules.ini with each mission, because it can change from map to map. sc-defect.mix
  12. Greetings folks! So I took a look at Funkyfresh's conversion of the Flame Dancer's Genesis Set 1 and attempted to do the same with Brain Bird's Defection Campaign but ended up falling short. I edited all the missions to correspond with their respective counterpart such as 'cmu01ea.ini' and ensured each one has a title. Now I left the Tutorial.ini as it is and simply renamed it to Defection.ini, the problem seems to lie with the Mission.ini, I'm uncertain how to rename it so all the missions will show up in the menu. As an example here's a snippet of the first section: [sCG01EA.INI] 1=War News: The Russians have invaded Poland and have destroyed many towns including the Capital with advancing tanks.@ 2=Mission: Some of our top personnel were in Warsaw for a conference. We must evacuate all the survivors 3=before the next Soviet wave arrives. Find the remains of the places where they were staying and 4=get them to the other side of the river Wisla to the north. Don't allow any of them to be killed.@ 5=Reconnaissence: There are still a number of Russian tanks in the area from the first attack. Russian 6=Reinforcements are expected in around 11 minutes. There are 3 VIPs to be rescued.@ 7=Current Research: Allied units include light tanks, rangers and infantry. Transport helicopters and 8=artillery can be made at production facilities and sent as reinforcements. So along with renaming the above to CMU01EA.ini, do I have to create an additional list and where do I place it? I recall popping into the Chat and finding help on the matter but it wasn't fully explained and a tutorial would really help me out here. Many thanks!
  13. I was referring to from GDI Mission 11 (Clear the Naval Channel) and upwards, NOD helicopters can appear from both onscreen and offscreen, meaning you'll be constantly harassed due to their scripting privileges, but I thought it was a very good addition to challenge and only considered it humorous is all.
  14. Haha xD I was just discussing with my friend whether it's possible to use RAED with Red Dawn then I come here and find a unique version, brilliant! I wanted to check out the scenarios as I noticed they have slight differences in map design. Especially the late GDI missions, what the hell was with the A.I Infinite Helicopter spam D:
  15. Their appears to be some anomalies with unit/structure settings. Flamethrower should cost $200 not $300 Also why does the Advanced Power Plant have 'Heavy Armor' of 600 and War Factory has 'Light Armor' of 400? The latter crumbles easily by comparison xD This is easily one of the best C&C mods ever conceived, congratulations on the momentous work so far, this needs to be supported by CnCNet for great justice.
  16. That was fast! :o Seems to work just as intended, thank you!
  17. Congratulations on your dedication and effort in massing this excellent goldmine of all maps from throughout the years and yonder If you download the entire catalog as .MIX files do you simply place them in your directory and access them via the Campaign or do they appear in the CO menu for convenient access?
  18. You have done a most glorious service to C&C fans worldwide senior Allen :o This is very authentic in both presentation and gameplay mechanics, it feels and looks just like TD making the illusion of a mod for RA very subtle. The GDI campaign is much more enjoyable then standard RA now and I like the random addition of converted missions from TD every now and then, one exception is I noticed the 'Covert Operations' soundtrack is absent, please don't state their are .mix limitations! D: as I find it to be the better soundtrack and would make an excellent addition to crowning this masterpiece. Throughout the years I went back and forth between potential TD conversions: Return of the Dawn for TS, Dawn of the Tiberium Age for TS, Their was Tiberium Wars for RA which was a TC type of mod which had the look of TD but was built upon adding a whole load of other content aswell. This seems to take the cake!
  19. Greetings folks! :o Most enthusiastic and long time C&C admirer here, twas a glorious day back in something something of the early mid 90's when I suddenly received a surprise present from my brother, it was no less then the notorious C&C Worldwide Warfare pack! Containing C&C Gold, Covert Operations, Red Alert, Counterstrike and Aftermath in one delicious huge box glorified with screenshots and oozing text on the back! I dashed back and forth between the two classics over the years, then hunted down the early versions of thixp32.dll files on Fileplanet and other remnants when I had trouble with Windows XP, I always couldn't decided between the two, for storyline, gameplay, immersion and balance I always side with TD, Infantry are much more useful in the original compared to RA, but RA has that uncanny fast paced combat with the addition of an enhanced game engine for more fluent and intense combat. I always wished if only TD could be played in skirmish then I'd be sold! So that's when I was introduced to Red Dawn by a friend, which I shall remark in the relevant topic to not get derailed here Then recently I decided for convinience sake I would purchase The First Decade collection to own the entirity on one compact DVD with the superb addition of being able to play without a CD in the drive, seems very authentic so far, apart from TD and RA taking nearly 1GB of space from the migrated MAIN.MIX and other assorted files which would be read from the CD on the original release. In short, I recall a most intriguing yet ferocious campaign for TD known as the Flame Dancers! but it was so horribly hard I couldn't get past the 2nd mission However I wish to test my might against the pinnacle of trickery and sneaky and devious underhanded schemes once more! However I couldn't find a working link on Google, and settled with the sequel for Red Alert http://ra.afraid.org/html/downloads/campaigns-2.html Does anyone have a copy of the original for TD (and by anyone I mean Nyerguds \o/) Many thanks!
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