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Everything posted by Jacko
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the speed increase partially negates the 2nd plane because it builds faster, so theres a good chance you still are waiting for both planes to drop the unit off. admittedly the problem happens less often but it doesn't remove it entirely.
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dont forget with 2 strips it builds them faster, so you get the same problem regardless. also on 62x62 maps if you place your 1st airstrip on the far west EDGE I think this problem also arises for artillery and bikes, but not lights. Plus if we are in for tweaking airstrip logic is it possible to fix the primary building problems it has?
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i think in these cases an mcv is counted as a building, or isnt counted until a single building is built (i.e. is fired as soon as building count drops back down to zero)
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I doubt it. I'm on holiday, get used to it. I didnt think that was a thing, I knew about hidden stealth units show an attack cursor on the minimap but not this oops accidental double post can someone delete the previous one
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this kind of crap is exactly why we can't have nice things. Do you reckon its possible to create some kind of stealth remover that uncloaks stealths when that is the only unit a player owns (I know this is a thing in RA with subs). I'm guessing the answer is a stern no but I feel its worth asking once.
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I play TD in 1920x1080 its perfectly possible The extra vision is insanely useful and basically negates the need to have a communications centre
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looks nice but it looks like hell vs SSMs, Artillery, obelisks and helicopters Basically Nod players can be huge douches on this map.
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Im also going to add while using win8.1 the mouse pointer is completely buggered on TD and RA when playing in windowed mode
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but RA doesn't have mobile HQ's, and this is (afaik) impossible. It would be possible if no unit production was carried out (i.e. set destroy triggers to EVERYTHING)
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How to install Red Alert 1 on Windows XP Vista 7 8 10 Linux MAC. 32 / 64bit
Jacko replied to FunkyFr3sh's topic in Red Alert
your installer still has the missing music problem (i.e. expansion music isn't downloaded) -
generally the way to get into missions is to mess about with the various functions for a few hours and find out how everything works. There is a mission making guide which is about 90% accurate and contains a lot of the information you need to get started
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Destroy soviet convoy trucks - soviet 10a reloaded
Jacko replied to Messiah's topic in RA Singleplayer Maps
Generally the way to go about these kind of things is to create a scenario very similar without actually referencing to what you are recreating, that way you can have the scenario you want and nobody will care that much. -
Too many of them will crash the game, which Allen was having problems with when making Red Dawn. 1 or 2 of them is ok though.
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I always preferred the Fire Logic from Tiberian Dawn because it acted more like fire than a fireball, and simply worked better.
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I would switch around the Artillery and V2 given what buildings they would mainly be used against
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That middle pic is the title screen used for the playstation edition of RA. But yes it looks like part of a sneek peek or a title screen to me.
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I'm quick to notice a small... discrepancy between water colours on the sub pen image (and I assume naval yard too). Is this intentional or has that not been completed yet?
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Overrun II looks like a way better version of Tiberium Island Less helicopter problems too
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to access rules.ini you would need to use xcc mixer and extract rules.ini from redalert.mix, which are the base values that the game remembers. In the ant missions you are playing as 'Spain'
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you could convert the allied (I think it's in Counterstrike) mission 'Wasteland'
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I'm guessing the exact same logic was used in RA factories then