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Posts
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Everything posted by Jacko
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how the hell did we get 493 players? maybe 300 players and 180-odd bots and some other somethings to add up the numbers
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try using the current cncnet5 RA versions
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yes this is possible with the latest versions of RA, and is compatible with cncnet 5 I think winter (not snow) was converted too but I cannot confirm
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looks very nice of course RA already has its own compatible desert set that doesn't replace temperate, maybe you could switch it with this?
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I think if you run from one (say, red alert) then in the lobby go to settings, game settings, click the empty boxes by the other two games and link the paths, it should work
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it might be a good idea to have the ini sourced in the maps to prevent frequent OOS only downside is you would have lots of maps to convert :/
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haha yeah put 50 units on mobile headquarters and see how many kills you can get arranging your army and exploiting the AI is key to higher scores
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not at the moment but soon I will upload the source rules.ini for everyone to use. For now you can only get it on a few converted maps on cncnet5
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A few players have been confused by the tech tree recently - and I think I should elaborate on what I mean by 'double tech tree' So I put together these png files showing you the building and unit prerequisites, to help you out. Note the Bio Lab unlocks fancy buildings, whilst the other tech centre is used to unlock heavier units. This is important for the BHA, because they simply cannot keep going on just light tanks NOTE: The Camo Pillbox Icon represents the 'Rocket Box' which is basically like an advanced guard tower from tiberian dawn.
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More updates guys! This is a big update, so instead of going to v0.87 I may have jumped to v0.9 instead (not that it means anything to you guys anyway) A large amount of playtesting has discovered a large number of balance and gameplay issues This includes: - Economy - The Speed at which stuff moved (particularly for the BHA) - Game Time and powerup timers - A couple of rearranged tech prerequisites - Stationary Base Defenses Economy: Most Vehicles are now around 20-30% more expensive, with some rising more or less than that region (due to gameplay balancing) Ore logic remains the same with 700 per 28 'bails' of ore and 1400 for gems. Most buildings remain the same price Unit Speeds: I feel Mammoth tanks, Flame Tanks and Stealth Tanks were too fast and have been slowed, whereas I thought Medium/Heavy tanks, rangers, Artillery and transports were moving too slowly, and have been sped up. Powerup times: Nuke timer has been reduced by 20%, as has GPS and Iron Curtain. A couple of tech requirement changes: Stealth Tanks now require the Unit Tech Centre and Flame Tank now requires a radar dome and a flame turret. Stationary Base defenses: The costs and tech requirements of each defense are all the same as before, but power requirements have been raised so that a player has to be careful about spamming them.
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Already quick updates! v0.86 has now been released. Fixed a major bug and a couple of balancing issues: -Gap generator has been removed due to the fact the game crashes as soon as you build one (no Idea why) -Stealth Tank missiles have had their damage and rate of fire dropped massively after someone 3 shot a conyard with one -Stealth tanks are now more expensive (800 -> 1000 ) and have slightly less hp (200 -> 175) -Rocket Launchers have had their weapon changed to what he rocket box uses, after I noticed I was using the wrong warhead type, also its range is less and does slightly less damage These are the updates for v0.86, get more players and we can get more updates for v0.87
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apparently Tibed has a 'feature' of adding extra stuff in or not adding in the right thing. As karpet said though its much easier to just open the .ini file and change things in there
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Good news everyone! I have now created a completely rules.ini based version of this which is compatible with cncnet, woot! Since there is no need to update this version, I shall lock this topic but you can still download this if you REALLY want to. Link to the new version can now be found in my signature Happy gaming everyone!
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Here we can see some sneak-peek footage of Lovehandles and I testing it out, thanks again to lovehandles for streaming and posting this to youtube. Game 1: I was playing as the APA and Lovehandles as the BHA https://www.youtube.com/watch?v=U3jE1LZ8QJY Game 2: Another battle but this time we switched factions https://www.youtube.com/watch?v=U3jE1LZ8QJY A lot of the features can be found in these videos, but it's also worth noting some large balancing and game changes have already been made since.
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The two armies work in different ways. This is close to a cross between GDI vs NOD and Allies vs Soviets. Either way it isn't the same so don't treat it that way. The APA have good basic units that are at medium strength and can often win them battles before major casualties being to appear. However the BHA begin with simple light scout units and face a tough start to battles. However their new flagship unit, the mammoth tank, as well as their tesla weaponry, can be deployed lategame to crush enemies when their morale is low. The tech tree is also designed to work in 2 or 3 ways: - Seperate technologies for Units and Structures, you may choose to turtle high-powered buildings or units, works like a double tech tree. - Expensive buildings, so spamming buildings everywhere is a costly but often effective business - Cheaper Light units and infantry, for scouting and small skirmishes, note that dogs now could form part of your strategy. Other things to pay attention to: -Nukes Nukes are now a 1-hit kill to ANYTHING, thats right even a large army of mammoth tanks could be routed by a single nuke, but to counter this the waiting time for a nuke is a very long time. (it's a nuke not a little crap bomb) -Engineers Engineers are an instant capture to buildings, if you see an engineer within a group of enemy infantry, its a good idea to hit him first. -Aircraft Helicopters are a little bit less efficient in the mod, due to AA being unlocked after barracks, and come separately with helipads (i.e. you get an empty helipad). No airfields are currently in the mod, so no migs/yaks but I may work them in later. Here are the bonuses for each county/state: Allies - APA England have elite units which are faster and more powerful, but are more expensive to deploy France have units with much better armour but are slower Spain produce cheaper units quickly but they are less powerful Turkey operate cheaper units with a higher rate of fire, but they are slower and deal less damage per shot. Both Greece and Germany do not get bonuses, as they are classed as the 'regular army' Soviet - BHA Russia does not get a bonus, as they are classed as the 'typical deployment unit' Ukraine have faster and faster building units that do less damage
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In case you ever wanted something different to do, over the weekend, or on cncnet, or in general, I have a solution for you. I have rebuilt and restructured my old mod which basically required a separate installation of RA (a bit inconvenient). It tells the story of a country (basically a scaled down version of Europe) and how its Royal Family, who were once treasured by the people, were cast out and banished by parliament and its generals, and how they sought revenge on those who betrayed them. The 'countries' that you can choose are actually the main counties/states of the nation. You have the two armies - The Allied People's Army (APA - Allies) vs The Royal Black Hole Army (BHA - Soviets) Both of these factions are totally different from the other. The APA use conventional tactics and weapons that have been tried and tested for many years, thus they are stable, simple and averagely powered. The BHA, however, use many discarded and prototype technologies that were either a bit ineffective, expensive, or were simply deemed too dangerous to use by the APA. A lot of their weapons are derived from flame or tesla weaponry. The Goal of the APA overall is to protect civilians from attack of any nature, and to ensure the defense of the nation. The Goal of the BHA however is to assume control of the country as part of their grand plan for global domination, where civilians and soldiers are generally seen as expendable. The question remains, who will you choose to lead to glory, the fate of the world is in your hands. Current Version - v0.95 Here is a beginners map pack containing an important readme and the source rules.ini. When you open the file you need to paste the maps into your Cncnet5 Custom Maps folder, in your RA directory -> Maps. Good Luck everyone! Jackos_Mod_Map_Pack_v095.rar
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I tried using a different port and it seemed to work
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careful someone might just click it 60 times themselves
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who says you cant change that too?
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I think you can still see the lobby but yeah you cant see currently listed games, that could be useful
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That cameo for flame tank looks epic White has it perfect though, you might have it work for single player but there could be some crazy balancing issue on multiplayer that makes it either super cheap or useless (reminds me of ferret and his super shock troopers - you would have to ask him if he ever fixed that)
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Player vs Computer harvesting in Tiberian Dawn
Jacko replied to peterthepigeon's topic in The Tech Center
plus on the few missions where the enemy have conyards (i.e. final missions and a couple of covert ops missions) they can rebuild the other conyard if one is still functioning. -
Sounds like the old full RA alright, I can still remember the weird colours.
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it was like that before the bug might've been fixed though
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You need 4 engis to capture a building in stock RA, or 3 in Aftermath skirmish (cool bug: if you play a skirmish then play missions it keeps the 3 engi capture logic, which is neat)