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Posts
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Everything posted by Jacko
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leadership and efficiency for single player C&C95/Tiberian Dawn
Jacko replied to tommytarzan's topic in C&C 1
but then there's still the concept of carrying over money in a number of missions, which is cool because playing NOD 8 I had saved so much money from NOD 7 (I had like 24000) that I actually didn't need to sell the cy, and so i could spam turrets + guard towers which was cool -
oooh sounds awesome, nice work there. so when trigger 'x' is fired you can make it centre your screen on a location? Btw concerning chrono stuff I think chrono tank use 'spy building at waypoint' for no apparent reason
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I think it works better if you actually replace the icons/shps rather than just using image= e.g. see my mod or red dawn, where the ants have been replaced with units
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yeah Enable <unit> would be cool (e.g. you can now build artillery units or some shiz)
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Chronoshift <unit> <team> <cell> ? sounds kinda useful or perhaps nuke <cell> (i.e. it drops a nuke on that cell) I can post more when i think of them
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leadership and efficiency for single player C&C95/Tiberian Dawn
Jacko replied to tommytarzan's topic in C&C 1
So for GDI would that be how fast can you kill all the NOD guys? -
RA just uses .ini files, but can be loaded from within MIX files
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And I think in the later missions you are able to build an MCV, rather than just in the last missions (see GDI mission 12 for example)
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Woohoo its back! I revisited it at college and decided I might as well improve it Plus I'm looking to get this compatible with cncnet5 (in the future at least) but for now here is the update http://www73.zippyshare.com/v/7731093/file.html for whatever reason I am unable to upload here which sucks NOTE: You will need the previous version and then paste this over to update it.
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Ferret's Unit Statistics and Information - "Tiberian Alert"
Jacko replied to Ferret's topic in RA Multiplayer Maps
Harvester Weapon: Shovel That made my day XD -
Some awesome RA1 trigger thing I finally worked out
Jacko replied to Jacko's topic in Mapping Tutorials
I should think so yes Although Alley found a better solution that works on a single building with less limitations. -
The official CnCNet5 client+game package download thread
Jacko replied to FunkyFr3sh's topic in CnCNet Discussion
those buttons look trippy -
The official CnCNet5 client+game package download thread
Jacko replied to FunkyFr3sh's topic in CnCNet Discussion
How are the mods loaded in? Does it need all kinds of fancy extra files or just rules.ini and any changed MIX files? -
Nice stuff Although I notice a push to use more air units
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that sucks so if you want custom units starting you have to paste them over what you want them to replace.... (like in Red Dawn)
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On a similar note, is the units you start with hard coded? Because changing owner= in rules.ini doesn't affect this
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I knew that I just didn't think it was a bug I think this is intentional
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I think this crash was a bit random but it happened quite frequently on the first decade collection too. Have not experienced crashes as frequently since moving onto Iran's patches though (a while ago actually) which is great.
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The ps1 slowness is generally caused by units getting stuck since generally the player is intelligent enough to sort it out the problem is often caused by the AI this is 99% of the time not a problem on the missions
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Tiberian Dawn - War Zone (Single Player)
Jacko replied to ChronoSeth's topic in C&C Singleplayer Maps
I never like missions where there are like a million defense turrets/ agts / teslas etc or where you start with like a load of units/buildings that aren't from your faction as it seems unlike the nature of a cool, challenging mission A mission, in my eyes, should be challenging because, say, moneymaking is a pain or the enemy sends lots of varieties of attacks (infantry, air, etc) or you have a time limit rather than just a billion defenses -
you're not supposed to be able to they're a tech building that can only be found in certain missions and maps (if they're already there that is)
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Yes aftermath has some of its own rules including nerfing up a few things in multiplayer (like allied turrets for some reason)
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I already pointed out that playing speed 7 is ridiculous - although this is quite limited by online play, again already explained. Playing speed 6 is where you SHOULD be if you want to play online with everybody else - its an appropriate speed for an RTS because theres more of the time=money an control aspect because you have to keep up moving from speed 6 to speed 5 is often a massive slowdown and if a player is primed with speed 6 his reactions and speed get a lot better moving down even only to speed 5
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RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Jacko replied to Ferret's topic in RA Multiplayer Maps
I think the problem with developing the mod through the .mpr map files is that the map database needs to be updated every time you make an update, which at the current state is complex and inconvenient -
Just as well, that many units could fill a whole map XD