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Everything posted by Jacko
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Yeah but that was back in 1995/1996 - that's fairly moderate-high power of the time of course these days that's nothing but if that was todays computer specs you probably couldn't play any game made later than 2000 (or if you could it would be like 1fps) The game wasn't designed to increase its PC requirements as the technology improved (this isn't apple, remember) Playing with MAX speed is completely impractical, especially against AI with instant reactions (with players its a bit weird but meh) Playing on Max speed -1 (i.e. 6) is probably the most widely accepted and used speed, because it keeps the fun without going faster than the speed of light and not slower than a snail. It's not the 'original speed' (whatever the hell that's supposed to mean) but it is the one that people use. It's the same as it was before. The 'correct' speed is often determined by the opinion of the community, if everyone decided that slowest speed was the best, then that would become the norm and suddenly anything faster than that would be 'too fast' The simple reality is you play slower than we do and we find it boring. There is clear strategy to the Game, yes it is occasionally hidden by speed (particularly on infinite money maps, such as p4 (blegh) or on maps when you play with pros, such as ribbon) However playing at a slow speed can massively increase your reaction time, cutting time differences between all your processes, and if someone beat you on normal speed then by default and simple logic they could probably obliterate you on a slower speed using the same strategy, because they haven't wasted as much time between building stuff and controlling units etc. Have a pleasant day, I look forward to reading your next rant about how normal speed is too fast for you.
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If ypu don't like a GAME because of lack of realism Then play a different game or go join the army we dont want your crap about realistic situations here
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On a similar note on NOD 13b sometimes GDI hovercraft get stuck at the bottom of the map and afaik you can't win because they are indestructible But yes these civilian erm.... accidents.... don't happen a lot but are quite helpful when they do also on NOD 13c theres a collection of civilian buildings owned by GDI that have to be destroyed for you to win, but also supply a small amount of power to the GDI bases I'm not sure this is intended behaviour but it's worth knowing about
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I think he was just being lazy A large amount of terrain clipping and poorly-combined tiles there, needs sorting
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there's a corner piece missing in one of the road tiles you might want to fix that
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Anyway to override the Ally Skirmish to make enemies harder
Jacko replied to Kamuix's topic in Modding Discussion
afaik you can't assign things to multiX in multiplayer (with the exception of starting with units, buildings etc) -
Nope Best/only alternative is to manually change the values in notepad
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See the Soviet Counterstrike Mission 'Legacy of Tesla' or a few other expansion missions where this happens
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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
Did you download the movies file? Although I have noticed the campaign bug im mot sure mamy people have bothered with it -
generally instead of playing RA from origin you should download it from here http://funkyfr3sh.cncnet.org/ It comes with some of the snazzy new patches (including cncnet, hires and a few other things)
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Wow that looks amazing, what other stats are there?
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you should download RA from http://funkyfr3sh.cncnet.org/ as it has all the new fancy patches (e.g. hires) although a control-drag error is something I have never seen before
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Nuking waypoints possible in Red Alert 1?
Jacko replied to GeneralDoomsday's topic in Mapping Discussion
You could drop it from a plane But I dont think nuke missiles can be called in -
The official CnCNet5 client+game package download thread
Jacko replied to FunkyFr3sh's topic in CnCNet Discussion
ah zounds.mix I remember opening this in xcc mixer wondering wtf it was, was not disappointed XD -
so currently they're remapped to blue.... does a large amount of stuff need to be redone if it were to be put into grey instead?
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Hold on...something important happened 2 days ago: Happy Birthday C&C!
Jacko replied to Tore's topic in CnCNet News
So was CnC 4 :O -
Hold on...something important happened 2 days ago: Happy Birthday C&C!
Jacko replied to Tore's topic in CnCNet News
This comes to mind.... However It's always a great thing to see such a successful game run for many years and still has a thriving community and yes it's older than me -
Is mission "Capture and protect the captured" possible to create?
Jacko replied to Alley's topic in Mapping Discussion
I found it. The trigger names might be a bit misleading as I had to change the house in question from badguy to multi3 to get this to work Name: bdgy Owner: Multi3 Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Destroyed, Buildings, All...Multi3 Action 1: Loser is... Greece Triggers: own This trigger acknowledges the change of hands/ destruction of the building Name: die2 Owner: Greece Existence: temporary (any linked event -> switch, destroy) Type: and (event1 && event2 => action1 [+ action2]) Event 1: Destroyed by anybody Event 2: Global is set... 1 Action 1: Loser is... Greece Linked to: Buildings - 1 This is the trigger you attach to the building, and is fired if it is destroyed AFTER you capture it. Name: own Owner: Greece Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Building exists...Bio-Research Lab. Action 1: Global Set... 1 Action 2: Destroy Trigger... bdgy This trigger is fired if you capture it, and allows for the previous trigger's conditions to be met, as well as preventing the original trigger (i.e. destroy before capture) from happening I would like to note that setting global to 1 is also part of the victory conditions This kind of structure can be created multiple times, but I already pointed out the limitations so its difficult to get more than one application within one mission, but using Spain's colour house (i.e Gold) you could get 3 to 4 instances of this on the same colour (spain, Multi1, Special, Neutral all use this colour) -
Is mission "Capture and protect the captured" possible to create?
Jacko replied to Alley's topic in Mapping Discussion
I have what I managed to make somewhere, but the particular scenario I'm using it for is different to yours, meaning you're going to have to do some further tinkering -
Is mission "Capture and protect the captured" possible to create?
Jacko replied to Alley's topic in Mapping Discussion
well the method has to involve using the 'building exists' trigger and 'destroyed all buildings <faction>' leaving for the buildings actual destruction to be placed on it. I have used this sort of technique in one of my missions where you have to capture and protect a Bio-lab I can dig up the full trigger list if you like, but I gave the basic needs -
Is mission "Capture and protect the captured" possible to create?
Jacko replied to Alley's topic in Mapping Discussion
You can use multi5 too although they don't have a set faction so it could be worth making the important buildings for the Ukraine and Everything else for Multi5 The simple answer is that it can be done but its insanely complicated -
Is mission "Capture and protect the captured" possible to create?
Jacko replied to Alley's topic in Mapping Discussion
I did something like this before I can't find the post but there are a number of limitations 1. The building has to be unique on the map (i.e. if a second one is present it doesn't work) 2. That has to the the only building the particular house owns (you can use USSR for base and then badguy for capture target or something) that's basically it -
those look quite neat I'm wondering if a square version would be better? Like if you put loads of them together there wouldn't be loads of little gaps in between
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I think there are a few interior maps with bibs turned off
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The Official= (yes/no) setting in a map file affects multiplayer spawning
Jacko replied to Iran's topic in The Tech Center
really? That seems rather odd. Does setting Official=yes/no affect missions because from what I have seen it doesn't