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Jacko

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Everything posted by Jacko

  1. Was having a frustrating/insanity/depressive morning on cncnet chat. Was typing something about how much I hate something else but apparently I said something rude and got banned. Um. Whoops. That's new.
  2. I remember doing that mission first time. Best part was because I didn't know where the village was I ended up blowing up the GDI base first. And all the units. (Yes I know it says the base is to the north but I was having a particularly dumb afternoon that day)
  3. Another one. This time I set myself the small challenge of playing Nod and not building any bikes. Although I end up showing the power of a different unit... https://drive.google.com/file/d/0B3DqnF9KN-SoN1FtVmp3OFNYOEU/view?usp=sharing
  4. C&C has 49 missions and they all use different maps.* Sometimes the map select screen will make it look like there's 2 variants (GDI13 I think) when in reality there's only 1. They do, however, use some of the same objectives. Think Nod's "steal the crate" map(s). :yo: *the only exception might be GDI6/7 where 7 uses an expanded version of 6's map. Yes but then theres also variants like Nod 7 (a,b,c) where Seth asks you to blow up a few scientists and a village (or so you think), or just a village, or steal an orca and blow up a village. Or theres Nod 10 (a,b) where you either assasinate a scientist or blow up some mammoth tanks. Best example imo is GDI 8 where the two missions are completely different (protect Moebius or Utilise a repair bay). Frankly that Moebius hospital mission really annoys me. Even more so in Red Dawn when Allen fixed half of the helicopter reinforcements ¬_¬ (you bastard!) Plus I think one of the GDI crate variants actually asks you to protect a village instead. I know GDI 5 (based on which mission you pick for 4) only has 3 variants when it looks like it has 4. My point is that RA NEVER had any variation at all. Every time you had a variant of a mission it was exactly the same mission on a very similar map, which is kinda dull really. Like those 3 tanya missions (5a,5b,5c) TaxOwlBear just did, other than slightly different map orientations and slightly different base layouts, what was actually different in those missions?
  5. This is what I mean, some of the C&C1 mission variants did this, but RA did not. Only RA mission that even comes close to doing this is Grunyev Revolution, and you haven't got to that part yet.
  6. Well, my "excellent micro" is debatable. XD With the Q tactic this *could* be true, but it doesn't really matter that much. If in doubt, stick to meds anyway. I don't think theres much point playing as Allies online, like ever. I still play Soviets on water maps anyway. As for the missions, the videos are good, and you have clearly highlighted that... disappointment that Variations (a,b) of missions are just the same mission written in a different way, whereas most of the time in Tiberian Dawn they actually told you to do something different.
  7. I decided to randomly record a few Tiberian Dawn games today. Here is one well worth watching: https://drive.google.com/file/d/0B3DqnF9KN-SoUXFnalFxeEFRVHM/view?usp=sharing
  8. Hmm. For multiplayer everything you need should be within the spawn.mix, if you are operating singleplayer then you may need a custom .exe file as well as a supplementary Expansion mix of missing .shps (I have attached the missing SHPs) But at the moment this is a purely multiplayer thing, with the potential of singleplayer content being thought about (depends if I can gather myself enough time with exams n stuff) EXPAND.MIX
  9. I know I'm digging up an old topic, but I found the answer. It was refusing to update or even activate ra95-spawn because it was being launched from the C&C1 - based installer. Launching from the RA folder fixed the problem.
  10. Some of you may remember a while ago I created a RA mod "Civil Warfare" built for multiplayer modded RA. I was fiddling around and decided to restart from scratch and build a new version, with improved countering mechanics and balancing. Welcome to.... Civil Warfare v2.2a Featuring our two new factions endlessly battling it out to control their country: The Royal Allies and the Corporate Government 2 factions with very different fighting styles on a modified RA atmosphere. Rules.ini is attached at the bottom of this post Get singleplayer missions here: http://cnc-comm.com/community/index.php?topic=5027.0 Since nobody ever cared about backstories and background I will divulge into the basics of the two factions: The Royal Allies Earlygame units tend to be fairly weak, and not built for enduring long periods of head-to-head combat. Their appropriate use of flame-based weaponry is critical. Their lategame units however surpass anything the Corporate faction can throw at you, with highly advanced Tesla weaponry and Mammoth tanks at your disposal, the enemy will have little to save themselves with. The Corporate Government With a strong lineup of available earlygame and midgame units, the corporate forces can quickly establish a powerful advantage over their Royal counterparts. Their long range artillery units are a real force to reckon with. The Corporate forces also have access to all kinds of supertechnologies later in the game. Iron Curtain, Chronosphere, Stealth Weaponry and Nuclear weaponry will need to be exploited heavily should the battle begin to drag on. Here's a neat gameplay video: http://www.youtube.com/watch?v=gvfoaFZMTCg Disclaimer - This mod does not come with a custom Sounds pack, I just use one. General Gameplay differences One thing I noticed from the old version of Civil Warfare is not a lot of people adjusted well to the different gameplay style compared to vanilla RA. So here is a quick showing of whats different. Vehicle Speeds and infantry Most vehicles in CW v2.0 are much slower than they were in RA, in fact they are slower than they were in CW v1.0. This is mostly designed to make infantry seem like a more useful option when fighting vehicles, as well as reduce the overpoweredness of cheesy rush tactics. The only exceptions to this are the two light scout vehicles, the Humvee and the Rocket Buggy. Infantry are also much cheaper, and have better resistance to Anti-Armour Weapons, but are more susceptible to Artillery and Flame weapons. Economy The economy in CW is very similar to default RA, with the only differences really being slower (but cheaper) harvesters and faster growing ore. However it is important to highlight the ore storage mechanic change. Ore Refineries can now only hold $1000 worth of ore, but Silos can now hold $3000 worth, meaning you will need a few of them at some point in the game. Harvesters have been reshuffled to make them more targettable by hit-and-run tactics. Their armour type has low resistance to most forms of fire and leaving them un-attended can often cause bad things to happen. Buildings and Vehicles for the most part are considerably more expensive, limiting their numbers somewhat. The Tech trees The tech trees in CW v2.0 almost exactly match those originally designed in CW v1.0 - The three tiered system with 2 endgame "prongs". Tier 1 (Start of game) - Most infantry, basic defenses and basic vehicles are enabled (Tank, Scout, Anti-inf), as well as gunboats and helicopters. Tier 2 (Requires Radar Dome) - Unlocks mid-game Long-range units, better naval units, Airfields (and yaks), as well as access to the tier 3 tech buildings Tier 3 (Tech Centre for vehicles, Bio Lab for structures) - Unlocks top-level units, ships, aircraft and structures, as well as any superweapons. The factions and their Tiers will be explained in more detail: The Royal Allies Tier 1: Vehicles: Light Tank, Rocket Buggy, Flame Tank*, Harvester Infantry: Rifleman, Rocket Soldier, Engineer, Spy, Thief, Medic, Flamethrower*, Attack Dog, Mechanic Aircraft: None Ships: Gunboat, Transport Defenses: SAM Site, Flame Tower (Required to build mobile flame units) Tier 2: Vehicles: V2 Rocket Infantry: Tanya Aircraft: Yak Ships: Submarine Defenses: None Tier 3: Vehicles: Mammoth Tank, Tesla Tank*, MCV Infantry: Shock Trooper* Aircraft: Mig Ships: Missile Submarine Defenses: Tesla Coil (Required for mobile Tesla Weaponry) Endgame Buildings: Nuclear Silo, GPS Centre The Corporate Government Tier 1: Vehicles: Medium Tank, Humvee, Artillery, Harvester Infantry: Rifleman, Grenadier, Rocket Soldier, Engineer, Spy, Thief, Medic, Attack Dog, Mechanic Aircraft: Hind, Chinook Ships: Gunboat, Transport Defenses: AA Gun, Pillbox, Turret Tier 2: Vehicles: Rocket Launcher Infantry: Tanya Aircraft: None Ships: Destroyer Defenses: Rocket Box (Basically an AGT from C&C1) Tier 3: Vehicles: Heavy Tank, Stealth Tank, M.A.D. Tank, Chrono Tank (requires Chronosphere) Infantry: None Aircraft: Longbow Ships: Cruiser Defenses: None Endgame buildings: Iron Curtain, Chronosphere, GPS Centre, Nuclear Silo Other important stuff Rocket Buggy - Royal Scout unit The rocket buggy is a re-incarnation of the infamous Nod Recon Bike from C&C1. With its missiles designed for maximum armour damage and harvester smashing, these guys are a real pain. Their other special function is they can carry 2 infantry units (the only vehicle that can transport infantry). (removed in 2.1d update) However their low HP makes them ultra weak to Small Arms, MG and artillery fire. Barracks These two factions differ from the first minute of the game, with the Royal tents requiring no power input and can be deployed immediately at low cost. However the Corporate barracks is much better armoured but has to satisfy a power demand before they can start producing troops. This gives the Royal forces a scouting advantage. Tanks vs Tanks Royal Light Tanks are pretty shoddy compared to better designed Corporate Medium tanks, and generally they are no match. However Mammoth tanks will massively outclass any other basic tank-type unit on the battlefield, including Heavy tanks. So before you say Mediums/Mammoths are OP (etc) just consider that this is by design. Aircraft Currently all helicopters are available to both sides (with seperate helipads enabled for obvious reasons), while Airfields have not yet been balanced into the game. Yaks work properly but Migs have not been added yet, so enable these at your own risk!. Longbow helicopters have not been fully tested yet, need some player input on how powerful they are. Yaks and Hinds are correctly balanced into the game now - Longbows and Migs have been added experimentally. All aircraft are Available to both factions at the moment. Aircraft have now been balanced into the game: The Corporations have Hinds, Longbows and Chinooks The Royals have Yaks and Migs Hinds and Yaks are basic Aircraft Migs and Longbows are advanced and very powerful aircraft, but require lategame tech structures. Bugs and issues Rocket Buggies - They sometimes turn invisible when loading/unloading infantry. This is caused by it not having loading/unloading SHP frames. I would fix this but im too lazy to learn how. - Their turret is slightly offset from where it should be. This is also related to SHP frames, but that is because it is loaded onto a unit entry which has turret frames located elsewhere (STNK). Fixed in v2.1d Rocket Weapons in general are still rather RNG based on damage output, due to the way RA processes rocket accuracy and damage. Will take suggestions on how to improve this. This has been dealth with in v2.2 As previously mentioned Migs are not working yet, simply because all their projectile attacks seem to be missing their targets. Will also take suggestions on fixing this. - Prototype Migs available in v2.1d Air and Naval units have not been fully tested for balancing (due to only an AI being available for testing). - Early testing has been carried out in v2.1d Air and Naval units have been fully balanced and patched into the game as of v2.2 Feel free to playtest and report any bugs/suggestions to this thread. CW_v2.2a_Map_Pack.7z CW_v2.2a.txt
  11. This is why all the random logic testing Matt does is great. Some of the stuff hes discovered recently has been really interesting (like how BadGuy cannot build Medium Tanks)
  12. I'm currently travelling and pre-recorded the entire campaign. However, I'll take up your challenge anyway. Once I'm back and have access to my recording equipment, I'll make a bonus video. Because I probably need this: How many barracks does one need to get the full construction speed boost? Eight? For Riflemen and Rockets (which is what I assume you will be using) you only need two for rockets and one for rifles. You need 3 or 4 for engis and 6 for medics. But since when did you need 100 medics?
  13. I don't think captured conyards are actually able to drop engineers for you. At least I've never seen it happen.
  14. Yes there is In fact you can win the mission without evacuating the Doctor by blowing up all the Nod stuff (including that island)
  15. the technology centre drops a money crate when it gets blown up. The other variant of that mission is much much easier anyway
  16. I got peeved with this because building an Allied Tech Centre and getting GPS triggers helicopters to come in and blow up the Chronosphere
  17. I HATED that mission. Well the interior part anyway. Come to think of it I really struggled with pretty much all of the interior missions.... (except mousetrap)
  18. On the playstation version they just gave you a new base of CY, Power Plant and Barracks, which wasn't particularly easy..
  19. Yeah I remember the original voices, perhaps they are still on the old Yuri CD?
  20. Jacko

    CB

    How about what they did with RA2 pirating? Have it so randomly near the start of the game all your base and stuff just blows up. That would be amusing to watch.
  21. I havent found a recording program that works for RA2 (and I haven't been bothered to check for one in TS) OBS works fine for Tib Dawn and RA1 though.
  22. Yeah, other than desos Soviets are pretty useless.
  23. Thats a decent explanation. I don't know the full answer but it relates to quarks and antimatter in the way Blade describes. One more thing - Beta- also gives off an anti-neutrino, and Beta+ a neutrino, which makes up the small energy difference (remember the whole point of this decay is that energy is conserved, else we just broke physics) Also the combination of a particle and its anti-particle cause them to annihilate and become photons. (e+ + e- = 2 Gamma Rays)
  24. Engis can steal chinooks (and so can commandos for some reason) but not APCs My suggestion is probably a re-write of the original mission, have a small force target an important building (say a biolab or something), but theres two of them on opposite sides of the map, and if you destroy the wrong one you have to go back and destroy the right one...... or something.
  25. I'm assuming he means its a non-metal acting like a transition metal. I'd agree Phosphorus is a bit weird.
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