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[CC] RaVaGe

Ladder Tester
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Everything posted by [CC] RaVaGe

  1. Why so salty? No. I <3 u bby! Xoxox
  2. You can upvote my post with the heart icon at bottom right <3.
  3. Browse to your RA2/YR folder and open the configuration file called "RA2MD.ini" with notepad/text editor and add the option "SkipScoreScreen=Yes" under the "[options]" section.
  4. You're not very good at lying, are you? You little butt pirate.
  5. He didn't pay him with money if you know what I mean.
  6. https://forums.cncnet.org/topic/8127-yr-ra2-mode-what-needs-updating/?page=1
  7. That would be harrier/eagle pips that are probably set impropey in art ini.
  8. You can give him a special group that can only see/edit those posts.
  9. So a patch for Soviets to build robot tanks! YES!!! I'll just mod the maps and everyone will pick allied & Yuri cause they think it's naval, then they see rhinos in their base. GG
  10. I will make a patch so that tanks can drive over water to the yuri base, they won't expect that!!! See, all about tanks!
  11. I heard TD was all about NOD bike abuse. TS is all about rushing engies & bombers or Mammy drops. If you think YR is all about Tank rushes then you have no clue. Go play Allied / Yuri, Soviets are all about tanks though.
  12. Great layout, this map has a lot of potential for pro 3v3. I'd like to suggest some edits though, to make the map more fair & interesting. Add starting spots for 3v3. Add ore to make the map more interesting. Move oils to reduce the chance of a single team taking all oils at middle. Move oils on sides to make gameplay more interesting. Move neutral garrison buildings to make the gameplay more interesting. Remove tech structures marked with an X. If you don't mind I can make the edits myself.
  13. Keep in mind that this will cause heck to be selected far more often due the 4 additions. Also, I never liked heck being one-sided, I always preferred the RA2 format of diagonal spots. BL vs TR or TL vs BR... It makes it sov favoured with your spots.
  14. It's due to the locomotor of the unit (the movement code). The Chrono miner teleports, as by default the drone drops from the miner however when enough damage is dealt the drone is 'disabled' thus disappears from the miner when teleported. This could be an unintended side effect of the Chrono locomotor (teleport) or the original developers didn't finish programming the game mechanic. It's difficult to tell at this point, what they actually intended. It could be that they intended drones to release their target when the specified amount of damage is dealt, similar to the giant squid.
  15. I think I'm tired of your 'assumptions'. Here are extracts from rulesmd.ini ; Terror Drone, ooohhh scary [DRON] UIName=Name:DRON Name=Terror Drone SuppressionThreshold=5; damage below this amount won't suppress the parasite ; Ginormous Squid! Even scarier! [SQD] UIName=Name:SQD Name=Giant Squid SuppressionThreshold=250; damage below this amount won't suppress the parasite It's difficult to know what they actually intended with this code. Did they intend the functionality we have now, only affecting teleporting units or damage from certain types of units (eg dolphin on squid attacking a ship). Perhaps they wanted to make it so any damage beyond some amount would suppress the parasite. It's widely known the game was rushed and some things were not fully developed per design plans, especially with YR.
  16. There's a damage threshold that's supposed to remove the drone. It's no bug.
  17. You can play sovs in the RA2 mode then, won't notice the difference between YR / RA2.
  18. 6 Flak Track Deso bombs split from either side, say otherwise.
  19. The solution will be a RA2 ladder so stop complaining and do something useful instead.
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