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Everything posted by Echo
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Can also causes a crash at the end of a map for this reason. Probably the wrong place to ask but is there a way of disabling the stat tracking?
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Is there a keyword for enabling units similar to the Phase Transport (APC w/turret)? Currently it just looks wrong due to the number of images in the SHP before the first turret frame (38, vs the standard 32 of regular turreted vehicles).
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WARNING: Adding new stuff may seriously damage CnCNet5's accuracy with endgame results! I think Jacko is referring to the various states of the SSML; loaded, half-loaded, empty.
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Well holy shit, we now have the option to bundle a load of new units into the game and see what happens. This extended stuff you've done for RA recently is absolutely amazing.
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If there's only one of them on the map and the objective is to capture it, then yeah. But say there's an objective to capture x amount of whatever structure, or merely send a spy to infiltrate something? Prerequisites aren't as flexible when it comes to this sort of thing.
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That would affect the entire game though; I just want to use special/unique units on individual maps if possible.
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This is a point; is it possible to edit a map's definitions to customise a unit's appearance and cameo, like in Arda? For example replacing the standard ANT1 SHP with another vehicle by using a keyword (e.g. Image=/Icon= )? I know you added support to give them 32 facings, so it crossed my mind to allow special units for some missions. Something such as (straight from my old Arda mod): [ANT1] Image=6TNK (automatically calls for 6TNKICON as build cameo) Turret=Yes Facings=32 (automatically assumes 32 facings each for chassis and turret) Obviously this example would require another .mix file with the graphics required, but I'm just wondering if it's possible at all (or at least how much can be done at the moment).
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Artillery, eh? Is the lack of having those during that mission still on your mind?
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Although that's not really a trigger, it does make me think that something like "Set Tech Level" could be useful in missions. e.g. Capture a structure, change the player's TL to something higher (or conversely, lose a structure and change it to something lower).
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Conversion of scg03ea.ini (Allies mission 3A) for two players (or one if you want to make things difficult). Destroy all bridges to win, and Tanya must survive! Co-op: Dead End [A] (2P) Very few changes to this one; each player gets a Medic and Engineers, but how you use them is up to you. Yes, there is a wrong way to use them.
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Another conversion, this time scu14ea.ini (Soviet mission 14). Requires two players; it crashes if you try starting alone due to reinforcement triggers only a few seconds in. To compensate for two players, there are a couple of constant extra enemy reinforcements, with a small increase in pre-placed units too. Co-op: Soviet Supremacy (2P) I haven't tested this one much, so despite minimal editing to existing triggers there may still be an issue hiding under the surface (but I doubt it).
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Interesting, never noticed that before. I assume it was just an oversight on the victory conditions; whatever the case, I've 'fixed' it. scu35ea.zip
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Bases. Disabling bases will allow far more starting units.
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Conversion of scu02eb.ini (Soviet mission 2B) for 2P co-op. Much like the other version, you can try it alone if need be. Co-op: The Thin Red Line [b ] (2P) Same rules apply; use your puny and limited resources to defend the FCP against incessant enemy reinforcements, while destroying everything they possess.
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A conversion of scu02ea.ini (Soviet mission 2A) for 2-player co-op (although if you're feeling lucky, you can try things on your own too). Unlike the original campaign mission, here you've got no ConYard; structure-wise, you have to work with what you've got against constant enemy reinforcements. The Forward Command Post still has to be defended at all costs! Co-op: The Thin Red Line [A] (2P) This is still something of a WIP, but fully playable. Will update link with later versions as necessary.
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And too many units in general. The missions rely on scripted teams and events, etc., so the chances of the AI having to keep track of too many things moving around is very low. Skirmishes are a different beast; more than a few times, I would use a cheat device to bump the maximum starting units from 30 to 50 to match the PC version. The slowdown was amazing, for all the wrong reasons.
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lol @ requesting any semblance of 'realism' in a classic C&C game. What planet are you posting from? What. You can't compare gamespeed from the PlayStation version with the PC version. Simply put, the faster speeds aren't available on the PlayStation for the same reason that it only supports four teams in Skirmish; because the console wouldn't be able to handle anything more than the game already demands without some horrendous side-effects and/or almost immediately turning into a slow and unplayable mess. You must have seen the slowdown that occurs on the PlayStation version during a Skirmish. Are you going to try telling us that this was intentional and that it's how the later moments of a game should be played, too? Speed 6 generally is the normal speed because it it keeps things fun. It demands actions, reactions and observations from players at all times with potentially severe penalties for making dumb errors or losing focus, and all without the start of the game being some sort of wanking opportunity while you wait a boring eternity for an Ore Refinery to build. That, and not everybody online has the available time for slower games.
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Yep, aside from one extra reinforcement trigger. I can always add a couple more infantry though if it's too hard
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A WIP of sorts conversion of scg13ea.ini (Allies mission 13), for use with three players in CnCNet5. Feedback required in case of bugs and any other horrible broken shit: Co-op: Focused Blast (3P) Player 3 controls the Engineers/Medics/Spy, in addition to a couple of Rifle Infantry. P1 and P2 just get Rifle Infantry (unless I missed something in the reinforcement triggers). MAP WILL NOT WORK CORRECTLY (IF AT ALL) WITH LESS THAN THREE PLAYERS. Stuff: Multi3 can activate all triggers regardless of unit used. I was going to give them control of nothing but the Engineers, but that would be crap and unfun.
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Heh, no worries about OT, I guess this is pretty open for suggestion and discussion on any soundpack (and I could talk the tail off a pig when it comes to classic Resident Evil anyway). The sounds for the RE pack are straight from the PC version of the original game, and a few of them (doors, mainly) were recycled for use in RE2 and RE3. As for RE2's soundtrack, this is probably my favourite piece in the game. It plays just at that point when you know you've finally made some real progress. (And yes, running zombies suck.)
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Because I often have too much time on my hands and hate being utterly bored, I went ahead and created a bunch of extra soundpacks for the pre-CnCNet 5 lobby, because I can. And here they are: C&C-themed: Tiberian Dawn Red Alert Other themes: PC Doom Duke Nukem 3D Resident Evil Provided that I can be bothered to expand on these in future (and update the previous packs to include the newer sounds), I'll add new packs to the list as they're finished.
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Oh, nice idea! I second this, it'd be nice to still be able to set up a customised Skirmish if I'm suddenly without internet access.
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Discussed this with Funky earlier (in about three lines). It'll be sorted out eventually! Hmmm, not sure what you mean here. Have played several Player team vs AI team games, and all the pre-set alliances were fine throughout the match. From what I can tell, allies sharing sight only seems to work in single player skirmishes at the moment. Can't say I know how this is intended to work in future versions, although there is a 'planned' (greyed-out) option in the setup room.
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From what I can tell, the AI breaks any alliance with players the moment any AI side is destroyed. Will have to investigate this some more on crappy test maps!
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I sort of tested this with Djohe about two weeks ago in TD, and obviously there are also RA maps like Normandy which give you no choice but to increase production rates across the board. There is obviously a max speed, and it's as fast as the game allows the 'build' cycle animation on the sidebar to play (same duration it takes to train a Minigunner/Rifle Infantry after building two Barracks). I think 30 or so WF's in either game is the cap for vehicle production speed, at which point MCV's are just spat out at less than a second per unit for as long as your credits hold. Same goes for CY's. Get around 20 of these up and anyone watching your base expansions will probably think you're cheating. But then getting this sort of thing to work properly is generally impossible in a conventional/fair match. Nobody's going to just sit there and let you hog all the resources, and even if they did there's probably nowhere near enough on any given map to expand like that.