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Prometheus

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Everything posted by Prometheus

  1. do you know where your C&C95 folder is? it's the same folder that contains files like C&C95.exe (please note that, depending on your settings, you might not see the ".exe" part of it) or conquer.mix! Download the file SC-GSAB.MIX listed above (which contains the GiftS campaign) and put it directly into that folder. Start the game. Please look in the bottom right corner of the main menu. There is the version number. please post here what it says. Click on "New Missions" and look in that list. You may need to scroll down a little. If you have no other custom missions installed, you should see the GiftS campaign at the very bottom of the list. If you do have other custom missions installed, your problem could be called by a conflict in the numbering. But we can deal with that later should that be the case... i'll wait for your reply before making any more suggestions, lest i end up speculating to no avail. do you know how to take screenshots? might come in handy if we still don't progress...
  2. O_o you wrote "QQ group 19826350", also, in other places. or: just the number "19826350". what is "QQ group 19826350"? or: what is "19826350"? i am curious. EDIT: i hope i'm not scaring him... please, don't be afraid! i am not accusing you! i live in germany. if you do not want to answer: okay! no problem!
  3. Ooops... from my observation i was pretty sure the computer always gets twice the amount the player gets. But you're saying he basically fills up all his silos, as long he has less than 13 (assuming he also has only one refinery... otherwise adjust accordingly). So in fact all these guys who claimed that were (almost) right, and I always thought "it seems they weren't paying enough attention"... so, it was me who wasn't paying enough attention... now i wonder how i get that "twice the amount" idea well, i know how i arrived at that, but there must have been something i overlooked: when trying to "starve" the AI, i noticed that if only one of his harvester got through, he was able to build a new one. that part is obvious, and is still works with this new information. however, i also was under the impression that that money was barely enough to purchase that extra harvester. and i have no idea why i thought that. maybe his silos looked almost drained when his new harvester arrived. maybe he was building other stuff which i overlooked... do any of you know if maybe the computer has to pay his stuff "up-front" instead of gradually during the construction, like the player does? if so, that might explain this observation. speaking of this: how much faster does the computer build than the player? and what does the level have to do with it ... is it the build level of the mission, or is it the actual number of the campaign mission which makes it go faster? or something else entirely, maybe that mysterious "Percent" setting in the INI?
  4. Just download the MIX file and put it into your C&C95 folder. You can start the campaign from the "New Missions" menu. You'll need Nyegud's 1.06c patch, if you don't already have it.
  5. Nice. uhh... on "Waffenklau" you wrote "by Janssen von Tobias" -- it should say "by Tobias Janssen" also, when i translated the briefings, i was under the impression that "Operation England" was also from the same guy. However, looking at the "Operation England" files, only one mentions a name, and it's "Chrishey Janßen" ... may be a relative or a nickname? ("ß" is often written as "ss", when the former character is not available... and "Crishey" does not seem like a German first name at all...)
  6. Yeah, you're right, i didn't explicitly mention it. But when i said one should tell the other player/s beforehand, that seemed to me to suggest that it opens the possibility for them to choose to use that "mode" as well. by the way, one time i played against my brother, he got the combined tech tree, while i chose GDI. this was supposed to give him an advantage, because i had more experience with the game. however, in fact it seemed to handicap him even more: because of the unfamiliar situation, he wasn't sure to decide, what to build, etc. For example, building both a weapons factory and an airstrip very early, instead of building only one of those and spend the other 2000 credits to actually produce vehicles.
  7. i began a second attempt at the first mission... i find it incredibly difficult! here are some screenshots of my current situation. you can also see what speed i am currently playing it at. i found it too difficult to manage at higher speeds. however, now that things seem to go better, i might be upping the speed a little soon.
  8. i haven't tried all of the missions, but those that i tried don't do depend on the changes. i'll copy/translate them in here: i've tested the game itself and it seems that these are indeed the only "balancing" changes. (i think he intended them as anti-cheat changes.) they are slight and don't mean that such missions won't function. (only thing which could need attention is if the enemy base has enough energy... but then, that's a common mistake for beginners) but maybe you had a different version back then which had more drastic changes.
  9. come on, how can it be cheating if you agreed with your opponent and you are both using it?
  10. okay, then i think i remembered wrong. if such a thing existed i would have thought you'd know about it
  11. i think it's a nice undocumented feature, but of course you should only use it when you have agreed upon using it with your would-be opponents... do it without telling them, and it's cheating. Maybe cncnet launcher could include this as something out in the open, so nobody could get surprised by it anymore? maybe even some kind of check for the Host, which either prohibits or allows this setting for the players? something like that... i'm sometimes astonished how few people know about it, when back in the 90s that was the way we usually played Multiplayer. It makes sense to couple it with the "seperate helicopter purchase" option, so you can actually choose which kind of helis you want to build instead of always getting Apaches (iirc), having to sell them on your repair bay, so you can build an orca, etc...
  12. i remember an old map editor for DOS which let you open SAV files. maybe you could use something like that to extract at least the BIN? and then maybe re-construct the INI by different clues... but maybe my memory is wrong, it was a long time ago.
  13. the version i have includes a readme file which lists all those changes. only in german though. however, there are also alternate GDI and NOD campaigns. He states that he did the GDI campaign and about the NOD campaign he only says, that it's not by him... he doesn't mention the author of it though, which i found kinda strange.
  14. like we talked on Skype, i have completed the translations... see attachment and/or http://pastebin.com/eWrwxcvP i was a little bit unsure how to deal with the titles, so you better have a look at that. BriefGER.zip
  15. it used to be a download of the DOS version of C&C, without videos, with different music tracks and with the missions i uploaded above instead of the normal Covert Ops missions... that download seems to have since disappeared from the internet. it used to be at http://www.angelfire.com/planet/cnc2005/... i found this forum post by someone mentioning it, and i'm relatively sure that "DiViNiTY" was indeed the nickname the author used... unfortunately i have since deleted everything apart from these missions... i just played the mission called "Conquer"... it was okay, although nothing special... difficult in the beginning, as you don't know where you are supposed to go, maybe the briefing text should be changed to point you into the right direction. i had some problems later, dragging out the mission extremely long. but those were apparently because of rusty C&C skills on my part. (wasted a lot of money on a big but not quite big enough attack force and then it took me a lot of time to recover)...
  16. yes, i understand the purpose of the tool you are proposing. the feature i was suggesting has to do with the problem which occurs when you design larger missions... IIRC, there is an arbitrary limit of lines in the file, or of objects on the map... to avoid reaching that, one usually removes patches of Tiberium from the map. i was suggesting to include a feature in your TibField generator to automatically do that by eliminating in a checkerboard pattern parts of the field... by the time the player discovers it, hopefully tiberium has spread into the in-between spaces, so that it doesn't look weird to him.
  17. So my theory for GDI would be: Efficiency: credits owned at end of mission compared to credits owned at start of mission. (more or equal to starting money = 100%) Leadership: Units lost compared to units (ever) owned. (no units lost = 100%) apparently, it's more complicated for NOD... i envision some experiments to try and verify or falsify that theory for GDI and also to get a clue on how it works for NOD. considering, these are somewhat strange measurments, maybe you shouldn't even care to get high scores ... because it's not a good measure of skill anyway.
  18. it seems this has not yet been conclusively determined, which is a shame... in other threads, Nyerguds wrote: 100% = ending with at least as much as you started with.
  19. i think this is a good idea. however, unfortunately i can't put the time needed into it... but i would suggest another feature: "compress" or "smart-scarce" or something... everything is done as normal, but then these steps are done: first internally divide the field in 4 quarters... the user can decide how many of these 4 quarters will be "trimmed" (1-4). can also set an "approach vector", most likely the direction of the player's base... should the user have selected that 2 quarters should be "trimmed", then the approach vector would be one of N,E,S,W... if 1 or 3 quarters are to be trimmed, then it's the corners instead (NE,SE,SW,NW)... if all 4 quarters are to be trimmed, there is no approach vector. then in the quarters of the field that are away from the approach vector, patches of tiberium are removed in a checkerboard pattern. maybe have an option to "boost" the potency of the remaining patches to compensate. the intention is that the player, with some luck, shouldn't even notice (because of tiberium spreading during the game), while it cuts down on the limit of objects which can be a problem for more big/complex missions/maps...
  20. Oh thanks... do you have a list of the remaining missions that were already submitted but not yet included in the pack? where do i submit missions that i should have? i'm asking because i don't know if you already have the missions from the "C&C 2005" pack... they are a number of german language missions... a while ago i translated them to english for my own purposes... i haven't even played them all, but from those that i played and from the briefings and titles i would say they are of mediocre to average quality... i've included my MIX file with those to this post, but i should warn you: they have numbers in the SCh5x and SCh6x range. SC-CC05.MIX
  21. hey guys, i remember that in the 90s i had at one point an "unofficial mission cd" for C&C Tiberian Dawn... it included all kinds of modding tools, patches, savegames, TXT files (which contained FAQs, walkthroughs, tipps & tricks, rumours about Red Alert, etc.) and of course a whole bunch of new maps, both multiplayer and singleplayer... many of the singleplayer missions were poorly made, i remember some didn't work at all or seemed impossible to beat. but some were quite fun... i specificially remember one of those missions which was called "BEER" ... or at least had the word "beer" in the title... the briefing text also was quite humourous, referring to Tiberium silos as beer tanks or something... i remember from the mission that the forces you were given were heavy on flame tanks and chem-troopers... but i don't remember much more, not even how playable it actually was... i wonder if any of you have any idea of what i am talking about... do you think these missions are lost forever, or have they been archived somewhere? i don't know if they're even worth the effort to find and/or archive them, because, like i said, many of them tended to be of not very good quality. on the other hand, there might be some nostalgic value to dive into these "primitive stages" of third-party C&C mission design.
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