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Templarfreak

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Everything posted by Templarfreak

  1. Well like I said, if I remember correctly they're making a C&C "Classic" mod...So I assume that's meant to truly recreate C&C1. Whereas the original mod is meant to improve the game and balance it.
  2. Nice. xD Compared to when I last looked at it like 2 years ago, it's definitely improved...
  3. OpenRA is extremely good. They're even making a separate mod called "Classic CNC" or something like that, where they keep the original balance and all that stuff. It's basically a perfect recreation but updated with hugely improved mechanics such as each individual building training/building it's own unit...Separate building queues for air units, naval units, vehicles...Etc. xD Yeah, it's not a perfect 100% remake of C&C:TD but maybe the classic C&C will.
  4. A lot of you are probably gonna call me crazy, but I actually like C&C3, RA3 and their expansions...They're not that bad. C&C3 is a lot more basic, but actually fairly well balanced. RA3 initially had quite a lot of issues, but it's expansion added units that solved almost all of it's balance problems. Such as the Empire not having a low-tier Anti-Air Infantry... In fact, in RA3 Infantry are ALMOST a viable composition, especially for Soviets. C&C4 I do not like, it looks horrible and just down-right bad concept. It's like they wanted to turn C&C into a MOBA (Wtf? That's entirely the opposite of what C&C is about). Yet surprisingly, it has a pretty large competitive scene, in fact there's even a fairly popular channel on YouTube (That I'm even subbed to) that shows almost entirely C&C3 and C&C4 high-tier-player games. Functionality-wise, concept-wise, capability-wise, Red Alert 2 (With ARES expansion DLL) is probably the most promising C&C game there is to date. It's got tons upon tons upon tons of mechanics that make the game really worth modding and trying to make something good...Although base RA2 (And YR) are not that great and not very balanced at all. What makes a good RTS good is balance, variety, and skill-based concepts such as tactics and micro. RA2 has tactics. It's balance is very loose, but only because of it's concept. If it's economy and production was a little bit different, it would be woefully more balanced. But it still has variety issues. In fact, all C&C games suffer from variety. Vehicles almost entirely have all the power and nothing else can stop them but vehicles. Not even Infantry, or even air units, that are designed to take down vehicles, can be produced as quickly or in enough quantity, and in the Infantries case they just straight up don't have enough power, in order to take down a vehicle-based composition. But after all of this, we still have an Open-Source project being developed by some very talented people called OpenRA. It's quickly becoming much more promising then RA2, with them working on an Isometric terrain system, Voxel support, and making many other things such as mechanics from RA2 like Mind Control, Magnetron, and Marriage Tanks. OpenRA will replace RA2, it will only take time.
  5. (Idk, I'm just feelin' in a C&C mood the past couple of days) Anyone remember/know about this thing? It's really weird and needs a lot of work but it's actually pretty cool! http://www.adityaravishankar.com/projects/games/command-and-conquer/
  6. That's all. As for the transport angle... what's your point? Idk, it's just weird to me. It also doesn't make a lot of sense. xD I'm also paranoid as fuck, so I feel like that's what was initially causing the cell corruption even though I really have no idea how it was happening. Also, I meant as a whole how many of those features have been implemented. Not with just this patch. =o
  7. I actually do have a question about HyperPatch, though. This Feature list: http://ppmsite.com/forum/viewtopic.php?t=27320 How many of these features have actually been implemented? EDIT: Probably should've just edited my first comment, oh well... EDIT2: Also I've noticed something. ALL Air units adjust their angle while they land to ALWAYS to a 45 degree angle. However, when a transport has units loaded into it it DOES NOT adjust it's angle while landing...
  8. I absolutely love it, anyone else? It still says it's HyperPatch 0.2, but that's understandable since the first release was technically not 0.1, the second release was.
  9. Tried both, didn't work. xD I also tried using CnC-DDraw, because I thought it worked with TS but I guess not. xD I have bad luck, though. I'll try it again later. Maybe It'll work the second-time around.
  10. This is an issue I've had with Tiberian Sun since I got a more up-to-date computer. The Fastest Gamespeed has no framerate cap, so it renders as fast as humanly possible at like 700-1000 FPS. Which makes the game unplayable... Now, yes, I could play at the Fast gamespeed, but that's too slow for my taste! Is there something I can do for this? I'm thinking I want the limit to be around 200 to 300, that should be good right? Also, hi. =) (I will stick around, but I probably won't be a frequent poster. xD)
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