Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...


  • Content Count

  • Joined

  • Last visited

Everything posted by Messiah

  1. I build RA2 maps since nearly 15 years now, but that is actually new for me. I did an update, first post.
  2. Sometimes I do, but RA2 maps need much more time to complete than RA/TD maps. For this map I needed 3 months, and there are another 3 months of work for the singleplayer mission on it. I'm gonna fix these in the next days. Errors behind cliffs are hard to detect because they are not visible in the editor.
  3. Some people remember my huge landscape map, now I made another detailed landscape map for YR. Every player has two ore fields and one oil derrick, all other resources are scattered on the map. On this map, pathways are more restricted than on the other one. Super weapon recharge times are increased, so players have more time to launch attacks on the super weapon buildings. There are minor INI modifications, most of them for a better performance and a better AI handling of the map. version 1.1; 09.09.2019 hwm8pl2.map
  4. Infantry should be in a file called hires.mix and tanks are in a file called conquer.mix (which is inside main.mix). You can open these files with the program XCC Mixer.
  5. Messiah

    New C&C Show!

    So is this remaster a complete new game with modern 3D artwork and engine, where you play a remake of the original campaign etc? Or will this game use the original game files, e.g. the flat 2D .shp images and map files?
  6. South has access to its tech building, but North hasn't, because there is no ramp...
  7. It is getting autumn in Red Alert! autumn.zip
  8. make sure your AI house has a trigger with the actions: production begins autocreate begins AI triggers begin
  9. Nice. This one will work as 2 vs 2 or 3 vs 3 too, theoretically.
  10. I don't think the remake will have much similarity with the original game, though I have no further informations about it. I actually expect a completely new game using a contemporary game engine and modern 3D graphics, where they remake the original campaign and gameplay and fix some issues like the GDI weapons factory. Remember, the original source code for TD and RA is (most likely) lost.
  11. What is price for the core defender? Even for 10000 the new GDI stuff would't compensate that. I would actually like to see a match, where every player has just 1 core defender, nothing else.
  12. This is not possible with the original game. I guess there is a RA2 mod for RA3 or something like that.
  13. This is possible for offline-games or mods, with limitations. For online games, you have to modify existing units. Iran made a tutorial on this, but I cannot find this thread anymore. You also need a special RA95.exe for this. In the CNCnet version the possibility of adding units is removed because it caused out-of-sync-errors or something like this.
  14. Messiah

    "Useless" units

    Infantry are just too expensive, compared to their power. If their build costs are significant lowered, they could be an option again. 50 for the rifleman, 100 for the grenade thrower, 150 for the rocket soldier. "Cheaper infantry" could be an interesting tickbox for CnCnet actually.
  15. I guess it is this entry: BaseSizeAdd=99 ; computer base size can be no larger than the largest human opponent, plus this quantity Which game?
  16. Chem, try out this 3pl map I made some years ago. https://forums.cncnet.org/topic/4208-a-blaze-in-the-northern-sky-3pl/ It is highly asymmetrical, but every player should have same place for its base, same amount of and distance to tiberium and similar pathways to their base. Which player do you think has advantage/disadvantage here?
  17. Messiah

    "Useless" units

    I agree with Q move for the buggy, but it requires a turret, right? This could be easily added to Buggy aswell to the Tick tank. Last one already has artwork for this, I don't know why they didn't use it. I forgot to mention, when changing that HoverMissile warhead, its damage should increased to 45-50 to make it effective. So it can be used for a similar role you suggest for the buggy while far more effective against wood structures and light vehicles. To compensate the nerf against harvesters, OrcaAPs heavy verses could set to 150% while keeping the unit's speed at 20. When I played that game first time, I actually misinterpreted the Hovercraft as a successor to the MLRS from TD, which was an anti-infantry, anti-aircraft and anti-structure weapon comparable to the artillery (The MLRS actually failed because its range was not far enough to snipe Gun Turrets). The wolverine was meant to be a successor to the Jeep, but it just lacks of its speed. At least with your buffs it isn't cut into pieces that easy anymore by bikes and bazookas. GDI already has a good low-tech anti-infantry weapon with the Grenadier, I actually prefer two of them instead of one wolverine. When you change the Subtank's armor to heavy and set its prerequisite to Radar, you either should reduce it strength to 200 or increase its price to at least 1000 or it will be to OP. Note that unit is invincible while digging through earth.
  18. Messiah

    "Useless" units

    @IntoTheRainThe RaiderCannon has a low range and is just too weak against armoured stuff. It will be good against JumpJets, but Orcas and Bombers are better targets for armor-breaking warheads imho. The Devil's Tongue is a weapon which requires a tech center and the cyborg is quite slow, so the Buggy is the perfect weapon in early game to encounter infantry attacks or to protect Bike raids. For last purpose speed of both units could be set to 11 (Buggy is 10, Bike 12) You also mention the Arty as anti-infantry weapon. I wont't agree with that, since FS the projectile doesn't straight hit the target any more. So it has lost a lot of its defensive value. What do you think of changing the Hovercraft's warhead from AP to HE, because GDI already has a strong anti-armor unit with the Titan?
  19. Messiah

    "Useless" units

    @IntoTheRain, I would add AA capability to the bike (as in C&C) instead to the buggy. The buggy needs a serious increase of its fire rate, maybe Damage and ROF both 20 for the RaiderCannon (From 40 / 55). Same with the wolverine's weapon. JumpJet infantry needs increased speed and climb rate and a slight boost of firepower to make it comparable to the RA2 counterpart. The hijacker unit seems to be designed by the programmers as a unit which only purpose it is to counter the mammoth MKII in late-game, due to its high price and late availability. Compared to that, the RA2 Yuri costs 800 only and is already availabe with a radar.
  20. Cool, someone plays my missions I never managed the team types of scg62 attacking properly. I still work on it, see further posts here https://forums.cncnet.org/topic/4550-tiberian-dawn-the-scavengers-revenge/ about that issue. It's quite a mess of work, especially when you haven't looked in some missions since at least 15 years ... Try this mission. scg67ea.INI scg67ea.BIN
  21. Some triggers, traps and marauder troops are placed in the map. This is the YR mission converted to a Firestorm map. Originally designed as a SP map, this might not be fully balanced for MP, but each starting point has its own advantages and disadvantages. https://forums.cncnet.org/topic/7252-yr-huge-landscape-map-14-detailed-200x200/?tab=comments#comment-55717 https://forums.cncnet.org/topic/7560-yrares-mission-yuris-final-return-a-red-alert-2-opera-in-4-acts/?tab=comments#comment-62690 --- Download ---: all01umd.mpr
  22. I would rotate the thing around 90° to remove the south advantage.
  23. RA has icecream instead 😂 You are right. CnC actually has separate palette files for each theatre: one part of the palette was different in each theatre and was created for the theatre templates only, resulting in a better quality of the template images. The other part of the palette was identical for all theatres and therefore it could be used for units too. RA has only one palette for everthing.
  • Create New...