-
Posts
403 -
Joined
-
Last visited
Everything posted by Messiah
-
Hey Folks! Here's a 3pl-map coming in with a terrain expansion (see here) using my new railroad tilesets - and even a train is using it more or less proper. :yo: Zip archive contains map and temperate.mix you need to play it. I deleted nothing from the .mix so you still can use the game as usual on other maps. railmap.zip
-
Best you upload your map here, else nobody can say what exactly is the problem.
-
there are no terrain objects (trees) in your maps. maybe just copy them from the original map, so trees are the same in both maps.
-
removing bridges in final alert2. (help needed)
Messiah replied to Karpule's topic in Mapping Discussion
maybe there is a [bridges] section in the map text? I'm not sure about that in RA2, open the map with a text editor and remove that section if it exist. -
there should be a crash.dmp file in your RA folder, upload it here together with the map.
-
Instead of "Aftermath Missions" and Counterstrike Missions" I would suggest a menu with "Custom Missions" for user-created stuff and "Expansion Missions" for the official missions, like in the latest RA versions.
-
[Campaign] Discovert Operations 2.09 for Red Alert
Messiah replied to Messiah's topic in RA Singleplayer Maps
Actually I just forgot to remove the buildup animation from the mix, what will be done with the next update then. I don't use it because that caused the AI to sell the Tech Center sometimes. -
I evolved a way to improve the offensive power of the AI in Red Alert Singleplayer missions. That guy showed a way how you could use the mechanics of multiplayer Auto-Production, but in his case the soviets for some weird reason build technology of both parties: https://www.youtube.com/watch?v=WVHDVnE6X6s Typically, you use defined teamtypes which were build by the opponent by a trigger. In my eyes these attacks are very weak and not comparable to that from later C&C games or even a human player. So we need an AI which is more agressive. Setting up the structures: Build your map and the opponent's base. So if you add buildings of another house of the same color (e.g. Greece/GoodGuy, USSR/BadGuy) to the opponents base and set it IQ to 5. Give him power, a proc, barracks, a weapons factory, helipads, airfields and a harvester. Make sure both houses are allied to each other AI should build units of his own side only, so following step is necessary. Expect we are playing USSR in our example. Set the techlevels: 19 for all opponent houses. 20 for the player house. Now set TechLevel=20 for all soviet units in your map via text mode. Set TechLevel to 20 also for some allied units like radar jammer or mobile gap generator because they are just useless for a battle. The MCV should be unbuildable too for the enemy. If you want a unit or building not to be available in your mission, just set TechLevel to -1 Now the interesting part: How do we control the ratio and the composition of the attacks? do this by - amount of income - number of war factories, helipads and barracks - AI settings (below). - TechLevel specification for some units ; Add to your map and change these to control AI's behavior: [AI] AttackInterval=3 ;average time between attacks. AttackDelay=6 ;time before first attack is launched. production of IQ=5 house starts imediately after games begin. If necessary, delay this by not placing harvesters at the beginning; reinforce the harv later by a trigger. AutocreateTime=3 ;That's for the other house. Set a low number for more frequent Autocreate teams. EasyAIGoldValue=25 ;Income control for the computer controlled houses. "easy" means when computer plays against a human who plays on "hard" and vice versa. I favor to set those to 50 and 100 (so enemy will get $1400 for a truckload of ore and $2800 for a truckload of crystals). EasyAIGemValue=50 NormalAIGoldValue=25 NormalAIGemValue=50 HardAIGoldValue=25 HardAIGemValue=50 Some examples for a different behavior of your computer opponent. Soft background AI: - only a few people sometimes look around for amusements. - Procs: 1 - Weaps: 0-1 - Barracks: 1 - Aircraft buildings: 0-1 gold and gem value: don't change anything. AI settings: don't change anything. Constant infantry spam: - permanent stalingrad-style attacks of infantry. - Procs: 1 - 2 - Weaps: 0 - 1 - Barracks: 2 - 3 - Aircraft buildings: 0 - 1 gold and gem value: double the value. AI settings: AttackInterval=0.5 Tank rushing AI: - strong tank attacks. - Procs: 2-3 - Weaps: 3-4 - Barracks: 0-1 - Aircraft buildings: 0-1 gold and gem value: at least double the value. AI settings: AttackInterval=4-6 Set TechLevel=20 for tanks that should'nt be built automatically, so you can limit the attacking units to be e.g. light & medium tanks or V2 rocket launchers only. Aircraft Backup: - aircraft support only. - Procs: 1-2 - Weaps: 0 - Barracks: 0 - Aircraft buildings: 2-6 gold and gem value: best double the value. AI settings: AttackInterval=1-5 Add enough power plants and one harvester per proc. Don't give him a conyard anyway. Now you have a autonomous and strong opponent in your singleplayer mission. Example mission will follow soon.
-
Red alert Triggers for adding bases into map that prduces
Messiah replied to rocketsteve's topic in Mapping Discussion
Which IQ your USSR house has? Set it to 4 best, if it has IQ=0 or no IQ= entry, no production will occur at all. Otherwise set the IQ to 5 and your russians will randomly build something if they have money for it. Last but not least add a Color=8 (or 9, 10) to the house entry so make sure your russians have a different color than every player's house. -
[Campaign] Discovert Operations 2.09 for Red Alert
Messiah replied to Messiah's topic in RA Singleplayer Maps
Featuring Tschokkys Cave theater: Hunting a mammoth through the cave: Tanya on the staircase: Discovert Operations 3.0 - Coming Soon! -
New units then have the name of minigunner or medium tank. It's a strange bug, though. Are there plans to fix it?
-
Symmetrical maps are boring. I want to make something where simple tank rushes may not be the preferred tactic, so other units like artilleries and infantry are enhanced in gameplay. I rebuilt the whole map for RA by the way: http://cnc-comm.com/community/index.php?topic=4701
-
-
rules.ini I can send you the rules.ini where I added the new stuff if you want, Jacko. Is there a way to give new units a name, or better, avoid that crash?
-
Heysa! I played around with some new units, buildings and infantries and the game sometimes randomly crashes when one infantry is on screen. That could have some reasons: 1. It's the name= field I used to give them a proper name. Somebody told me using the name= tag could crash the game. Is there a way to link a new unit to conquer.eng? 2. My infantry shp has only 238 frames for now while E1 has more than 400, so it is invisible while idle animation (I've to fix that anyway) but game usually doesn't crash here. 3. It has something to do with the Cave theater (but I don't think that). 4. Too much new units or ini configurations just destabilize the game. I attached some of the crash reports (they have different size). ra95crash6.dmp ra95crash5.dmp ra95crash4.dmp
-
I removed the northern tiberian field and added two small patches near the player's starting location. There weren't any triggers in the first version. That's a good idea to add one: If you attack the Oil Derricks, something will happen. There is no south advantage in this map, but I think West has a slightly better chance to control the southern tiberium field, so I increased the size of eastern fields. So East may have (cosmetically) better chance in early game and West in late game.
-
I remember Tesla Ants appear in one aftermath multiplayer map (I forgot which one this was).
-
seems that some people still don't know a TD map consists of two files. :laugh:
-
That's a mission I originally made for Dawn of Tomorrow and reinterpretated as multiplayer map (62x62) now. Only limited Tiberium resources are available and the map design encourages several tactical possibilities. scm49ea.BIN scm49ea.INI
-
you create a mission where you set IQ=5 PlayerControl=yes for a house. I did that, works fine! The guy acts like a skirmish AI, but you can control his units. :yo: I don't know if it this is possible too if you do this for the player's natural house defined in the [basic] section. A hotkey feature to change the behavior doesn't exist. Maybe you could use one of Irans triggers to change the IQ of the player's house (which is Multi1 in skirmish games) by an event like the destruction of a building this trigger is linked to. see http://cnc-comm.com/community/index.php?topic=2598.15 #17- Set_House_lQ. Check it out!
-
you mean the Disruptor Tank from Tiberian Sun?
-
I changed the terrain properties in the rules.ini so wheeled units could drive over water. [Water] Foot=0% Track=0% Wheel=80% ; changed from 0% Float=100% Buildable=no The JEEP is the only wheeled unit in RA. It move on water now ... but at the moment that vehicle leaves the shore to open water it just explodes. :down: Vice versa it is possible to make ships moving on land by changing the Float parameter for the terrain. By removing the water frames from the .shp file ships may be used as amphibious units, but they still are ships - so they are produced in the shipyard and can't use the repair bay as well. Telling infantry to go over water that way (Jesus style) is possible too. Is it impossible to create amphibious units from tanks in RA, like the GDI APC from TS?
-
cnc95.exe is the .exe for tiberian dawn? Red alert has RA95.exe. "Some terrible antivirus software such as Kaspersky think the ra95.exe file included in the package is a virus. It's not. I advise you to update to better antivirus software." http://iran.cnc-comm.com/ra/
-
[Solved] rules.ini (RA1) changes don't apply
Messiah replied to morris's topic in Modding Discussion
did you test your rules.ini with cncnet or offline? -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
Messiah replied to Tschokky's topic in Modding Discussion
of course, view the shp! It derives from the Vega Pyramid from TS, additional with two rows of stalagtites at the front. First time, the animating water was an accident that happened when I converted the temple to the cave palette. Making a terrain piece out of it is an idea too, but a TS building added to RA could look over-sized very fast.