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Messiah

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Everything posted by Messiah

  1. 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.
  2. 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.
  3. 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?
  4. 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?
  5. 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.
  6. @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?
  7. @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.
  8. 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
  9. 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
  10. I would rotate the thing around 90° to remove the south advantage.
  11. 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.
  12. something could fill the sea, like an island with something to capture.
  13. RA2 is different indeed. Messages are read from a string table file, which can be edited by XCC mixer. but there is a general problem: there is only one string table file in the game, so you have to edit the whole thing and add it to your map to make it work. I don't know if the [Tutorial] thing still works, but I never saw it in any mission.
  14. Dropping overlays is impossible I think. But you can drop a truck which carries a crate.
  15. A small green turret would look cool at the top of the apc.
  16. Kilk, you can have A look into my artwork pack I've done for RA1. https://forums.cncnet.org/topic/2239-ratd-messiahs-artwork-pack/ there is a lot of stuff I never / rare use in my mod. Infantry, vehicles, buildings. Just take what you need.
  17. nice map. but might be even nicer with some city buildings.
  18. Yeah, looks quite empty, but you could add some boxes, wheel stacks or similar stuff next to it. Too, you'll have a 2x1 sized building then, which will be hit by incoming projectiles.
  19. Come on. Find your MCV first, then you can play with the russians.
  20. Actually, I don't know how to do it. Maybe a RA2 Pro can help me there! LOL, you trained the medic Usually I need roundabout 15 minuts to gather all team members. But, of course, I know the map!
  21. cool map, but you should fix the cliff edges. where can I download this?
  22. What will be finished earlier? Dawn of Tomorrow? or BER, Berlin Airport?
  23. In the moment I do a general update for this mission, adding custom attack team types, fixing errors in the landscape, adding some details, etc. I fixed the bridge bug, but what causes the ion storm crash, no idea...
  24. Ah yeah, there was an exploit I forgot to remove.. I did an upgrade, which makes it even harder to knock on Yuri's doors!
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