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Posts
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Everything posted by Messiah
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looks like the stromberg-type tanker, where you can store 2 nuclear submarines inside It wouldn't be the first object in C&C which looks like something from "The Spy who loved me" - I guess the soviet submarine wharf is designed from the villain's headquarter.
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FinalSunEditor - Unable to set starting team of a building
Messiah replied to dannyk90's topic in Mapping Discussion
I didn't know somebody is still working on FinalSun. Holland, may you upload this file on a open filehost? -
this forum is hosted in europe, so it should be ok. XD (as long your map shows titties too of course...)
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There are 3 missions now to check out! link is in the first post. The initial mission is completed. you have to do a sneak-in commando operation and destroy a Nod laboratory. The other two missions are playable but still need some minor improvisations. - Impressions - Boom! On thin Ice Tower attack Trapped in city
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The size seems to fit to replace the MISS building in RA. I would increase the Size of the Nod logo a little bit. Nice work nevertheless! I've done a Nod headquarters too, which is basically a modification from the soviet one. thread
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there are actually two ways to to that: if you add a trigger with action ...add superweapon and the AI house has an iq of 4 or 5, there will be a computer-controlled attack. just placing a nuke silo is not enough. If you use version 303p, you can fire a nuke to a specified waypoint. This is not supported by RAED, you have to do it by hand: create a trigger in RAED, open the map file, search for the trigger in the map in the [trigs] section, and change the last 4 comma sections into 59,X,0,0 with X for the waypoint the nuke is fired to.
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@bask: IQ5-AI in single-player will build both allied and soviet units sometimes. It also ignores Prerequisite and TechLevel limitations. there is a lot of stuff in RA scripting you don't really need and something is obsolete stuff abandoned by westwood (like thieved by...). I don't even know if "rescue" does anything. you have to make another trigger with the action "set global... 9". when this trigger is fired, all triggers with "global is set... 9" in event will fire. that allows more complex scripting. so you can practically add more than just 2 actions to a trigger. example: set global... 9 when the hostile harvester is under fire. make triggers for global is set 9, like production and autocreate begins, reinforcement teams, drop a nuke over players base... with virtually just 1 event.
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Tiberian Sun getting the AI to Create teams out of existing units.
Messiah replied to Fragile91's topic in Mapping Discussion
Double-click on one of your units. Did you set Recruitable and AI Recruitable to 0? -
Mapping technical question: unit production & multiple factories
Messiah replied to Darkstar387's topic in C&C 1
I'm sure the AI randomly builds from all available factories when a team is produced. You may try this to specify the factory where something is produced in: 1. Change structure's owner to "Multi1". 2. Add a power plant, refinery and harvester (or enough money) to that house. 3. Ally Multi1 and the house of the player's opponent. 4. Change all TeamTypes which should be produced there to "Multi1" 5. Add ColorScheme=Nod or ColorScheme=GDI in the [Multi1] section of the map ini. In RA that works fine, in TD I'm not sure if more than one house is able to produce and create teamtypes. -
Loading units into a helicopter doesn't work, as I know. But it should be possible to load someone onto a LST. The evacuation of GNRL and other units on the helicopter is hardcoded and can be turned off in multiplayer missions only for now. Iran was doing some hardcode hacks for RA, maybe he is able to fix that for singleplayer too. You could write him a message. I'll have a further look on your others issues later, until then you should have a look on this awesome mapping tutorial video: https://www.youtube.com/watch?v=WVHDVnE6X6s
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Artwork for RA and TD (in my opinion) is quite easier to do then for later games because it is in 2D only. which game do you want to mod?
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You forgot to mention your own missions are quite good, nariac I wonder there are so many good SP missions for TD but only very few for Red Alert.
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if you want to prevent tank rushes, I suggest to multiplicate the price of vehicles and defense buildings x3 and aircraft x2 and slow down the speed of vehicles a wee bit. makes infantry an option in gameplay.
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Command & Conquer: Dawn of Tomorrow teaser thread
Messiah replied to Kilkakon's topic in Modding Discussion
any release date? -
I once had the Idea with two factions battling each other too. One mission was my Scavengers map, but with only one hostile base. The other mission will be featured in Kilkakons mod. I'm curoius in which way you realize this mission!
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Yes, a graveyard. I 'm not really satisfied with the stuff I took from TS, I doesn't really look like part of the game yet. For now I removed the blueish tone a little bit. I put the images in a snow.mix (Interior additions already done by Allen262) and added a short missions featuring it. :yo: I would really like to see my images in RedAlert++ or CNCNet-RA! You can extract and change/modify my stuff in that way you want. Same for the additions I made for the temperate theater and all my other images. http://www.mediafire.com/file/ri655b8u6byhhse/snow.mix cmu93ea.ini
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Gimped Image. Long time nobody has done new tilesets for RA, I'm active again. Most of my stuff I get by editing existing RA tiles or using images from Tiberian Sun. Some tiles like the Dam perfectly fit into the game, others still need fixing.
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Well done! That mission kept me busy for a while, so I needed 2 hours to crack that thing by using my usual SP tactic: just defending until Nod's harvesters come to me. Only thing, the artillery in the far south above the cliff just doesn't do anything. Working gun boats already appeared in older missions (Like in GDI01), so whats new here? But I remember it was quite easy to trick them: If they target an unit/building, they keep fixed on it unless it is destroyed, by ignoring any other possible target that time. Nariac, did you look into the stuff I sent you some weeks ago?
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why not just remove the maximums completely?
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But my coop maps (and the whole mod) are not working online, because CNCnet overwrites my mix files. :O That exe from portableRA is from august 2014, while that one I use is from 2015 - and without version number - it shows "R????". Is there a newer one?
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Try the exe I use for my Discovert Operations campaign. It is that one made for Tschokkys new stuff and supports all new theaters and contains everything Iran added to the game too. https://forums.cncnet.org/index.php?topic=3068
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Yeah just send it via personal message when you have something to play!
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I might replay the campaign when it's done.
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