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Messiah

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Everything posted by Messiah

  1. Since I play this game, I miss a grassy green theater like in TD/RA/RA2. Usual way creating one might be by editing every tile in the tileset, which is a quite amount of work. Here I tried another way and just edited the isotem.pal: Most clear tiles use the indices 128-143. I changed that colors into a green tone, while 16-31 and 48-63 are more greyish now. Open XCC mixer and watch the screenshots (.shp) with the different palettes. What do you think about the results? Edit: This is a playable mod now, probably the smallest mod ever with just 1kb size! Just download TSgreentheater01.zip (below the screenshot) and unzip the .mix file into your game folder! TSgreentheater01.zip
  2. actually it might be possible, to auto-generate the mappack too. I just had some wine and an idea how a possible logic for proper placement of tiles might look alike and wrote it down. first, you have to define all tiles in your tile set, e.g. cliff, river etc. then you have to define the edges of your tiles too, actually you define what can be added next to the tiles. e.g. S03 can have any clear/miscellanous tile in the north and in the south, but on the west and the east there MUST be another cliff tile. I guess your algorithm writes the mappack from the topleft, row after row, every cell. so probably on the left and the top there might be other tiles, so your program randonmly will choose a tile fitting at the next position. make sure there is a "plan B" for the case there is no fitting tile in your tileset (just use clear then or whatever). make a user input interface, where the user defines the amount of cliffs, rivers, roads, water, beaches, water-cliffs and miscellanous tiles in his map. user might define how long cliff chains are - when you weight the cliff end pieces, cliffs will be shorter of course. user also might define how windy cliffs might be by weighting the windy cliff tiles (S29-S38). same with rivers and all other tiles. I'm no programmer and I don't know how actually to program something like that, and I also don't give any guarantee that this will work or look good and balanced, but I had the idea the logic above could work - the result might be interesting in any case!
  3. guess you tried that with the cncnet .exe? download this one: http://iran.cnc-comm.com/ra/ otherwise, I highly recommend to try out discovert operations: https://forums.cncnet.org/index.php?topic=3068.15 mission "unseen in the mirror" features some of the new triggers, and "ra303p trigger test map" speaks for itself I tried several new triggers there, only the teleport one didn't work.
  4. for me I like the newer one, great job! so the russians both have the regular and the advanced power plant and other sides only have only one of them? for the russians it's quite weird to have two totally different looking power plants, I suggest to add a new design for the adv power plant too. I wait for the release!
  5. there was actually a mod called red alert gold. http://ra.afraid.org/html/downloads/mods-3.html if you're interested in modded red alerts, have a look in my discovert operations campaign: https://forums.cncnet.org/index.php?topic=3068.msg20821#msg20821
  6. I made some updates, infantry sequences are fixed now and the missions are a wee bit easier so far after several reports they were too hard. I also made the mission objectives a little bit clearer. Next step might be a better developed tech-tree which makes more of the new units regular available during the campaign.
  7. No, you can have as much lines as you want, but there is a total limit of characters, after that briefing just cuts off. On my experience that limit matches roundabout 2 pages on the briefing page / 10-12 lines with the length shown in the example above. But that also may depend how often you use the @.
  8. Do you use the most actual version of Red Alert, that means RA303p? The original RA95.exe doesn't have the hardcode to read jungle, use this one: http://iran.cnc-comm.com/ra/
  9. That are my settings for a Yak Napalm Bomber, comes pretty close as you can get, so it will hit bigger stuff like power plants, refineries, but still miss billboxes etc. [Napalm] Damage=100 ROF=3 Range=3.5 Projectile=Bomblet Speed=25 Warhead=Fire [bomblet] Arm=24 RangeLimit=24 High=yes Inaccurate=yes Dropping=yes Image=BOMBLET Frames=6 Arcing=yes Translucent=yes [YAK] Ammo=20 Primary=Napalm Secondary=Napalm
  10. Open your map with a text editor and add following to your map: ;makes oil derrick invincible [CAOILD] Immune=yes ;time in minuts between ore growths, was 3 [General] GrowthRate=1
  11. but there is only that ebtry in the .exe, there was no theater for that unless tschokky made his one? :O That internal theater ownership for terrain objects also existed for RA, but Iran fixed that in 303p, so now boxes can be used in temperate or trees for interior etc... Can you fix that too for TD?
  12. Did you add all of the "russian" houses of the game, e.g. all of the multiplayer houses like Iraq etc, to the owner= tag? Did you check the TechLevel of your mission and the units?
  13. that will make these units unbuildable for the russians. change Prerequisite=nayard,gayard (I think that's the shipyard) bullshit. that means both buildings are needed. just remove the prerequisite tag here!
  14. No, it doesn't?! And you don't loose it at the beginning, too. :O Did you check out what exactly messes up the mission for you? e.g. looking into the ini file for differences between both files, escpecially in the trigger/teamtypes section? That just one mammoth moves now may be caused by the way the game selects the team type members: the original missions sort the list of units (most likely) up from the unit which was placed first, while RAED remixes the list: the most northern unit is the first unit in the list now. same with structures etc. I don't know how exactly the members were picked by the game when the "create team" trigger is fired, but the order of the units may be important. does someone now more about this? Another thing, RAED also mixes the order of triggers and teamtypes, each time when you change something on one of them. O_o
  15. That means - if you set NewIniFormat=1 RA will read C&C .bin files? :O no, that arrow tile isn't usable too in new naps too. Is that arrow tile fixable?
  16. The final missions of the Firestorm campaigns play on the same location and are partly overlapping. I merged both maps to one big map and made it suitable for a 8 player match! Cabals centre is located in the north, if you turn off the power ... well, I think you remember the missions! fscore.mpr
  17. For the buildings, use [structures] instead of [base]! Base is used for computer-controlled construction by the AI in single-player, not for pre-placed structures.
  18. upload the map here, then somebody can have a look on it. also, check every section of your map one by one. so open your map in a text editor, remove the .ini changes and look if your map still dones't work, then remove triggers and try again, then team types, units, buildings etc until your map doesn't crash anymore. when you found the section (e.g. the triggers) open the original map again and check each individual trigger by removing it until the map works again. then the error might be in the trigger itself or in something it links to, e.g. a teamtype. it's quite a mess all that, but you'll definitively find the error by doing that.
  19. MattAttack, what is the AutoCreate Trigger doing then, when team creation already is controlled by that number? Seems autocreate is completely unnecessary in TD? Chimas: Look at the italic text in first post or the mission briefing in the .ini.
  20. that's it. actually not spontaneously, just at the beginning of the mission. Could that be a house (Special) specific thing, or related to the dinosaur units?
  21. This is a multiplayer map. Play it via the skirmish menu against the AI or play it online on cncnet.
  22. But it should require at least a trigger (autocreate or create exactly that team) to create that team?
  23. The soviet aftermath mission, modified to a multiplayer map for 2 players. The Molotov brothers are buildable (1 brother for each side), all other special changes are removed for balance reasons. scu46ea.mpr
  24. It is weird that the Velo team is created before any autocreate/production trigger is fired... anyway, I think I'll keep it as it is, that makes the mission more unpredictable. Seems I mistakenly changed the atk1 and atk2 when I linked it. That is fixed now. That A10 team wasn't reinforceded at all. It was meant to be reinforced to destroy a nod building on the north-western island after you destroy all creatures. So player only can win when both factions are dead. (Idea by Kilkakon) Nod is intended to be the stronger faction at all, so I skipped this. Now I made two different versions of the mission: one is the original one (scg86ea), where the beasts already escaped. In the second version (scg85ea) you have to sneak into the Nod base and open the cages per hand.
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