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Holland

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Everything posted by Holland

  1. And here some of the mods, might be helpfull to if you like modding. theyre also all in the topic https://forums.cncnet.org/topic/8661-ts-the-new-units-and-buildings-expand11/ WEPnukeICBM.iniWEPrapidemp.inihavoccoolmgharpy.iniWARHEADS.iniWEPaircrmiss.iniWEPReplaceEMP.iniWEPinfblue.iniWEPccblueball.iniWEPrlguntower.iniWEPdoubleyellow.iniProtoxhighbomber.iniANIMATIONS.inifortmg.inifortartillery.inifortmissiletower.inifortdoublecanon.inifortsinglecanon.inifortsonic.inifortall.inirevox.iniiontankWEP.iniUmgibolver.iniThor.iniSpalterdoublebluelaser.iniKesselbrut.inihawk.iniFatboy.iniexciter.iniDAISHIGDAISHIN.inivoxeltest.iniharbortrades.inimissileftwr.iniWEPjumpjetlaser.iniempy ini file.iniWeed grows double fast.iniharborandboatsforai.iniGDIcanon_backup1.iniGDIcanon.iniMongoosmech.iniMongoosmechdualproton.iniWEPmislscat.iniWEPsuicideinfantry.iniWEPblackhandlaser.iniWEPassaultmg.iniWEPplasmaball.ini
  2. The added mods in this topic can be inserted with Final Sun Very easy. Edit> INI Editing > Insert another INI file content, pick your ini file and done! Just like in this GIF: (and disable beginner mode) What to know: Some of these mods will only work in CnCnet's Tiberian sun. When playing a map with the mod 'Start with hijacker' Make sure to disable bases and short game when playing it. When adding the pretty trees, you have to turn all normal trees into them in map file, it show how in this topic: https://forums.cncnet.org/topic/8661-ts-the-new-units-and-buildings-expand11/ When adding 'Spiders run out from under destroyed bridge', u have to do a few more steps, which tutorial is in this topic: https://forums.cncnet.org/topic/9788-using-xcc-ini-clt-to-add-mods-ts-mods-included/ same tutorial applies for Blowing up bridges with C4 When using oilderricks, you have to attach a trigger to the building u want to be an oilderrick, see oilderrick topic: https://forums.cncnet.org/topic/9712-ts-ion-collectors-as-oil-derricks-like-ra2/ Im just using a black theme in windows thats why my final sun is black Other mods with an unclear title are mods included in cncnet's uploaded mix files, see first link above^^ they are still imperfect but ready to mod and use I keep updating these files as I use more and make more ALL MODS ARE INSIDE 'TS Mod ini files.rar' So just get that one or pick the ones you want, your choice TS Mod ini files.rar Fonas and blue tib trees.ini Instant build for testing.ini Reveal all map.ini redeployable oblisk.ini Giants mods.ini vet patch v246.ini max queue units 20.ini harbors and boats.ini Pretty Trees.ini RTWR ION RAILGUN.ini 8OILDERRICKS.INI empy ini file.ini Auto Ally 1234v5678.ini Spawn Houses.ini Neutral enemy and ai mcvs dont deploy.ini Start with hijacker.ini nod has carryall with temple.ini day n night loop.ini Bridges C4able see tutorial.ini ion charge collector.ini Heavy assault mech canon.ini droppods uplink to upgrade center.ini radar has superweapon uplinks.ini
  3. I do feel like a dummy because i just discovered Final Sun does the same thing as XCC_INI_CLT. thaha ( i swear i thought it didnt) So, forget about this little command line software and us Final sun instead. I will make a new topic and add some more good ini files, but already got you a new Gif tutorial on what to do in Final Sun: See Topic 'Adding mods with Final Sun (TS Mods Included)'
  4. Oblisks always mess up my early tit-carryall rush. Basterds
  5. Holland

    Metropolis

    It uses the mix files uploaded on cncnet. So use cncnet tibsun to play
  6. Holland

    Metropolis

    Metropolis Made by Humble Scripts by Holland Quick note, Humble has done it again, he made another outstanding multiplayer westwood style Tiberian sun map. In this map metropolis, there is amazing precision and details. Humble as I know him, is one of the few Master Elite players still playing today, and it definitely shows in his perfectionism in all of his maps. We got be very creative and added a cool feature that makes gameplay somewhat very interesting, which includes granting control: Spawn 7 and 8 are 'SuperSpecs', They own only the Crash sites, either the UFO or the KODIAK. They are both hard to kill and they give all team players a teeny tiny bit of money, much less then a single Harv would. Both auto-allied teams can see their crash and optionally grant control to, and so 'superspec' can focus on using their scouts, control their harvs, etc. After 14 minutes, the crash site's superweapon droppods are hacked, and Bbth superspecs will be loading the Droppods, 5 Minutes after that, the multi-missile, 16 minutes after that, Ion cannon, and 11 minuts after that the hunter seeker. Superspec will die when the crash site is destroyed. Specs: Metropolis[Ally][Vet.2.46] Autoally Veteran patch 2.46 SuperSpec's (grant control) Blue tib trees & fona's (no firestorm needed) Map is very Alive!! We also made sure none of it would interfere with online gameplay. Cities are alive, Buildings light up when its night!! There is UFO abduction, Spiders hiding underneath bridges!! TRIPOD FROM WAR OF THE WORLDS KILLING PEOPLE! 😐 And when does that train end???????????? And a fully functioning hacked Crash site, turned SUPERSPECC Grant control to your superspec by clicking the crash site and pressing your assigned hotkey Yup, giving tiny little bits of money to each team player Close enough to looking dead So far, many players love the map and everyone wants to be super spec. If your a mod map player and prefer giants, just give this a shot. there is enough money and you'll get used to these cool dynamics, give it a shot! /map 101b0c50a42f13a2bf2dae67d8bedb8a4f258bd8  Metropolis[Ally][Vet.2.46]
  7. This mod will make the bridges on your map C4-able, to maximize use of the Ghost Stalker: C4BRIDGE.ini plus a little extra: Place C4 twice, and a C4 is pre-placed for when its fixed (like in gif ^^) C4BRIDGE.ini After inserting this mod in your map using XCC_INI_CLT (or just placing it in your map), you have to do 3 things to each bridge: Attach a trigger to the Bridge huts, Place the trigger's cel underneath bridge Place the corresponding waypoints Made a little gif tutorial to show you how: So to clarify what i did in the gif: Double click repairhut, and select an trigger that contains the word 'ATTACH', use the same trigger for both repair huts The middle 5 letters i selected are the ones you look for in Trigger Editor, this tag i used was 'SP5E1' ( Disable beginner mode in options, then Edit > Trigger options) Select the trigger SP5E1BridgeDestroyed, then click 'Place on Map' and place the cell underneath the bridge. Select the trigger SP5E1BridgeC4, select the tab 'Actions', and see which two waypoints are used, and select "Create waypoint with special ID", and place them right under the end and start of the bridge. Thats it, save your map.
  8. 1 sex 2 raising kids 3 muay thai 4 diet 5 dishes 6 business 7 marriage 8 chess 9 hide and seek 10 dying. Im bad at that
  9. Guess its the same with infantry, Kain. It might be less for barracks since its cheaper But you can do some happy math on this Lets say 100 is normal build time Placing 2nd building is 15% faster so 115% build speed 3rd: 15% of 115 is 17 so its 132% buildspeed 4rd building, 15% of 132= 20 so 152% So it will spiral up. 15% more, 17% more, 20% more, 26%. Which means to see a big significant change you gonna need mannnyyy manyy @dkeeton is there a way to download the old ts-spawn that has the old multi factory? So Kain-naik can play with that one.
  10. I was just making fun. But also it be really funny to have a superweapon like that, i was honestly gonna make it for fun lol. I'll do it don't worry, they just can't be repairable. Re-deploy Mcv has to be enabled if you want it to work, if unabled it would just disappear after redeploying so can't have that, the ticktank=yes code makes it unrepairable and makes it not disappear so it is how it is i made some tutorials on how to mod, the code for the oblisk i left at this topic Put gso and terrace lol ok ill do it for you cuz u asked so nicely
  11. Might as well make a superweapon that drops off 20 deployable oblisks in enemy base.
  12. Got some more, its just so nice to add or substract certain mods, added vet patch 2.46 and the giants mods, so u can easily delete or add one or the other Also pretty ra2 trees, quicktest and reveal map for testing maps Giantsmods.ini vet246.ini ratrees.ini QuickTest.ini Revealmap.ini
  13. Undeployable oblisk.ini Already added this in Giants 4v4: Giants w oblisk.map
  14. Here ya go Giants w oblisk.map
  15. Thaha, i enjoy giants only if its a short game. Rushing is all i do in giants, even with nod, 9 x outta 10 my rush succeeds. Giants is too lame of a gameplay to consider it real gaming, and the elite pro's are too good to play with. I don't ever see them come together and work things out, so i just keep modding, its fun by it self. ANYWAY!.... Ok I'll add the undeployable oblisk to a map, which map? Giants? ________________________________________ To make the undeployable work, the structure have to be given the rule: IsJuggernaut=yes or TickTank=yes, but by doing so, it is impossible to sell it. But i don't really see it as a problem.
  16. Holland

    Holland's maps

    Expanded warfare v1.07 [Vet2.46][AA][Ships][Oil] Holland expanded warfare.mpr Just a few ships, minimal mods for fair gameplay, should be pretty balanced Oil derricks on the islands, they give only 30 per 10 seconds captureable droppod radar in middle! Added: -vet patch, -deployable oblisk, -carryall for nod, -blue tib, fonas and mold (firestorm not needed) -C4-placeable Bridges, and pre-C4 placing If you C4 bridge after its blown up, you can pre-set next C4 Turned Repair vehicle into Repair Drone so it can repair boats as well: Full screenshot: Download: expanded warfare.mpr
  17. Holland

    Holland's maps

    Fasted AI defense maps i ever made, SPIDER ATTACKSS, inspired by that bunker scene from Starship troopers lol. Used TSwavemaker to clone waves, and pre-made mods for some nice color effects, and all the spider types that have been uploaded thihi bug arena.mpr /map 4bd36da1c48df80961b7d857833c10857a74335f
  18. Heavy assault mech Heavy assault mech canon.ini These two are from map Bug Survival Arena
  19. RTWR with ion-like railgun RTWR ION RAILGUN.ini
  20. There is a bad OILDERRICK file in the above attachment, (money kept going after destroyed or sold) fixed it, get the updated one:8OILDERRICKS.INI
  21. To make it all a bit easier, here is a starting template for if u wanna make a map with oil derricks. Use this map template to make your map. The pyramids are the oil derricks, giving $85 per 10 sec, read the tutorial above on how to change it. You can also change the pyramids into ICCPP (the ion collector as shown on top of this topic) or any other building by using notepad's replace function. oilderricks template.mpr Click to download ^^ Any questions, let me know
  22. Updated this again, there was a few flaws in there, totally forgot to add the "When destroyed (or sold), Stop money income" I believe its perfect now. download attached file, im not gonna copy paste it in here since it takes up the entire page lol 8OILDERRICKS.INI
  23. There are indeed so many ideas and preferences, what i really like to see in the client tho, is a checkbox "Enable Mod..." when the host enables it, he can choose mods to be inserted in the game. And then for example when you join the game, u can see what the host has set, like: Mods enabled: - Undeployable Oblisks - Vet patch 2.45 - Map revealed - Power mod Or any approved/popular mod, and perhaps a custom mod. Now THAT would be some cool stuff.
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