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Holland

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Posts posted by Holland

  1. 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.

  2. 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

    • Haha 1
  3. 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.

    • Like 1
  4. 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

    bbshps.gif.ab59d8996ba31efee56c7e0a83c24af4.gifionrilgungf.gif.25c6212ffa9dc6673ca9fbca861c72ca.gifreinfcrmap.gif.4bde27ae2e3176ce5f25c5d8cc0dfd1a.gifkillonbridge.gif.3321152d1c6cf38420a7abc60944a65b.gifjugger.gif.b24952ac003074c119fec159bb9373b7.gif

    If you C4 bridge after its blown up, you can pre-set next C4 :)

    prec4.gif.3dd787d10ca73b00668693f236563a68.gifoblskncarry.gif.628de01d8fec3d28dc4f3f093995671e.gif

    Turned Repair vehicle into Repair Drone so it can repair boats as well:repairdroid.gif.bd4b7d38ef7e310515662f79e622d618.gifcptedfdnd.gif.89009e72bef1b67d1f9055de4e6a40b9.gifioncrgehtct.gif.ba46f8462b0736793869caa6d95426bb.gif

    Full screenshot:expwfscrn.thumb.jpg.b2fceea0e62194e2f5a45ca49defb39d.jpg

    Download: expanded warfare.mpr

    • Like 1
  5. 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

    439755940_bugarena.gif.af5343b39be2b6cf4a628290bc1edd46.gif

    bug arena.mpr

    /map 4bd36da1c48df80961b7d857833c10857a74335f

    • Like 1
  6. 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 ^^

    1189084957_OILDERRICKSTEMPLATE.thumb.jpg.3e8bf5f566ec3cd971f30c4476daf31b.jpg

    Any questions, let me know

  7. 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.

    • Like 1
  8. If its your own mod you can add a buildup animation in art.ini, i usually give it a little quick flashy-random animation lol. 

    I recommend downloading that mod mix and rip some of those civilian buildings, for those mods do have buildup aninations and cameos and such for alot of city buildings.

    Yeah you can do that or give the inportant buildings 'when destroyed', set local. Make a bunch of locals and give each building a trigger with a local and make an end trigger that fire when all locals are set

    • Like 1
  9. if you wanna add a faction i recommend using TsClient. Ask rampastring for more info.

    Cncnet is not open source,  its meant for the original game play but there are mods uploaded you can use in a map and play online, check inside the mix folder with xcc mixer.

    My way to add factions tho is to turn startunit into dummy, and add the factions mcv with a reinforcement trigger, thats the only way for cncnet to add factions, using spawn locations.

    Check the '5 mod mix' i made if interested, or download tsclient and ask rampastring or bittah commander.  Also get on discord if you're not there yet

  10. 4 hours ago, NOOB2 said:

    I have created a mod map called 'Protect your People'. Essentially you each start with 5 civs and if they die you lose. I have issues with it though which cause one player to have to be Nod and one player has to be GDI and they have to be in proper spots on the map in order for the civs to be on the right teams. I believe its because i dont properly understand "houses" or some such.

     

    I also had another idea for a mod (haven't started working on yet or anything) in which one player starts in a city which they must protect (with limited resources which are given at certain intervals) for a certain amount of time against an opponent who recieves reinforcements of some kind at regular intervals... if so many buildings are destroyed player 2 wins...something like that..

    Yeah u gotta add Spawn houses. it is a little confusing indeed but if u have the patience to learn you can make anything you like, what u do is u add

    [Houses]
    0=GDI
    1=Nod
    2=Neutral
    3=Special
    50=Spawn1
    51=Spawn2
    52=Spawn3
    53=Spawn4
    54=Spawn5
    55=Spawn6
    56=Spawn7
    57=Spawn8


     in your map. U don't have to do this anymore if u use the updated final sun 

     

    But since you already started the map without the final sun update, you gotta open your map file and copy paste this somewhere in there.

     

    Then after u save it and open it again with final sun, you can simply pick Change Owner, and change the owner to the spawn location,  (waypoint 0 is spawn1, etc) But then you need to make sure all players are there ( or at least add AI's to make sure the spawns are there). If you want it for any amount of players, you have to use a taskforce,team and trigger 80 :reinforcments, there are a lot tutorials on how to do that if you don't know how, its worth learning it if you enjoy map making.

     

    ________

    Your map idea, that does sounds cool. that is also very possible. There is a trigger with event "15 Destroyed, Buildings, #..."

     it triggers when the number of buildings, owned by the trigger's specified house, have been destroyed.

    That is a pretty cool idea and i was just thinking to make a city faction where u are a city-building like faction lol. also known as "The forgotten"

    7 hours ago, LucasSK said:

    What about the map, with HUUGE lake taking most of its space and only accessible parts are edges, corners and Tiberium Island in the middle of the lake. Skirmish map like this would be very interesting... :P

     

    That just sounds like anyone could make with final sun :P 

    there are 3 maps i made/edited that kinda look like that, and they have buildable boats and harbor

     

  11. So to kinda get the idea of whats possible, check out my maps, skylegend and ptapiok's maps.

    Oil derricks are also possible, other ways to get money is by amount of kills and or buildings, or a 'by map spawned vehicle' that keeps to a script (like the boat in map Harbor wars)

    Boats are available

    You can start with any unit

    Basically anything in rules.ini is editable too, so also take a look in there.

    Unfortunately we can't create anything on 'when a player dies' (has to be implemented)

    Just know that there is a lot possible, please just post any idea, let your imagination go wild and I'll let you know of its possible

    • Like 1
  12. A, easily done with [NAOBEL]Power=

    B, already done that a while ago oblisklol.gif.9702c22ce485ef00729593f7cddbd75a.gif

     

    C, thats easy, quick [LaserFire] 's color edit 

    D, Volume louder not possible, but can change to any other scream or sound (CHECK TIBSUN.MIX>sounds.mix with xcc mixer to find your sound)

     

    You have to put the code edits in a map and play that map lol. And i do agree it'd be cool if its u deployable!

    Im on my phone rn ask me later if u want me to give u the codes

    • Like 4
    • Haha 1
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