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AndrewFord

Ladder Tester
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Everything posted by AndrewFord

  1. open up your map file in a text editor (example: notepad) and add the following [Recharge] Nuke=13 ; nuclear missile Adjust to a lower value to make nukes prepare faster. Every 4 in-game minutes is around 1 minute in real time.
  2. The RA community is the majority, so it seems they are the loudest. TD players are weird but harmless, and TS players seem to banter a lot (at least towards me) and have elitism. RA2 is the whiniest xD. Overall since I am the king of toxicity and troll; I can agree that Red Alert is very toxic. But Ford only keeps the other toxic players in check. As long as you play at a decent level, you wont get flamed. (this shouldnt be hard since RA is all about tanks :D)
  3. If im not mistaken the slow unit build option slows tank buildspeed by 3x. And Aftermath Game enabled limits the amount of factories to 2. Those should be more than enough if you don't want to play against tank spam. Most players on here enjoy the tank rush though.
  4. Originally it is in a mix file called 'redalert.mix/local.mix/rules.ini'. The one that cncnet uses is called spawn.xdp. It's inside the main directory. You can open spawn.xdp with notepad and its functionally identical to rules.ini. I strongly recommend put rules.ini changes within a map file if you want to make changes that you can play with other players online.
  5. Ok, let's say I am making a medium tank. So I would calculate 800/108 = 7. So the time interval is 7. The game adds +1 per frame, per factory that exists, to this time interval until the build progress value reaches 7 and then the clock image animates. It is possible to have the clock image animate twice if you have enough factories. This is measured in Integers not floating points, so decimals cannot be used meaning there are certain breakpoints for lowering the time interval by 1. Also, sorry for the slightly off-topic posts, but I do think the build speed can come into account with balance where any unit that benefits from the faster build time should naturally be less cost-effective (buggys vs humvees for example) All vehicles that benefit from fast build time Buggy, Bike, Light Tank, Flame Tank, Stealth Tank, Artillery, MLRS. (Dinosaurs too xD)
  6. I've found the code in the executable itself that alters the build time formula if a unit has a certain bit-flag is NOT enabled. 25% of the cost is reduced when calculating the build times with these units. This is used for ALL units/structures that are built. TL:DR, Cost/108 = frames per interval. Although not shown, multiple factories simply loops the amount of time to add with seemingly NO cap.
  7. Ford has been doing some research on TD and can confirm that certain units (NOD) have a faster build speed relative to their cost. 25% less time to be exact. I wonder how this could play into the balance of the game?
  8. The only issue i've ever had with rob was that his internet has been shit in the recent months. I always thought commander as a chill relaxed dude who records as a hobby and just says GG after each game. Unfortunately i was wrong. The confusing thing is he doesn't want to solve the issue (which is displayed because he ignored me, robs and anyone who supports him in the slightest). He also has been uploading videos with more passive-aggressive titles recently. The problem with mander ignoring people in this way is the fact that it can potentially put a divide on the community with a sort of "with-us-or-against-us" mentality. Not to be dramatic, but this by definition makes commander intolerant.
  9. nice shitpost, infinite money maps are custom made with rules.ini edits LOL.
  10. I do agree artillery should be improved, but not fare better against vehicles. They already do a ridiculous amount of damage, the issue is their range. Soviets have planes, allies have boats. That's their main distinctions. Allies already have choppers (longbow), which are superior to the soviet counterparts in general. Soviets got the Missile sub in aftermath to compete with the cruiser as well. Gaps in aftermath are already nerfed in durability, shroud refresh rate and power consumption. Tesla Coil's are actually situationally good in hard-to-rush maps, in open maps they are much much weaker. As for basewalking, Tesla coils require a LOT of set up time. You have to build 9 MCVs to get them at an optimal rate, you are VERY prone to rushing as you cannot create tanks or war factories in this time frame. ALSO you can only do this well in maps with a near endless supply of money.
  11. Can i be a part of it? Like as a playtester and/or someone who gives feedback?
  12. Considering you rarely play RA1, i'm surprised you have a lot to say on the subject matter. Base walking is a strategy is almost every RTS game. Think of it like using immobile siege units to attack an enemy. Now RA is a fast paced game, so naturally it seems like basewalking is ridiculous. First off, you need a fully completed base to do effectively. Second off, basewalking only occurs on custom maps with ridiculous amounts of cash. Thirdly, Tesla coils are paper without support from infantry and tanks. Oh and building is nearly unviable in 1v1s. Tanking is superior to Teslas. There's infinite money maps in RA2 and TS....the result: Spam fest cancer. The same thing would happen in TD if there was this too. Cruisers: Yes i agree they're op. Buff shitty units, that's also fine. Buffing things feels way better than nerfing things, everytime.
  13. There hasn't been much answers from the competitive RA players, so I'll be the first one. (i'm arguably the best RA player on here) Build queues: optional. Competitive players understand and appreciate the skill required to produce units manually. Casual players can play with build queues. A way to fix truck path finding going top left: Select the Ore Truck and have a hotkey that allows you to change the direction of that specific truck. Deploy Hotkey: deploying stuff like mine layers, APCs and transports are tedious MiG: Don't miss idle vehicles anymore, fix dealing less than full damage to them. Remove south advantage Keep Q-move, and tanking fights for Red Alert 1. Allow walls to be built similar to RA2, or just remove them. Increase map size Rework standard maps to be fair. Iron Curtain and Chronosphere able to grab a 3x3 square of units. Aftermath optional, just as in RA1 Ore Trucks unselectable by E (full screen select) or drag-selecting as to not accidently move trucks into combat. Remove formation exploit and infinite range exploit with infantry. Remove RNG where different infantry pop out of construction yards when dying or selling, (sometimes no engineers may pop out or sometimes 3 will). This is game breaking in base defense. Allying an enemy trying to capture your base won't cause their engineers to repair your base rather than capturing it. (in team games only) Make cruisers/missile-subs unable to auto-attack other boats while idle. Make gems worth 200/400/600 per square depending on the 3 layers rather than 150/350/550. This fixes a bug where you don't always get the same total money from a gem field, if you return full loads. Change win conditions to prevent stalling with unreachable units. Improve AI. First off u dont play RA. Second off, Tesla Creeping is only viable in the late game. And attacking with tesla requires micro (shift+selecting and manual targetting other buildings). Third, base crawling only works on custom maps. Oh and fourth, base crawling exists in literally ANY RTS that allows immobile base building. RA is just a fast paced game. Now i'll agree, the useless units are complete useless. Majority of things that deal damage are usable in some way or form. Some stuff could include buffs though. BUFF Medics, Dogs, Artillery, Rangers, Mobile Gap Generators, Radar Jammers, Gunboats, Flame Throwers, Mammoth Tanks. All Air units at dealing damage to units. Submarines. Infantry rockets more accurate, and will perfectly hit idle units. Improve or remove fake buildings.
  14. Great news to hear, I hope it allows for both the old players and new players to enjoy it. I'd love for there to be the option of choosing a more vanilla-like RA (base walking, Q-move tanks, etc.) or more modernized gameplay to co-exist. - RA1 AndrewFord
  15. from personal experience, letting the ore field regrow a bit before mining is the best way. When an ore regrows in an empty square, it actually isn't worth anything yet until it has grown at least 1 'layer'.
  16. ForceMove: by default is Alt+Left Click: It tells your units to move to a spot regardless of what is there. Mainly it's use is to crush infantry. KeyHome: Moves the screen to your current unit/building selection. I have no idea what IsKeyDebug is though
  17. if you downloaded the CnCNet version of the game, you should be able to open RedAlertConfig.exe and edit the hotkeys through that.
  18. Hold Alt+Left Click the tile, Alt+Left Click somewhere else to select multiple titles. Ctrl+Insert is to copy the selection, Shift+Insert to paste. Alt+Right Click removes your current selection.
  19. https://www.twitch.tv/videos/297360339 If you are able to control more than 1 country in a campaign (which many missions do such as all convoy escorts) you cannot reveal shroud unless it is your primary country. In the clip, my heavy tanks belong to the 'badguy' country while my air base belongs to USSR, so only my USSR units reveal shroud.
  20. For all those interested in Matt getting clapped https://www.youtube.com/watch?v=U68XXIxC8HY PS. I'm a RA1 player not RA2
  21. Ah typical RA2/YR whiners xD I personally don't think RA2 has enough players that play at a top mechanical skill-level to actually determine the strength of a faction. Most of the time player skill will be the deciding factor. Also quite frankly, banning stuff (factions, SW, etc.) in an RTS is retarded. The only things that should ever be restricted is the map pool. Now to reply to a post that is unrelated I think people only consider combat-stat comparisons with units and NOT macro related stats and utility (build time multiplier, tech requirement). How long does each player have to build said units? How much tempo do I need to sacrifice in order to build this unit? When can i start building this unit?
  22. RA2 the only community to whine about everything LOL. 1500$, if that was in RA1 I'd be all over that.
  23. The rules.ini entries are below. Putting those into the map file [HPAD] TechLevel=-1 [AFLD] TechLevel=-1 Setting a particular building/units tech level to -1 makes it unbuildable. The max unit values seem to only work in the rules.ini and not within a map file.
  24. Tough crowd for patch suggestions. The point of a post like this is to get as much input and bounce ideas for balance changes, everyone has their own approach to balance obviously, but someone who wants to make a balance map can take in multiple things into consideration whether something is op or underpowered and experiment. From what I hear, the overall consensus is that Yuri is an op faction, and Germany and Russia kinda suck. But I see people claim people aren't good enuff blah blah blah to talk about balance; Balance designers for games are most often NOT the best at the game. You don't need godly mechanical skill in order to understand how a balanced game should function.
  25. I suppose Apoc's are niche units in sov vs sov mirror. And are very usuable with Iron Curtain since they do 100% damage to buildings. They also have 1.0x buiild time while rhinos have 1.3x, meaning faster to make per $ than rhinos. I'm just saying this because I think this was Westwood's way of balancing them. If SW are off, then obviously Apocs aren't as good. If balancing for SW off, I'd buff attack range to 6.5 or something simple. I kinda like the idea of apocs being able to fuck up anything that gets into range, so longer range would be a way to deal with them.
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