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VamPyroX

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Everything posted by VamPyroX

  1. VamPyroX

    so........

    Mobile sensor arrays? Did you completely fail to see the C&C1 screenshot? Sorry. Images weren't working the last time I looked. I was using a crappy wi-fi internet connection. I'm now wired. So, I now see the pictures. My bad. You're right... mobile sensor arrays aren't in the first game.
  2. I remember dealing with the slow growth back in those days. I took advantage of the sandbag trick and would block my base off completely... as long as there was tiberium within my walls. When I was ready, I would stop all harvesting and then switch the game to the highest speed setting. I'd spend the next 15 minutes building walls around parts of the map blocking off other enemies (as they are not motionless thinking there's no way into my base). By then, all land within my walls are loaded with tiberium. I'll start harvesting again. Yeah, I know... this is a boring approach. I only did this after years of beating the game multiple times. I got bored and thought I'd play around with the glitches.
  3. Interesting! I wonder what the actual max is before the game crashes?
  4. How bad is it for structures, vehicles, and units? What's the real limit? Is this something that can be fixed? Now, I'm curious about how far I can go with buildings... units... and vehicles.
  5. I've played Red Alert 2 a lot. I just never really took advantage of the spies feature. After reading more into it, I realized that I have done it once... after beating the game once and I was bored. I think I created Chrono Ivan and that was it. After you mentioned the glitch, it does sound like something I should look into... especially for the veteran status.
  6. I forgot about the cancel building trick to convert tiberium cash to normal cash. That was one of my favorite. The same for the build anywhere glitch. I may have heard about those other glitches, but I'm not sure if they're something I could take advantage of during the game.
  7. Wow... both are new to me. I have noticed the south advantage glitch, but never took the time to think about why it was like that. That's something I'll have to look into next time I play the game.
  8. What do you mean by "stolen tech" and "veteran tanks/infantry"? I'm guessing you mean that all non-veteran units on the map are automatically promoted to veteran status? As for stolen tech, you now have capability of creating new units that are "stolen tech category"?
  9. Speaking of selling stuff, there was another glitch... selling units in Tiberian Dawn. All you had to do was have a unit stand (or park) next to a wall. Select the SELL icon then gently move the SELL cursor over the wall towards the unit. If done right, you can sell the unit instead of the wall. Anyways, the stealth tank AGT block? Obelisks? What's that? What's the "south advantage"?
  10. How did that one work? I'm guessing you assign a MCV and a unit that's the fastest in the game to a team (CTRL+1, etc). Then you press F to establish formation. Then you order that team to a different location. Therefore, the MCV moves as fast as that fastest unit. Am I correct?
  11. What are some of the good and bad glitches in the Command & Conquer series that you know of and how did you exploit them? I know of a few... - Tiberian Dawn had what you would call the "Sandbag Trick" where sandbags were considered structures, but also neutral where enemy AI won't touch it. Structures could only be built next to each other. With sandbags, you can build sandbag walls around your base. If the wall is far enough out, enemy AI won't bother coming in unless there's an opening somewhere. You could use this to allow yourself time to expand your base and funds. You could also use this to build a wall all the way to the enemy base and wall them in to where they cannot expand any further. - Red Alert had a glitch where you could have grenades tossed across the entire map. All you had to do was have grenade soldiers force fire on something. Then while watching their pull-pin-swing-arm-throw animation, select the actual target as soon as the animation is in the swing-arm part. - Tiberian Sun had the same grenade glitch, but with grenade disc throwers. - Tiberian Sun had a glitch where the Banshees could fire across the map as well. They fire something like 4 or 5 shots. If you have them force fire something, wait until the first shot comes out then select the actual target. The remaining shots will go across the map. Any others that you know of?
  12. VamPyroX

    Visc Maps

    For a moment, I was thinking VICEROIDS MAPS!!!
  13. It could be that they're actually cheaters or they're just sore losers who have nothing else better to do than accuse others of cheating. This reminds me of the old days of playing Goldeneye on the Nintendo64 with my dad. My dad bought a Nintendo64 for the family He also bought Goldeneye and 3 extra (Nintendo brand) controllers (different colors) to go with it. Unfortunately, he wouldn't let me borrow any of the controllers if I ever went to a friend's house (who lacked extra controllers of their own). I bought my own controller (it was a Nintendo brand, exactly like every other controller, just a different color). One day, I was playing a few rounds of Goldeneye against my dad and my brother while using my own controller. Of course, I had already mastered the game (after playing it non-stop against everyone a million times). So, I kicked his butt repeatedly. What did he do? He accused me of using a special edition modified N64 controller that was "improving" my game.
  14. I'm with you on that. I don't always have time for online play. I've always preferred story mode because it's progressive and has different goals throughout the game. That's why I was disappointed when EA took this approach.
  15. VamPyroX

    so........

    Sounds like he's using the stealth take (or stealth power-up crate). Create a bunch of mobile sensor arrays and line them up so that it can find the little chicken?
  16. Anyone over in CnCNet... with this response in mind, what would you do with it if EA turned over the games to you guys?
  17. That sounds like a good concept. They should have at least one mission where 3 factions are playing and it's every man for himself. Of course, depending on what course of action you take during the mission can influence who attacks who. Then the later missions change from there.
  18. I remember those. You're right about the winning part. It can be fun to ensure that you win before you progress, but it can be more fun when you can still fail and still progress with bigger difficulty. That's something players can try when doing this approach. First, they try to win all the way. Then they accept a failure to play something different. Perhaps, additional missions that allow you to redeem yourself if you should ever fail a previous mission? For instance, you have to capture an enemy advanced tech building to use their technology. You fail, but have another chance a couple missions later (makes the game longer and more difficult).
  19. If they were to do another sequel or start a new series, it would be nice if they could give the game multiple endings depending on what you do throughout the game. Plus, they should have different missions based on what happened during the previous missions. For instance, if they do another Red Alert game, they should allow you to continue the game without Tanya if she ever gets killed during a previous mission. Of course, the later missions will become more difficult without her. What if one mission requires you to capture a building in order to use its technology? You accidentally destroy it. So, you continue the later missions... without capability of that technology. So, instead of one ending for each faction... you could have 3 to 5 endings. This will encourage replays to see different endings. If this was done with Red Alert 2 or Red Alert 3, you could have had up to 15 endings in the game. It doesn't have to be too much work. Some maps can be reused with different objectives instead. For instance, mission 5 could be using the same map with different objectives. Mission 5A is with Tanya. She dies in Mission 4A. So, you play mission 5B instead using the same map as 5A, but with different objectives. You destroy a building in Mission 6A instead of capturing it. So, you play 7C... which is the same as 7A... but without the weather control building. Etc... etc.. etc...
  20. Thanks! At first, I was wondering what you were talking about... until I realized that there were more drop-down options under "Profile Info | Modify Profile"!
  21. Are you referring to those cash crates that constantly appear throughout the game or the Chinese hackers (after they've been promoted to the top)? Unless there's something else I'm not aware of?
  22. I have both. Played them 10 times already. One of my favorites.
  23. I'm replaying the Command & Conquer series (from Tiberian Dawn to Yuri's Revenge). After playing Red Alert many times, I decided to mess around with the RULES.INI file so that I could make the game more interesting. I was new at the time. So, some of my edits weren't very creative or original. A few things I remembered doing was giving the tanks longer and faster range of fire. This turned out to be fun as I could destroy anything immediately without much effort. This proved to be a disadvantage during one particular mission where I had to capture specific buildings instead of destroying them. After coming out of the weapons factory, those tanks would destroy these buildings and the mission would fail. That's when I reverted to the default RULES.INI for that mission. Another time, I made Albert Einstein trainable and weaponized him with tesla coil technology. This time, I want to make the game more interesting when I play it and wonder if any of you had any fun and creative suggestions on what I should modify? Make the suggestions balanced (both Allies and Soviets) or biased (focus on Allies or Soviets)?
  24. The profile settings seems to be missing a few things... 1.) Can we set up our own time zone? That way, I can see when posts/threads were created. 2.) What are the avatar guidelines? How big in dimensions and in size? What formats do you accept? 3.) The avatar gallery is empty?
  25. VamPyroX

    Tech Level

    I'm not sure if it can be done with the CnCNet download, but in the actual game itself... yes. If you were playing skirmish against the computer, you can choose tech level. That means, everyone can only build up to that tech level. If a specific building/vehicle/unit was only available at a specific tech level, and you set the tech level for that game at something lower... then you or the opponent(s) would not be able to build those specific buildings/vehicles/units. If you were playing campaign mode, then you can't change the tech level as that's part of the story... you grow as you go through the story. If you could modify the game itself (for instance, the *.INI files), you could change the tech level for any building/vehicle/unit. I once changed the settings in a *.INI file where I could create Albert Einstein during campaign mode... only for Allies... accessible at tech level 1... with 5 times the human walking speed... with 10 times the human vision range... with 10 times the human shooting range... with the power of the tesla coil. (Yeah, I beat the game 10 times and got bored. So, I decided to play around.)
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