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Everything posted by X3M
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My record says only 9 times. I am pondering, if this is enough to accept the corresponding numbers as a trend. One time, selling the building wasn't enough. This was with the orca's. No one else out there who had this issue?
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When the last factory is destroyed. But rebuild. I had this issue with the barracks, the factory, the hon, airfield and helipads. No doubt, it is possible with the CY. When selling your, whatever it is. And rebuild it again. The bug might be gone. But this doesn't always work. Is there anything that I can do about this? Losing in an unfair way makes me angry. Especially when the opponent is actually being honest, so that it is unfair to blame the guy. I keep track of people that I play with. I noticed that I got this bug more often with certain people that have a slight, jitter/packet loss, to me. But the thing is, with some, this doesn't happen at all. While their jitter/packet loss is higher than average.
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Mistakes like that where also made in the images that I provided. You need the helipad AND barracks/HON for both the orca and the apache according to the manual. How strange that both sides get some tanks, while they can't be build. I would say that with the modern knowledge about bikes vs tanks, GDI is screwed! Maybe crates contained tanks for the players? Also, I find it odd that bikes have to do it alone. They are bad against infantry and to an extend to humm-vee's. But maybe they expected NOD players to send flamethrowers all the time.
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You made a map for Dune2000? I am very curious now.
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This game and Starcraft run on entirely different engines. I only know editing in Starcraft. Logically speaking. Giving units or structures to a player is a possibility. But you need to protect the structures. Immortality should be added. Or a ridiculous high amount of health. So that they are not destroyed. MAD tank is still a problem here.
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While I see no way of this working through ini or whatever. The idea is brilliant. It was possible for me to do in Starcraft, back in the old days.
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Please keep in mind that the mrls is anti air as well. And does more damage than the artillery and is faster/ turns faster. The rockets too, are faster. And both are anti vehicle on top of infantry. However, gdi only has the hummer for specific purposes as anti infantry. Yet nod has them buggies more as a fodder unit plus the recon bikes as anti armor. That is why you see 800 vs 450. Mrls is simply stronger. I still feel that both need 1 or 2 range extra. The ssm launcher does a lot of damage against mammoth and harvester as well as opposed to medium tanks. You xan actually use the ssm as hit and run on mammoth.
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Will you be making a single player campaign?
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Best strategy so far is to have a friend to play with in any team game. Eventually you know the guy and he knows your style. You can improve your style fitting each other. If it is a waiting game. Try this out: NOD+GDI. Give each other a CY. A dual ion cannon and dual nuke is funny to watch.
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This is an awesome topic you made.
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Don't play money maps then. One balance factor is the amount of money gained and spend. And it most often favours the stronger units/structures.
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Command & Conquer: Dawn of Tomorrow teaser thread
X3M replied to Kilkakon's topic in Modding Discussion
TD is indeed a problem in that regard. But wait, has the hospital not once been modified? Or was that through RA? What if one group has all infantry being classified as vehicles? How would that work? Just posting idea's. I don't know if it works. -
I had a commando in a crate with some other infantry. In the first 15 seconds. Walked right into the enemies base. Told him to untick the crate box. How about this? Several viceroids attacking. 1 is focussed on each player. At least that keeps the despair fair.
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Maybe exactly like those in Dune2 http://tasvideos.org/GameResources/DOS/Dune2.html
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It isn't just speeds. The projectile randomness in damage is still a guess for C&C as well.
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viceroids do a lot of damage if untended. Which is very determining in a 1v1 match that might be close. They often start at the first second harassing my CY. Not amused. I rather see them spawning from a tiberium field by dead infantry then a "no reason to" kind of spawn. And only once every 30 infantry or so.
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Forgot his name. The thing is. I did know that it was tech 3. I did see the map and thought of it as a challenge against a GDI in close quarters. But it included me thinking I could start with buggies. Thus whiping the grenadiers off the map asap and take down the factory with raw buggy power asap. Ignoring the few tanks at that moment. I wished him the best of luck finding as much people to troll as possible. He was a silent one. Must be angry at life
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Well, Nyerguds word will be final on this one regarding the tech. But I see where the choice comes from. The manual that I got with C&C95 has some other mistakes as well. Like the build times. Regarding the hit and run tactics. I have no doubt that my skill would have beaten the guy if he chosen a more open map. And it is often my way of pausing a GDI player. There is some risk to the initial rush while playing a money map. Hit and run with bikes doesn't work when the wall you play in is only about 8 wide. And previously only 2 wide guarded with grenadiers. This means, no trespassing towards the base. And a head on with bikes against tanks doesn't work since there is almost no flanking in such a situation. And those grenadiers again. Besides, he had grenadiers. My only choices then are either rifle infantry (insufficient), flamers (can't use them in groups), light tanks for crushing (those tanks). What would you pick? I also wanted to use bazooka against his tanks. But those grenadiers man. That map he had chosen was a GDI friendly map. That I couldn't get buggies was my downfall. Maybe he picked that on purpose?
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Nice. I got some questions too. Sandbags only $25? Thought they where 50. Since I never build them, I might not have noticed a change. lol. Just like that buggy at tech level ...? The TI 150 columns are always a factor 1,5 compared to the TI100 columns. Why did you include them? Those units with a TI of 1. Can I safely assume that the game multiplies with 100, then divides by a factor related to the number of barracks/factories? I am looking at the Flame Tank and the Medium Tank. I can't believe my eye's. This difference is so big that I cannot doubt your stopwatch. Maybe the difference is related to the tech requirements? Because the APC and Stealth Tank also make no sense. I think that having one huge Excel file of all the data could come in handy for those who are interested. The ini file requires a lot of scrolling. You can hardly compare there. I have sort of seen the same effect in a board game. Where build points are provided by the structure. You need 1 Barracks for all units from €1 - €100. And 2 Barracks for all units from €101 - €200. etc. But building multiple units. 2 x €50 require only 1 Barracks, yet 2 x €51 require 2 Barracks.
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I guess the C&C wiki isn't right. But the old manual isn't right either. This is what I get with google: Look at the origin of the files. It says: https://forums.cncnet.org/uploads/monthly_2012_08/gditree.jpg.6086df546f78481cb6eed375fba5d866.jpg https://forums.cncnet.org/uploads/monthly_2012_08/nodtree.jpg.746ada1d6c6534e5dee51f6f958baa0d.jpg As you can see, the nod buggy is at tech 3 according to the files. Is it a mistake in the manual. Or did someone change it in the game? Either way. Where can I find the most accurate list that says that buggies are tech 4?
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So yesterday I played a game where the tech level was only 3. I played NOD, and my opponent had GDI. He hosted it. A money map with only 1 entrance to the base of the other player. Protected by walls too! When playing on tech level 3, I thought NOD could build buggies. But it surprised me that I couldn't. My only options where the Recon Bike, Light Tank and Harvester. Is it somewhat different on cncnet regarding tech levels? Or was this a modded map? Is it even possible to mod maps in tiberian dawn?
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Now that is a very valid point you raised there. Can't argue with that. I didn't think about the multiplayer aspect. That is a good reason. But then, I think that if it would happen. Glitches would have been noticed by now. One of the 2 players would see an unit appearing at the airfield. While the airplane didn't land yet. The other player would see the right event. It just depends on who looks first and how much time it would be between looking at the same airplane by both players. To test this? I consider it impossible. Has anyone figured out yet why so many disconnects happen?
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I asked, because no one studied it yet. There is a big difference between an animation and watching objects. Do know that in Dune 2 it ALWAYS happened with objects. I suspect that even projectiles had this effect. But I am not sure yet. I often look off screen to get the enemy move slower. And it just so happens that rockets seem like having a better chance in hitting their targets there. I have no idea yet on how to test this properly.