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X3M

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Everything posted by X3M

  1. Didn't know you could chrono enemy vehicles into water. But then again, I do know that you can kill infantry with the Iron Curtain. What other tricks are there? Good show on that final mission of the Allieds. That was a very effective way of using walls. It is nice to see that you too use those chronolegends for taking out those nuclear power plants.
  2. Every mission with Prism tanks is unbibelivabelylebavy easy. Those things are ridiculous over powered against AI in the single player missions. From this point on, my strategy was: Getting 9 rank 3 Prism Tanks. Then roll over the AI. If dealing with V8. Simply keep moving. No need for IAV's. Don't know how they fair in multiplayer though.
  3. That is a very nice short battle. Didn't know it was even possible on that map. But she does mention "they invade now." I am curious if you will do the same when Korea tries to invade the Sovjet Union.
  4. Is it one upgrade for all? Or a separate upgrade for each tank? I hope you do the last one. Would be fair.
  5. There is a total maximum of 1650 entities for all units for all players. This includes Overlords. This excludes structures.
  6. I noticed this as well. Big chunks of my armada simply returns home after flying a while. But they only do this if the targeted unit is not completely free from under the shroud. Attacking ground however is possible. But from there onwards to the same half shrouded unit still sends a lot back to the heli-pad. Why does this happen? Why are the planes not influenced by this?
  7. sgtmyers88, you are doing a splendid job. About the ambush. This is some sort of stealth ability for any infantry. Tanks vision should not be able to see infantry right away. While if you take some infantry with your tank. You can spot the faster. Especially those with binoculars. It happens a lot in cities though. Where the artillery effect would be dangerous if friendly troops are also moving in the city. Tumbling towers, reduced vision etc. In the open, some bushes could contain hidden infantry. Tanks on the other hand, should be ambushed easily. This through a "slow" first reaction to things up close. Slow enough to bite the dust before they can become a "deadly" threat. "out of range" in the opposite direction. Most tanks have a machine gun for this though. The described above, is not possible with most RTS. Most RTS are actually a simulation to war. But trying to get the same end result is what designing the units is all about. That is why I support what you have decided upon.
  8. This is the "get cheesy with Rocketeers" map You may also grind some to highest rank while you are at building your troops. You may keep a dog for getting crates Don't you dare building a war factory. Enjoy.
  9. I forgot about those tanks for rescue. They where in this mission? Thought it was another one. Anyway. I talked about building tanks. Use your engineers to take over the barracks. And the refinery. I believe there are 2. Don't remember about money crates, but if they are. Use the money to get your refinery working. Then simply build more engineers to take over the rest. I really enjoyed having like 50 tanks in that map . And of course those 3 cows. I can destroy everything on that map, including all walls.
  10. Rocket troops out ranging medium tanks. I love that. I have been waiting many years after Warzone2100 until another game would feature this.
  11. Yes, you can control cows. And tanks too!!
  12. To bad that the game is limited in options. +10% only is indeed not worthwhile in the original game. But you can still add it if this upgrade is cheap. After all, I assume the tiberium fields are longer lasting than the original supply stacks. If an upgrade costs for example 500. Then it would require the harvester to make 8 trips before it is worthwhile. How many trips does an harvester make in the entire mission? In a well balanced game, +10% is a lot. But as TaxOwlbear has said. Higher costs and lower efficiency will make them only worthwhile if they are well protected. That brings me to the next point. How good are you in altering AI? Because what I never liked about Generals is that how the AI ignored, my 1000 hackers. If you can bring the AI to targeting the silo's, all those extra required defences also add up to the silo "costs".
  13. How far are you with recording compared to what you are uploading?
  14. O right, forgot that having several for one side doesn't add any more. You might want to experiment with it though. To see which houses can make use of this structure. I think it would make a great addition for "survival" maps if you know how to apply properly.
  15. Those are nice adjustments. Can you also increase the energy costs? Meaning that if you go for a camping strategy. You need a lot of space for silo's and power plants. But besides this solution. Down here is a total new (old) idea to use. Borrowed from Warcraft 2, the TownHall/GreatHall. And be honest in what is possible and what is not. Have you ever thought of making the silo's some sort of addon to the Refinery instead? Meaning that once someone builds an Refinery, a silo simply upgrades each full harvester with for example +10% resources?? Thus no more buildable silo's. Instead, upgrading the Refinery. First upgrade could be 150, the second 300 and a third 450. Thus making it more valid to have one refinery with several separate builded harvesters. The costs of a refinery would be: "600", 750, 1050, 1500. And the refinery will provide better income. 100%, 110%, 120%, 130%. Also allow the refinery to have more compliment health after each upgrade. Lineair to the total costs but the income bonus is substracted: 100%, 115%, 155%, 220%. (You can make round numbers of these of course) I don't know. But I think players will like this more than the infinity awards. Just shooting an idea. If you like this idea. You can still try your own value's that you think are good. You can also say, less or more silo's to add to the refinery. I think, that whatever plan you use. You will have to make sure it fits on the space that the first refinery requires. The models that you have made, can you make them smaller? That way they can be added to the refinery. If you still want to place the silo's as separate buildings. Then perhaps linking them to a refinery (only then they get the function), upgrading the refinery in that process. Only making the harvester load more.
  16. Hah, no. You posted that under the link to the final mission. I didn't noticed it until now. You don't mention it in the credits at all. Only that you will now begin with Red Alert 2.
  17. That was nice to watch. The balance seems a bit off. Curious of what rules are used. That medium tank was facing 6 light tanks. And waved his goodbye's for 3 seconds. I am sure you were playing at the highest speed. sgtmyers88 Those silo's make the game too easy. Perhaps you can come up with something different approach? A limit to them? Higher energy costs? Higher costs? Perhaps only one to function to every Refinery?
  18. I wonder when I will drop my "finish this mission with only infantry" card. Rocketeers. Love to have 100 of them. But only against AI . AI is stupid in this game.
  19. Great to hear that you will do them all. I think that a lot of people are wondering if you also will do the aftermath etc. missions of Red Alert. Afterall, you did them for TD as well.
  20. I just tested this. Yes you can. Also trapped the truck in that mission. Destroyed everything except the truck. To bad they don't give you a bonus for that. I loved these series. And will continue to watch your red alert 2 series. Would like to know if you are going to do the Tiberian Sun missions too after Red Alert 2?
  21. Damn, I can't program. This is a dream-job for most here.
  22. Perhaps 1 AGT and one GT as team defence would do better against bikes/buggies. This because the AGT has a better durability if the enemy shoots on the GT first. But if they want to get to the AGT, then the GT will have the enemy in range. Very effective against bikes if you take the time for the tower(s) to focus fire. Maybe better than 2 mediums. But I am not sure. And no doubt that the turret would be a good replacement for the GT once you got tech from both sides. What do you think?
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