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Posts
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Everything posted by X3M
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There is a structure build limit in Red Alert.
X3M replied to LastPanda's topic in General Discussion
Wait wait wait, I did loose naval ships (other topic about this) Yet could not build new ones. Could it be that once the limit has been reached. It is disabled permanently? -
Ehm.... I had a lot of SC maps on my name 10 years ago, also hosted by others. But they are all gone now. (Well, I didn't put them on a site, nor back upped them all, my own mistake) Bottom line: It won't last forever If you want it to be more durable, you have to start creating single player missions. ( Oh man! I can tell stories about these adventures)
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Ok, I don't see the naval units specified in that list. How is it called? We all could still build tanks etc. So the total unit cap was not reached yet. The allieds do have something good themselves. And it can be abused easily. I will make good use of this knowledge now, mhuahahaha.
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Playing a spam map is one thing. Having a lots of lots of money is another. But then, naval was suddenly not possible for me any more. All naval, (see ... attachment?), was not available. Is this a glitch that I have yet to learn of?
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Then I will EXPERIMENT!!! O well, some one has to do it. Thin spice is worth 200 Thick spice is worth 400 A spice baloon first shows thin spice This is totally different from Red Alert! With the suggested amount in the post before. baloon+8thick+16 thin = 6600 baloon+8thick+20 thin = 7400 baloon+12thick+24 thin = 9800 baloon+12thick+32 thin = 11400 A valuable tactic would be harvesting the centre of your field. Thus activating the baloon right from the start. This will give a player that knows an advantage. I don't want that. I like to protect noobs from stuff like this. Perhaps it is better to simply place baloons right from the start. No other spice. At your main base, 2 or 3. The first harvester activates them. After a while, you could be using 2 harvesters. What you think?
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Just suggesting. Are you sure it is a perfect game? Just asking. Reason: 90% is always about how infantry is bad in these kind of games. Dune2000/ TD/ RA. I remember my friends saying this as well. One of the reasons: infantry does not heal. But then again, it could be spoilage by Blizzard.
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I wished I was only 20, so that I had all the free time. I did use to make RA maps as well. But that was 15 years ago. I think the problem here is that others don't know how to share the map. Or think that they can't share the map. With others games besides of RA, players are unaware that they could make maps.
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Stealth in TD? Amass Rifle Infantry for detection. You only need 1 for covering a 3x3 field. If the map is 63 x 63, you need about 441 Rifle Infantry. (at least, that used to be my tactic in the original game) If you rather use towers, make sure you know that if you can't place a structure, the unit(s) might be there.
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I hope your message encourages other players to do mapmaking. Keep up the good work!
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Carriers would have been a more logical option Or destroyers for a special anti air corner.
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Please put on the todo list: - all none repairable units (infantry), heal up completely over time option. (about 50% the speed of the mammoth tnak) This for any game, but Dune2000 and TD are the most important ones. I know of really a lot of people who hate the fact that certain units never, ever can be healed or repaired. These units are considered useless in the long run and there for not used. This discrete and logical choice by players actually leads to imbalances, that are corrected with the heal option. A new valid strategy will now be, damaged infantry will be retreated so they can heal up. Not just damaged tanks. If it is impossible to implement, it is impossible.
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Really, no one else? O well, then I simply talk to you. (At least you make sense) It seems that people choose the game based on what they prefer. I see more people saying that they prefer TD over all the other games. Any way, I need to set up a standard that players will understand, thus they build up instinct when they see a field; 1 spice field contains: 1 spice baloon in the centre 8 or 12 thick spice in the centre. Then a layer of thin spice of 16 or 20 around the 8, and 24 or 32 around the 12. Best is to start with 2 or 3 harvesters, eventually you can only station one when the field has been emptied. But in that case, carryalls are a better option than base expansion. Perhaps you can and want to answer these questions: What do you think of the above? Are there accurate numbers known on 1 square of spice or thick spice, their worth? Perhaps just like red alert, or should I experiment with this? How to stimulate base expansion as a nesity for survival/resource managment instead of just an "notching better to do" kind of base expansion? Smaller space?
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1. I agree. 2. I agree. 3. I agree. Most hosts turn RTS into Real Time Spamming instead of Real Time Strategy. The most memorable game for me until now is the 2v2 that I played. Where resources where actually harder to get and the opponent was at a relative farther distance.
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How do people feel about low resource maps? In general. But of course for Dune2000 as well. I have several reasons for playing low resource maps. The most important ones are increasing micro and preventing those (for me) boring spam games. It also could open some new strategies regarding resource managment.
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Well, I agree with having fun when dealing with a turtler. However, Sim City base means actually a good looking base with walls around etc. Like how most bases where designed in TD. Nice wall around even if there are cliffs, with 2 turrets in front of an entrance and 2 obelisks in the back with 2 sam site's. It looks good, but takes time and well, is destroyed in an instant.
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Wow, many to reply to. - Yes, the crates and hackers. Happy to find another person who dislikes the money spam. - I abused mission 6 with GDI; playing 7 and gathering like 1.000.000 credits. Thus starting the "difficult" (aka stupid civilians doing a picnic in tiberian) mission 8 with 200.000 credits. - Battle for dune indeed had an interesting concept. But it was implemented stupid. They should have done that if you have 1 or more extra fields. Your starting ammount of money, units and starting location on the map are adjusted. The bonus force that you could use was of no importance. And them attacking you, ehm, well, GG after 2 minutes. -.-.
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Well, in that case. A thank you in advance. I got many idea's, but others should post as well. Start with resource managment: Even though spam feasts are fun. Low resource games should be possible and constant. Ore should regrow faster, but only in a limited distance from an ore pit. C&C3 is a good example for this. You need to "conquer" new fields (securing the ore pit). (Trying the same on Dune2000 right now) The aftermath units add a lot of fun and balance. I hope you simply include them? Could you increase the sight range for a construction yard? +3 would do. After all, on big maps I rather start with a Refinery than barracks. But I would like to know in which direction to build. And I want to build more open, even with the first 2 structures. Right now, the first few are all adjacent because vision is limiting me in placement.
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I lolled at the sim citying the base. What about those who beg you to stop attacking them? I encountered plenty of those in the ancient past. Are there still of those around?
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my acount was hacked and my anti virus deleted c&c.net from my compurter
X3M replied to VaporMaster0420's question in Support
I can tell my scanners to !@#$ off when they think they found something. It just so happened that each game from this site is suspicious according to my virus scanner and firewall. But I told them to !@#$ off and they where like. Hmmmm'kay. I used Ziggointernetbeveiliging (Ziggointernetsecurity) for removing Norton. -
If they ever do another Generals. They should limit the infinite money. It completely killed the game for me once the option for infinite money was opened.
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I should stick to one forum with these remarks . Any way, I am going to search for this option now. Aftermath>>>RA. Edit: Somewhere I saw a complaint about the Yak being to expensive. Think they are right. Perhaps 600 for a Yak. Dog's are not used; 200 is too much too. 1 dog equals 1 rifle infantry in combat. The most alert one wins. Thus the dog should be 100 only. These price modifications are only a wild guess thought.
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Yaaay!! Keep up the good work!
