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Everything posted by Eisengeist

  1. I only got to play C&C Sole Survivor a little while before the servers went down and didn't get to try all its modes but it was pretty cool having every unit controlled by a player. Plus some of the more elusive units made an appearance. Isn't it the only game where you could play as a Viceroid, or at least the classic style Viceroid? Hopefully it wouldn't be too big a project to build it into the remasters.
  2. Awesome! Looks and sounds like a C&C. Should be cool to once again skillfully control an individual unit in a huge team or in a huge free-for-all!
  3. Just be careful about combining diet soda with those! https://www.youtube.com/watch?v=igSE5_Nce28 https://www.youtube.com/watch?v=-8r6P0HiPwU https://www.youtube.com/watch?v=2wfppG7Tt0k https://www.youtube.com/watch?v=wwNxIS4mlQU
  4. That is pretty damn awesome. I liked the whole load of new scenery with the dam, bridges, shoreline, and even some new ridges. I tried making the truck(train) larger with Image=MGG but there's trails if you select it.
  5. Ah, the map render image I recreated bit by bit didn't show trees. But copying the terrain section from the original sole map .ini worked fine. Thanks. New test2 versions will have that.
  6. For smaller maps I recommend copying and pasting the rules from xsbcrate.mpr For larger crate maps where people want to build everything with big naval battles here's a set of rules xslcrate.txt
  7. Here's an enhanced version of the popular crates map "Break Ownz at Crates" which people like to play with bases on, units 0, money 0, tech level 1, and of course crates on. This one is named XS-Break Ownz These Crates? And is designed to be played the same or any way you like. England & Spain are replaced with GDI and Germany & Turkey are replaced with Nod. Units have Sole Survivor stats except infantry are still crushable. The Ore Truck and Mine Layers of very limited usefulness that people would get from crates are now Flame Tanks and Mobile Rocket Launchers. Each player also starts with one missile launching gunboat as well as single use spy plane, custom paratroopers, chrono, and iron curtain. Soviets get medium tanks (with sole stats) instead of heavy tanks. This map like most of mine requires C&C1 gfx in spawn1.mix automatically loaded by CnCNet. xsbcrate.mpr
  8. Sole Survivor was a massively multiplayer game based on original C&C, Tiberium Dawn. Servers went down over ten years ago and it was never included in any C&C collections. It was up to 50 players but you had to pick only one unit to play as, any unit in the original C&C. Team CTF was the most popular mode. Stats were modified from TD values, designed to even up units, and most were given more hit points, Red Alert 1 is limited to 8 players but you can have multiple units in this version recreated for RA. Two or three per a player will probably make for most strategic and skillful games. Ants with their stats are substituted for viceroid and two of the four dinosaurs. All other TD units are present as well as some RA units. Thanks to Myg whose sole server work I got most stats from and Nyerguds whose Sole Survivor map render images I recreated map35 going by. More info and variations of first test map available at http://xo.cncguild.net/sole.html I do not know exact numbers for weapons, warhead percentages, and structures. I have approximated weapon firing rates and ranges closely but do not know if damages or %'s were changed. If anyone has this information or where it could be found in sole.exe with a hex editor I would appreciate it. Variations of Free-for-All or Capture the Flag are attached here as well. Each one is a different theater. These are all self-contained map mods that do not modify your game. Just play the map and it has the custom rules within it. xsole35j.mpr xsole35w.mpr xsole35d.mpr xsole35t.mpr xsole35s.mpr xsole35b.mpr
  9. Eisengeist

    AI buildings

    When I played over a decade ago I don't remember AI building any helipads or airstrips. But now at least with Hard AI rules they build plenty. I've seen them build and quick sell Tech Centers, so I guess they get construction options for vehicles at least. I've also seen them capture and immediately sell mine! :mad: It was their target immediately and repeatedly when I customized paradrop to include engineers in a map (with TD style single capture). [AI] AttackInterval=2 AttackDelay=3 AutocreateTime=4 InfantryReserve=9000 BaseSizeAdd=999 RefineryRatio=.26 RefineryLimit=6 BarracksLimit=1 WarRatio=.26 WarLimit=2 DefenseLimit=6 TeslaRatio=.16 TeslaLimit=20 HelipadRatio=.1 HelipadLimit=5 AirstripRatio=.12 AirstripLimit=15 CompEasyBonus=No Paranoid=no PowerEmergency=90%
  10. I'm kinda sorry I never tried any of their stuff, but there was a good 9 year period where I didn't mess much with video games at all so no wonder I missed out. Anyone have any suggestions?... Since they're where I guess most of Westwood went and my favorite C&C games are 1: TD, 2: RA1, 3:TS. The only other one I played all the way through was Renegade which was a fun close up 1st person different experience of TD's stuff.
  11. https://www.google.com/search?q=e%3Dmc+hammer&biw=1093&bih=517&tbm=isch&tbo=u&source=univ&sa=X&sqi=2&ved=0CCkQsARqFQoTCJPVnfCO_cgCFQGmHgodqS0MYw
  12. Depending on whether you have the full game or a multiplayer/skirmish install, there's ra95launcher and ra1MPlauncher. One gives the option of play offline and the other gives offline skirmish using CNCnet's setup. Or regardless of version click play online but then choose skirmish instead of logging in. CNCNet's skirmish will fix Allied Nations' bonuses instead of Germany being the only good one and it loads spawn1.mix which is required for map mods like my XO that use C&C1 gfx.
  13. It's always been messed up in rules.ini which has never been alterated in any newer official version of RA. 1.1 is slower ROF and weaker armor, while 0.9 is better. However, last I saw CnCnet's spawn.xdp overrides it and gives 1.1 Firepower instead to all six allied nations, unless you specify your own bonuses in map, then those will take priority.
  14. I've read that using Name= more than 3 times is really a crash risk. So I only used it three times in updates of older stuff such as Volkov Deathmatch. In all newer stuff I have it entirely commented out in map mods so it's not used it all. It's just the text that appears when you point to something for a bit. I think it's better to leave something with no name other than its icon than to risk a crash.
  15. If you just try to make a badger buildable, it's not selectable and therefore unusable But paste this into a map if you want to change yaks into badgers: [YAK] Image=BADR Primary=ParaBomb Secondary=none Ammo=5 For balance reasons you'll probably also want increase Cost=
  16. Figured a theoretical solution to my problem. For the event I can use OR with the two events being entered by one player and being entered by another. So at least one spot will work for two players, and how I have the teleporters designed as a formation of four rocks, I'll just make each of the rock spots work for two players each and I have all eight covered with it only requiring four triggers for each destination.
  17. I've been messing with some of these. Though apparently not in the normal ra95.exe, they're in the parastructures exe that Iran made available on this thread: http://cnc-comm.com/community/index.php?topic=2599.0 Unfortunately the download link no longer works and it seems he hasn't been on here since August. Just spawning a chronovortex right off the bat is cool since setting its chances higher in rules hasn't seemed to ever work. I'm trying the make chronoteleporter spots that work for any player. tele=2,12,0,0,1,-1,12,0,-1,0,66,21,-1,21,0,-1,-1,-1 ; ?,Ow,?,?,A,??, T,?,??,?,Cr,Wy,??,??,?,??,??,?? ;First ? probably temp/semicons/constant 0/1/2 ;1 for A means Entered by ;T required to be the activator's team. 12-19 is multi1-8. 2 isRussia ;If Wy is -1 then it is randomly waypoint 03 or 04 ;tele=2,12,0,0,1,-1,12,0,-1,0,66,21,-1,21,0,-1,-1,-1 Here's an example that only works for multi1: First action of trigger reveals area around waypoint and second is the chronoshift. [Trigs] tele1a=2,12,0,1,1,-1,12,0,-1,0,17,-1,-1,21,66,21,-1,21 tele2a=2,13,0,1,1,-1,13,0,-1,0,17,-1,-1,21,66,21,-1,21 [CellTriggers] 1954=TELE1A Seems I need a different trigger for each player for entered by, but I can't stack multiple celltriggers on one cell. The game ignores if I edit multiple on one spot with notepad. I tried changing the 12 for multi1 to -1 and then it doesn't work for anyone. Not sure if anything can be done with the other chronoshift trigger type 65. Anyway got any ideas? Looking at Jacko's post, don't have the map to see. But RAed says something is invalid about the teamtype. I think type 65 would be used for an already existing MCV placed on the map border and set to that trigger. And having move to waypoint 98 set in the team type's list of orders is unnecessary. Actually the teamtype is unnecessary if the MCV already exists with that trigger attached to it I think.
  18. I just thought so they're not all loaded at once by anyone viewing the topic. I guess the immediate views of them are a bit reduced versions and if any admin thinks it's too much they can just delete them since I have a download link to a whole zip. Oops I forgot to fix the recon bike's armor in the sole24corrected.jpg. Should be Wood or maybe Worst would make more sense. And not sure about Mammoth's tusk missiles. I think they might have gave them short range that doesn't get upgraded so it uses its cannon most of the time. Here's a corrected pg 24 so you don't have to download the whole zip again. EDIT: It seems MammothTusk missiles were shortened to about 4 so they're still in the medium range but the tank uses its cannon more. Still TD/Sole just have different programming for its alternate fire than RA. They also got better ROF (I estimate ROF=52 about) like the now single firing cannon (or at least FiresTwice doesn't affect overall firing rate). Maybe pg24 was originally right, but the values in Myg's stuff at github, the changes listed in news for v1.04 (no info on what's specific to v1.05), and actually playing game all seem to match to how I fixed this. But I haven't found what exact number values are for damage, ROF, and range of weapons. They obviously used TD values as base and then modified them. I don't know if any damages are changed but I think I got ROF and range close for everything. 104ssnews.txt
  19. Well I already uploaded half and stopping there unless you say to continue. Four files per a topic since they're immediately displayed. I need to get a mediafire account. I guess I can go do that and you can delete the other topics I made if that's what you want. Including a little corrected version of pg24 I got it down to 17 files totalling 4.6MB. UPDATE: https://www.mediafire.com/?l6pebst79p85yfp
  20. Sole Survivor Online manual various pages
  21. UPDATE: https://www.mediafire.com/?l6pebst79p85yfp Scans of Sole Survior Online manual ranging from 96% to 99% jpgs.
  22. Ok, a Global Moderater says Gimmee so I'm starting a new thread for upload. This game actually predates Tiberian Sun.
  23. UPDATE: Download whole zip of all 30 pages at https://www.mediafire.com/?l6pebst79p85yfp Two pages each 96-99% quality jpgs of 968x488 give or take a few pixels. I'm not aware of any digital version and there's some cool stuff not in any other C&C manual such as acknowledging the existence of and listing the dinosaurs. And the only other C&C manual that specifically shows the viceroid is C&C3.
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