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Everything posted by Eisengeist
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I've noticed that if you build a helipad, and then capture an airfield, the options to build copters your side doesn't have appear but aren't functional. This can get further annoying by refreshing the unit bar and saying new construction options every time you use a superweapon as simple as the spyplane or maybe even build a unit. This glitch even happens in the rare occasion that the soviets build a helipad and then capture an airfield (although maybe if it's just a somehow allied owned airfield). I now fix this in every map I make by setting Owner=allies,soviet for every single aircraft. Then for prereqs I make sure everything is hpad or afld appropriately and additionally tent or barr to divide them among teams. The only drawback is that if you build or capture an hpad while you have no barracks, you have to build one to get your copter construction options. I'd rather have that than annoying glitches. Here's the rules you can just paste in your own maps. [bADR] Owner=allies,soviet [u2] Owner=allies,soviet [MIG] Owner=allies,soviet [YAK] Owner=allies,soviet [TRAN] Prerequisite=barr,hpad Owner=allies,soviet [HELI] Prerequisite=tent,hpad Owner=allies,soviet [HIND] Prerequisite=barr,hpad Owner=allies,soviet
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Expanding INTERIOR tileset with "Cave/subterranean" tiles
Eisengeist replied to Tschokky's topic in Modding Discussion
This is seriously cool! Looks like Journey to Center of the Earth or something. Never read Jules Verne's book or saw the new remake movie, but the original movie adaption is incredible. -
Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
That's really cool!... except for the whole people being killed in real life thing. -
Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
Finally figured out how RA tech levels work: Tech Levels Chosen in Game = Things' TL Set in Rules 1 = 1 or 2 2 = 3 or 4 3 = 5 4 = 6 or 7 5 = 8 6 = 9 7 = 10 8 = 11 9 = 12 10 = 13 Major update with other changes. See editlog. I feel really good about these now and I think got the TDpure/XOTDpure as close to TD as possible. A rare regular RA glitch was still lingering. If Soviets build a helipad, then capture an airfield (though the airfield was allied owned placed in a map), a nonfunctional option to build rocket copters would appear. To prevent this, absolutely all aircraft are set to Owner=allies,soviet and who can build them is controlled through prereqs - afld for all planes and hpad for all copters. Prereq of tent or barr added to divide among teams. Definitely redownload tdpure.txt: Stupid typo! Down by warheads, meant to have Dino bites commented out but had : instead of ; May just be ignored by game, but I'm really sorry for such an oversight. -
I don't know if this will help but you might want to try modding this section of rules. The mud is probably considered sandy beach. You could make speed %'s the same for clear, rough, and beach. I usually just fix the ranger being so slow by setting wheel for Clear up to 90 and increasing it by 10 in others. But then I lower the actual speed setting for at least the demo truck so it isn't faster. (Ranger, Demotruck, supply truck, MCV, and MGG are wheeled). Unfortunately giving a foot% for ridge to let infantry slowly climb ridges doesn't seem to work right. But setting float to say 50% for river does allow ships to travel rivers (The mod MNS retaliation does this). ; clear grassy terrain [Clear] Foot=90% Track=80% Wheel=60% Float=0% Buildable=yes ; rocky terrain [Rough] Foot=80% Track=70% Wheel=40% Float=0% Buildable=no ; roads [Road] Foot=100% Track=100% Wheel=100% Float=0% Buildable=yes ; open water [Water] Foot=0% Track=0% Wheel=0% Float=100% Buildable=no ; cliffs [Rock] Foot=0% Track=0% Wheel=0% Float=0% Buildable=no ; walls and other man made obstacles [Wall] Foot=0% Track=0% Wheel=0% Float=0% Buildable=no ; ore (Tiberium) [Ore] Foot=90% Track=70% Wheel=50% Float=0% Buildable=no ; sandy beach [beach] Foot=80% Track=70% Wheel=40% Float=0% Buildable=no ; craggy riverbed [River] Foot=0% Track=0% Wheel=0% Float=0% Buildable=no Also if you increase this, to .064 for example, harvesters should pause a bit when they finish collecting before they return to the refinery. Something else to play with. [Harvest] Retaliate=no Recruitable=no Scatter=no Rate=.016 Also there are new theaters besides TEMPERATE and SNOW to play with. WINTER and DESERT from TD have been added as well as totally new ones JUNGLE and BARREN. But when we cut&paste tiles so much, maps can look messed up if you try to change to another theater so Barren doesn't look right for yours, though it has murky green water. Winter is similar to temp with little bits of frost and snow.
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Really nice cut&pasting of individual tiles to smoothly make those splitting mud bridges off diagonal edges of land! Just where the mud bridges join to straight horizontal or vertical edges could be smoother. Personally I don't like infinite ore , but I did it once because I was actually recreating the Great Wall map from WC2 as closely as possible. Putting the following in your map will make ore trucks take twice the time to gather a load of ore which might help manage it and alleviate your trouble with it. [General] OreTruckRate=2
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Much thanks. Now to just work on my page a little before I apply.
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The web host I've been using for most of my pages for just about 13 years is closing November 17th. So does anyone have any suggestions whether to post here or PM me? First priority is for my C&C/RA stuff I'm currently working on. If I get on a C&C specific site, I'll just have to look elsewhere for a general host to put my other pages such as Castlevania. Funny thing about my current soon to be former French host, is I don't even know French. I just used babelfish to sign up. 500mb for free was a great deal. EDIT: https://www.sitebuilder.com/ and https://www.websitebuilder.com/ look like the best free deals if they let me just upload html files in some space instead of using their designs or templates. https://www.ehost.com/ looks like the best cheap deal.
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Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
Argh! Found out that RA ignores whatever %'s you set under warhead [nuke] and uses those under [fire] for it. So I inadvertently weakened the nuke in lowering fire %'s and upping the weapon damages to do the same amount to balance TD and RA stuff have stuff have the biggest fire at dam 115 while doing the same as dam 100 with old %'s. So while I had balanced nuke damage with CY str&armor for it be destroyed with a chance of surviving and Adv Power to always survive in TDish rules and XOalt, that just got messed up as I played with fire %'s and I gotta figure out new values or revert the fire%'s for those rules. Also MGG speed should be 7 in XV. It should be the same speed as a Russian Heavy Tank. And I'd like to make it 6 in XOTDish alt even though a heavy tank is 5 in that. Since they're 5 in TDish rules to be slower than other tanks at 6 and of course 7 in regular RA&XO, just to be in between like I averaged arty, harv, and MCV in xoalt. Well once I figure the nuke & fire damage dilemma and do some more overall testing, version 2.0 of most XO maps will be ready to release as well as some XO maps for Red Dawn featuring capturable airfields in some. UPDATE: Figured out new nuke and str&AR values. TDpure and XOTDpure: 550 dam nuke, CY 800&wood as in TD, AdvPwr 700&wood as in RA. XOTD and XOAlt: 1000 dam nuke, CY and AdvPwr both 900&light. Gap generator settings from Aftermath's mplayer.ini put into all rule sets. All tech level changes for Chronosphere and Iron Curtain removed. -
Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
Updated everything again. See editlog. The most important thing is that the flame tank/fire ant's double flame shot is much quicker together in RA making its firing rate faster than TD despite the same setting of ROF=50. So I timed it in both games on normal speed to find the right ROF to make the overall firing rate the same. And added this: ; Second shot comes quick so match TD overall timing ROF=59 ;ROF=50 [Fireball] Arm=12 ;RangeLimit=12 XOTDpure acts the way I wanted with tech levels now. Up to 7 you just have TD stuff except Allies and Soviets having their different land vehicles. 8 through 10 add the rest of RA stuff (actually set to TL 11 through 13 to appear on 8 through 10). Still not sure how RA translates the tech levels you set but at least this behaves how I intended. In TDpure since there's no RA stuff and it can be sacrificed, the Rocket Launcher can have its own heatseeker projectile with different arm and ROT. -
Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
Ah-ha! I'm knew I wasn't as crazy as I thought I might be. I saw it while I still have human eyes.... Gun turrets do only cost $250 in dos C&C, so I wasn't wrong in setting it that way, but I'm usually keeping the Cost=600 for balance and to be the same as the Tiberium Dawn everyone is playing now. Original dos C&C stats: TechLevel=2, Cost=250, Power=-20 Its weapon: Damage=40, ROF=60,Speed=100(RA40) C&C95 or some modern updates increased Cost=600 RA improved ROF=50 but set TechLevel=4, Power=-40 Aftermath's mplayer made it really nasty, better than a mammoth tank's dual cannons while raising Cost=800, Power=-55 Damage=60, ROF=35, Speed=50 It always had Range=6, better than the tanks. But three of the old dos C&C turrets with ROF=60 for a total of $750 is a better deal than one $800 AM MP turret, except for when map terrain only permits one or two reaching out most on a peninsula or between ridges or what have you. The gun turret always had 400 strength. Not knowing TD's internal value of 200 was doubled making it 400 just the same, I originally had it averaged at 300 which wasn't right while I had the cost at 250. So I'm keeping the TD stats with cost=600 for any TDish rules. Improving ROF to 50 in alt or other rules, and in regular RAish XO giving the AM MP stats, although maybe sometimes in maps I'll give it the dos C&C cost and stats. Otherwise it's just appropriate for single player stuff, such as the Great Wall skirmish vs AI map I released on the single player maps forum. Also here's info on the TDish weapon speed and projectiles settings I put into the rulesets: ;weaps [APTusk] Speed=25 [Dragon] Projectile=LaserGuided [Hellfire] Projectile=LaserGuided Speed=25 [TurretGun] Speed=40 ;override mplayer.ini [MammothTusk] Speed=25 [Nike] Speed=40 [RedEye] Speed=40 [stinger] Projectile=HeatSeeker Speed=25 TurboBoost=no ;projectiles [FROG] Inaccurate=no Image=MISSILE [HeatSeeker] Arm=8 ROT=6 ;Averaged between HS2 and 3 [LaserGuided] ROT=5 ;Accurate Bazooka [AAMissile] Arm=0 ROT=10 ; TD to RA ; 100 = 40 to 50 ; 60 = 25 to 30 ; 40 = 16 ; 30 = 12 ; 12 = 5 ; mostly .4 or .416 ; so lower 50 to 40 ; and 30 to 25 to match TD ;[Cannon] ;Weapspd ~ 100 = 40 ; Free Rocket Over Ground [FROG] Inaccurate=no Image=MISSILE ROT=10 ;WeapSpeed~40 = 16 [HeatSeeker] ;Averaged between 2 and 3 Arm=8 ROT=6 ;Weapspd ~ 60 ;[HeatSeeker] ;Bazooka ;Arm=3 ;Inaccurate=no ;Weapspd ~ 60 = 25 ;[HeatSeeker2] ;Mammoth,Gunboat,AGT, Not in RA ;Arm=7 ;Weapspd ~ 60 = 30 ;[HeatSeeker3] ;MRLS, Not in RA ;Arm=9 ;ROT=7 ;Weapspd ~ 60 [LaserGuided] ;Accurate Bazooka and Destroyer ROT=5 Inaccurate=no [AAMissile] Arm=0 ROT=10 ;Weapspd ~ 100 = 50 ;[Lobbed] ;Weapspd ~ 12 = 5 ; dropped from plane tumbling object ;[bomblet] ;Weapspd ~ 12 = 5 ; arcing ballistic projectile [ballistic] ;Weapspd ~ 30 = 12 -
Well I haven't gotten any reliable results with having passenger vehicles. Having APCs and some infantry you hear reinforcements have arrived but nothing comes out. Adding a badger to the group, it sometimes works in weird ways. In one test map, the badger drops the infantry, ignoring where you targeted and dropping them by an enemy unit or in the bottom right corner of the map, while zero to three of the empty APC's drive out onto the map, often heading down to the bottom left corner of map. Trying it just Iran's test map with no enemies, the badger would drop troops where I targeted, and two of the three APC's would drive out. Here's an example teamtype to test but passenger vehicles just aren't reliable for this. [TeamTypes] @PINF=1,0,7,0,0,100,-1,5,E6:3,E7:1,GNRL:1,APC:3,BADR:1,0
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Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
Major updates. See xoeditlog. GDI and Nod now have their cyclone fences. Gave it image=FENC which gives it the barbed wire icon but doesn't change its graphics when it shows up in the game or maps, probably due to its gfx being in each theater's mix instead of the general mix. Went through matching up projectiles data to TD, though commented out in some rule sets. And Weapon speeds matched better to TD (which sets it under the projectiles rather than weapons) despite its different scale. Some weapons are accurate like TD instead of inaccurate as in RA. TD has one more heatseaker than RA so I had to average some arming time and rate of turning. Fine tuned fire weapon damages and warhead %'s, so in TDish rules it's the effectively the same damage as TD and flame tower is a little toned down. Alt rules, it's matched best to both TD and RA except the Flame tower is a little stronger against light armor. Other standardish xo, just set it to exact numbers with TD taking priority over RA numbers, except napalm and scud both up at dam 115 to display largest fire and flame tower is a little stronger vs light armor. In maps with more regular RAish XO rules I usually set scud dam higher or sometimes restore the v2 (to content with ships), but in these txt files I make matching the SSM the priority. You can always change it to your liking. Gun Turret cost raised to 600. Could have sworn it was 250 when I copied values from dos C&C's game.dat viewing it in ccedit. In regular XO it's set to aftermath's mplayer.ini values. Also in Xed up Vehicles, I raised minimum crates and chance of getting a unit, and then set it to 0% chance of water crates. You can uncomment a line that the unit from a crate is always an APC, but then you probably can't get a MCV when you need one, unless the game logic overrides whatever when you have no base left maybe...? Also though commented out in most, set infantry death for super warhead (tesla/obelisk) to burn instead of electro. -
Playing the same standard maps in the same installation through regular RA's skirmish mode, I can destroy bridges. But online through CNCnet on the same installation I can't and can't even target them with Tanya's C4. It's been like this for well over a week. UPDATE: Figured out that Capture the flag mode makes bridges indestructible and I had left that set for a long time while testing map mods in offline skirmish.
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Testing basic standard RA multi maps, bridges can not be destroyed. This really messes up at least one map I want to release. Is there some override I can put in a map to re-enable destructible bridges?
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Found out a couple things: Defining custom paratroopers without having any trigger to give people starting paratroopers does work. Just make sure there's a blank line or more after its line in your mpr file because apparently RA stops parsing it when it reaches the last line. I had backspaced so it was the last line and RA wasn't reading it. You might be able to have APC's and transports come out, just not paradropped by a plane. Changing the truck to a raptor I forgot to to change its passengers=1 to 0 and it wasn't being dropped. Not realizing that at first, I set it to drop 3 of them. It dropped the other dinos but instead of dropping the raptor, it just came running onto the screen to where I targeted. So if you set it to drop 3 of whatever passenger carrying unit, one of them might come by itself to the target area. This needs further testing to make sure one or two others aren't stuck off screen somewhere preventing that player from being defeated though. Another thing to try is skip the badger bomber and just set the @PINF teamtype as a 1 APC and some infantry. I'm gonna test this when I get time. See if the APC just drives out to your target with the passengers. And then of course test the transport ship with units.
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It did a sonar pulse and detected the submarines.
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Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
Here's a Crossed Up Vehicles map... The RA Counterstrike stock map Czech Mate with it changed from snow to winter. This differs a little from xv.txt: Single engineer capture instead of taking two. Faster ore growth (every 30 sec instead of 2 min). Min 2 crates and no water crates. Naval disabled since it's a landlocked map. 11 min paravehicle charge time. It's a tankless job but someone has to do it. EDIT: Map updated to v2.1 xvczech2.mpr -
Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
I want to find out what's going on with bridges being indestructable in RA now before I release any new maps or versions of maps, but here's a new XO related rules set to paste into your own maps to have fun with. Crossed Up Vehicles (No tanks) 8 different factions: Greece (Blue) = Allies Russia (Red) = Soviets Spain (Yellow) = GDI Germany (Gray) = Nod Ukraine (Orange) = Dune England (Green) = LoTeks Turkey (Brown) = Long Arm France (Teal) = Special Ops (default color when a nation's things are placed in a map) (No country bonuses) Maps will be named XV-... No light, medium, heavy, mammoth, or mad tanks. Chrono Tanks changed to something else. Tesla Tanks changed to look like Radar Jammers as in the original counterstrike missions and always had same stats as RJ. Replacing those standard tanks allows me to have the other units have their own graphics and stats for RA and TD factions. So you have SSM's and V2's separate from each other as well as all three different cars. Team games should be interesting. Airfield not available til tech level 7. Practically all vehicles available by TL7. Naval stuff TL 8 and up. Dune settings are there but commented out for units (actual strength is divided by 10 to fit RA's scale). Ships toned down a bit. Tesla toned down (Obelisk str, armor, range & Tesla damage, spread, ROF). Gun turret old values with Aftermath mplayer's cost. C&C units and RA units keep specific differences. A Nod artillery is even different from an Allies artillery. TD vehicles have slower ROF for machinegun than RA ones. Comparison of speeds: Bike > Humm-vee & Buggy > Allies & GDI APC's > Ranger. Other values averaged between the games or averaged/weaker values there but commented out. Crates same settings as regular RA, but unused GFX used. No chance of stealth crates and subs are only stealth units so you don't have to worry about people hiding stuff with short game off. All get airfield, Grenadiers, Mechanic, Thief, Spy, Tanya, Commando, Dogs, Mine Layer, Missile Silo. 4 factions get demo truck. 5 factions get Allied barracks and 4 factions get Soviet barracks (LoTeks have both). 5 teams get Ship Yard and 4 get Sub Pen (Long Arm gets both), but they require dome. 5 teams get gap generator. All get fake structures but no fake naval structs. 5 get GPS (and not all the same five that get Gap Gen). 6 get Chronosphere which doesn't kill passengers and 2 get Iron Curtain. Most vehicles require nothing extra or just dome. Chrono Tank and Phase Transport merged into one unit that only Special Ops gets. Chronoshifts instead of cloaking, but passenger can only get out of it by vehicle being destroyed. Also it's missile turret doesn't show up since CTnk doesn't have a turret so it just looks like an APC. Because GDI APC's replaces normal Phase Transport it doesn't have to turn to face since it has an invisible turret that does but its ROF is slower than Allies APC. Crusher is set to no but since it's currently ignored by the game, Rangers and Humm-vees can squish infantry. -
UPDATE: Figured out that Capture the flag mode makes bridges indestructible and I had left that set for a long time while testing map mods in offline skirmish. I was testing some maps and I can't destroy bridges anymore. I looked into spawn.xdp and spawnam.xdp and I haven't noticed any setting relating to it, except bridgestrength still at its default 1000. But I can't even C4 them with Tanya anymore. Also some time ago when I could destroy them, particularly noticeable with C4, the section of bridge would just disappear or change to ruins instantly with no explosive or screen shake or anything. Is that a CNCNet change/mod of the exe for multiplayer stability? Also is there any reason an AI player with no power plants would still have a functional gap generator and AA guns?
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Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
Here's all the updated rules sets. See xoeditlog.txt for all the changes and some additions. I also recommend viewing the comments in rules sets. Rule of thumb: If Advanced Power Plant costs 700 then they withstand a nuke and a CY can be destroyed by one. If Adv Power costs 500 then they can be destroyed by a nuke and CY can withstand one. Just to remind: (xo short for crossover) tdpure = Just GDI vs Nod xotdpure = C&C vs RA crossover, close to TD as possible xotd = little less close to TD xotdalt = RA speed infantry and some strength/damage closer to RA xo = most like RA xolunar = XO combined with rules of Counterstrike map Lunar Battlefield but units a little faster than its half speed -
Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
EDIT: SAM's Nike has 50 ROF in TD and I have it that way in TD rule sets. In regular/alt XO I set it to 40. So they definitely got a firing rate improvement in RA. SAM's are roughly equivalent. In TD they doublefire with a ROF of 40. In RA they singlefire with a faster ROF of 20. Meanwhile as their primary anti-air only missile rocket soldiers gain exactly the SAM missile but singlefire with a ROF 40. Their regular all-purpose rocket is actually their secondary then. So in RA, a SAM = a whole two rocket soldiers while attack copters got the increase from 125 to 225 HP while more powerful weapons. One other factor: In TD the SAM stays closed up in the ground and comes out each time to fire a burst of 2 missiles, while RA it stays up and out since it's built. I should time its real resulting firing rate in both games. Also I'm not sure if TD had any special case programming where it took less damage while down in the ground and more damage when out. UPDATE: The SAM really spends a lot of time going up and down in TD making it about 6.8 to over 7 seconds between shots. To best simulate this I increased ROF to 140 in RA. How long it takes varies because each time the turret comes up it faces the same direction and has to turn varying amounts to its target. In XOTD rules I'll likewise multiply the AA-gun's 10 ROF by 3.5 to 35 to be similiar in not obliterating 125 str copters so quick. In TD it does take less damage while closed up. I tested with five minigunners attacking at at once. In RA (400 str heavy armor) it took 20 group shots to destroy. With it down in the ground in TD (200 str x 2=400, heavy armor) it took 20 just to get it to half life. Then with it up to attack nearby orcas, the minigunners got it low on life with 20 shots and probably would have destroyed it with that many if the computer didn't start repairing at half life. I got no way to simulate it being tougher when closed and increased its str will making tougher tougher for aircraft attacking it so I'm just gonna leave that aspect as it is. Also found that with a 1000 Dam nuke, giving Advanced Power Plants light armor and 1000 hit points allows them to survive it (aside from 1400 str with wood armor). Actually 950 kinda works but being on fire can finish it off in a couple seconds if you don't repair immediately. 1400 str seems a little ridiculous. I think the Temple of Nod is the only thing that ever had over 1000, with TD's value of 1000x2. New rulesets to come soon. Just some quick stability testing to do. -
Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
And that doubling doesn't take place in RA. So the RA strengths of usually exactly double is exactly the same as TD, except for AdvPowr,WarFactory,TechCenters,and CY. I thought buildings got destroyed easier in C&C but I just tested having five minigunners attacking barracks, CY, and Power Plant. In TD it took 20 shots from all for two of those and 10 for the powr plant. In RA with TD stats it only took 10 and 5. Thanks, I'm glad that's sorted out and fortunately I didn't release any maps with half str except paradrop test maps on the "Tech Center" forum here. This throws off the TD nuke damage I have though. With Nuke damage at 500 it can destroy a CY with 800 str but can't destroy an Adv Powr with RA's str 700. 600 str is a goner with the RA Adv Powr occupying more spaces. Of course a weaker nuke is still less effective against light units, but it should be weaker than the Ion Cannon while that does more damage to smaller area, right? And this str doubling in TD is for structures only and not any vehicles, infantry, or aircraft. Helis do have 125 str in TD and 225 in RA. But RA has better anti-air with much improved rocket soldiers and Allied AAguns are brutal. -
Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
TD MultiNukeDamage=300 Construction Yard Strength=400 Armor=wood Advanced Power Plant Strength=300 Armor=wood The CY can be destroyed with a single nuke, but has a chance of surviving depending on spot targeted. Adv Power survives. RA MultiAtomDamage=1000 [FACT]Construction Yard Strength=1000 Armor=heavy [APWR]Advanced Power Plant Strength=700 Armor=wood CY survives nuke but single nuke can destroy Adv Power. You set TD stats in RA and Adv Powr gets destroyed by a single nuke because it occupies more spots that are hit. So in RA if you want mostly TD stats and Adv Powr to survive a nuke. Set str to 450 instead of 300. In RA if you want RA AtomDamage 1000 with full strength buildings except for CY and APwr to behave like TD with nukes. Have both armor=wood, CY str=1150, and APwr str=1400. Bigger RA APwr still occupies less spots than CY so it survives more easily with same stats as it while it doesn't. Just setting armor to wood while leaving str at 1000 makes the CY get blown up too easily every time when it should have at least a chance of surviving. RA's nuke does most damage to a building southwest of its targeting. Same as Red Dawn, I like to leave most buildings at RA str since the economy is just better with harvesters instantly unloading so there's always more tanks in RA even when everything is set to TD stats. Unfortunately with all TD stats light units are less vulnerable to nukes in RA, for what reason I don't know. I'll probably add these different str settings to my rules sets sometime but commented out in most. -
SLAYER!! (See current avatar) Ha, I've always thought Doom monsters in C&C would be cool and the map screens in the original Doom episodes would be good recreated as C&C maps with the buildings replacing C&C structures. Cacodemon seems like a good equivalent to original Viceroids. Visually within C&C at least. BTW, Doom contains covers of slayer songs: http://doom.wikia.com/wiki/Doom_music http://doom.wikia.com/wiki/Doom_II_music Also a link to unused music on those pages. Downloads: http://www.doom.world/classicdoom/info/music.php Personally I would prefer pentacles with one point up, two points down, but I guess the inverted ones make good TD maps.