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Eisengeist

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  1. Heh heh, in my custom rules for crates in RA and I simply specify RAPID instread of none as the animation for explosion and napalm crates so you see one of those ominous red rotating skulls when you unfortunately get one of those. Other animations I found in the mix were gpsbox to use instead of earth and deviator to use instead of missile2 for the nuke. I noticed at least the skull and deviator red missile gfx are in C&C1's mix as well. I guess Westwood planned to have the Dune Deviator attack as a special weapon from crates but didn't go through with it.
  2. Got a hilarious glitch with reloading a save game... In map where I have it set to drop all five different attack vessels, instead of the missile sub in the water, it dropped a flame turret on land!! ...and then the four other vessels in the water. Base defense structure floating down with a parachute ha! Unfortunately I haven't been able to repeat that or make it drop any structures on purpose. I wanted to drop a civilian house and say we're not in Kansas anymore. I tried to set it to drop the flame turret on purpose and it wouldn't work. The results I got was the plane flying just dropping five parabombs or flying back&forth dropping nothing or it not even coming out. Saving or loading savegames crashes often.
  3. Some good results with naval units: This bypasses the 100 vessel cap and also having a constant trigger bringing out reinforcements of transports every certain interval also bypasses it. The AI in skirmish gets ships this way. And a funny development: A plane was going to drop off my ships where I targeted and the AI's destroyer and missile sub fired on it. The plane responded by suddenly veering toward them and dropping my ships around them. Difficulties: You want to target the water right by a beach. Depending on the spot, the plane might fly back and forth a while until it drops them all. Rocky coasts are no good and plane just keeps flying back and forth until it's shot down. So when implementing this in a map, you want all your coastlines to be landable beach. When adding teamtypes and triggers and resaving in RAEd, it sometimes reorders things and messes it up someway that makes the RA crash with the map. So anytime you go to modify it in RAEd, back up your working file to somewhere in case RAEd breaks it. Here's two working settings of teamtypes/triggers: [TeamTypes] trans1=12,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans7=18,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans4=15,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans2=13,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans8=19,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans6=17,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans3=14,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans5=16,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 @PINF=1,0,7,0,0,100,-1,6,BADR:1,SS:1,DD:1,CA:1,PT:1,MSUB:1,0 [Trigs] para8=0,19,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 reminder=0,12,0,0,13,-1,91,0,-1,0,11,-1,-1,1,0,-1,-1,-1 tran8=2,19,0,0,13,-1,120,0,-1,0,7,4,-1,-1,0,-1,-1,-1 para6=0,17,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran3=2,14,0,0,13,-1,120,0,-1,0,7,6,-1,-1,0,-1,-1,-1 para5=0,16,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para7=0,18,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran2=2,13,0,0,13,-1,120,0,-1,0,7,3,-1,-1,0,-1,-1,-1 para3=0,14,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tip=0,12,0,0,13,-1,0,0,-1,0,11,-1,-1,1,0,-1,-1,-1 tran6=2,17,0,0,13,-1,120,0,-1,0,7,5,-1,-1,0,-1,-1,-1 tran7=2,18,0,0,13,-1,120,0,-1,0,7,1,-1,-1,0,-1,-1,-1 para2=0,13,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran4=2,15,0,0,13,-1,120,0,-1,0,7,2,-1,-1,0,-1,-1,-1 para1=0,12,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para4=0,15,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran5=2,16,0,0,13,-1,120,0,-1,0,7,7,-1,-1,0,-1,-1,-1 tran1=2,12,0,0,13,-1,120,0,-1,0,7,0,-1,-1,0,-1,-1,-1 [Tutorial] 1=Target the water by a beach with Paratroops or ParaShips That one drops all five different attack units. And also for each player has a transport containing a V2 come randomly from anywhere at the top of map to waypoint 8. Of course I don't have it set to deploy so the V2's don't just all kill each other in a central location. So the transport sits there containing it. Now here's another working example that transport contains a V2, an artillery, and a flametrooper(which is changed in Lunar Battle Field rules or my XO combined with Lunar): [TeamTypes] trans1=12,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8 trans7=18,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8 trans4=15,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8 trans2=13,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8 trans8=19,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8 trans6=17,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8 trans3=14,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8 trans5=16,1,7,0,0,-1,-1,4,E4:1,ARTY:1,V2RL:1,LST:1,1,3:8 @PINF=1,0,7,0,0,100,-1,6,BADR:1,SS:1,DD:1,CA:1,PT:1,MSUB:1,0 [Trigs] para8=0,19,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 reminder=0,12,0,0,13,-1,91,0,-1,0,11,-1,-1,1,0,-1,-1,-1 tran8=2,19,0,0,13,-1,120,0,-1,0,7,4,-1,-1,0,-1,-1,-1 para6=0,17,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran3=2,14,0,0,13,-1,120,0,-1,0,7,6,-1,-1,0,-1,-1,-1 para5=0,16,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para7=0,18,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran2=2,13,0,0,13,-1,120,0,-1,0,7,3,-1,-1,0,-1,-1,-1 para3=0,14,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tip=0,12,0,0,13,-1,0,0,-1,0,11,-1,-1,1,0,-1,-1,-1 tran6=2,17,0,0,13,-1,120,0,-1,0,7,5,-1,-1,0,-1,-1,-1 tran7=2,18,0,0,13,-1,120,0,-1,0,7,1,-1,-1,0,-1,-1,-1 para2=0,13,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran4=2,15,0,0,13,-1,120,0,-1,0,7,2,-1,-1,0,-1,-1,-1 para1=0,12,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para4=0,15,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran5=2,16,0,0,13,-1,120,0,-1,0,7,7,-1,-1,0,-1,-1,-1 tran1=2,12,0,0,13,-1,120,0,-1,0,7,0,-1,-1,0,-1,-1,-1 [Tutorial] 1=Target the water by a beach with Paratroops or ParaShips Whatever version you use I suggest having longer charge time rules [Recharge] Paratrooper=11 And for custom tutorial text you'll need this under the map section [basic] UseCustomTutorialText=yes Now here's a broken version of the teamtypes(probably not so much the triggers) that crashes RA and I have no idea why. (If RAEd moves @PINF up in the order that's definitely a crash). I got a working version again by deleting @PINF and redefining it in RAEd and of course changing its starting waypoint to 100 in notepad again after. So don't use this version: [TeamTypes] trans3=14,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans6=17,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans8=19,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans7=18,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans1=12,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans5=16,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans4=15,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans2=13,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 @PINF=1,0,7,0,0,100,-1,6,BADR:1,SS:1,DD:1,CA:1,PT:1,MSUB:1,0 [Trigs] para8=0,19,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 reminder=0,12,0,0,13,-1,91,0,-1,0,11,-1,-1,1,0,-1,-1,-1 tran8=2,19,0,0,13,-1,120,0,-1,0,7,4,-1,-1,0,-1,-1,-1 para6=0,17,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran3=2,14,0,0,13,-1,120,0,-1,0,7,6,-1,-1,0,-1,-1,-1 para5=0,16,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para7=0,18,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran2=2,13,0,0,13,-1,120,0,-1,0,7,3,-1,-1,0,-1,-1,-1 para3=0,14,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tip=0,12,0,0,13,-1,0,0,-1,0,11,-1,-1,1,0,-1,-1,-1 tran6=2,17,0,0,13,-1,120,0,-1,0,7,5,-1,-1,0,-1,-1,-1 tran7=2,18,0,0,13,-1,120,0,-1,0,7,1,-1,-1,0,-1,-1,-1 para2=0,13,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran4=2,15,0,0,13,-1,120,0,-1,0,7,2,-1,-1,0,-1,-1,-1 para1=0,12,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para4=0,15,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran5=2,16,0,0,13,-1,120,0,-1,0,7,7,-1,-1,0,-1,-1,-1 tran1=2,12,0,0,13,-1,120,0,-1,0,7,0,-1,-1,0,-1,-1,-1 [Tutorial] 1=This version crashes! And here's obvious reorder by RAEd that causes a crash: [TeamTypes] trans3=14,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans7=18,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans4=15,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 @PINF=1,0,7,0,0,100,-1,6,BADR:1,SS:1,DD:1,CA:1,PT:1,MSUB:1,0 trans2=13,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans6=17,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans5=16,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans1=12,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 trans8=19,1,7,0,0,-1,-1,2,V2RL:1,LST:1,1,3:8 [Trigs] para7=0,18,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran6=2,17,0,0,13,-1,120,0,-1,0,7,5,-1,-1,0,-1,-1,-1 para5=0,16,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para2=0,13,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para3=0,14,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para6=0,17,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran8=2,19,0,0,13,-1,120,0,-1,0,7,8,-1,-1,0,-1,-1,-1 tran2=2,13,0,0,13,-1,120,0,-1,0,7,4,-1,-1,0,-1,-1,-1 tran4=2,15,0,0,13,-1,120,0,-1,0,7,2,-1,-1,0,-1,-1,-1 tran1=2,12,0,0,13,-1,120,0,-1,0,7,7,-1,-1,0,-1,-1,-1 tran5=2,16,0,0,13,-1,120,0,-1,0,7,6,-1,-1,0,-1,-1,-1 para4=0,15,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para8=0,19,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran3=2,14,0,0,13,-1,120,0,-1,0,7,0,-1,-1,0,-1,-1,-1 para1=0,12,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 tran7=2,18,0,0,13,-1,120,0,-1,0,7,1,-1,-1,0,-1,-1,-1
  4. Your options are: JUNGLE DESERT WINTER BARREN TEMPERATE SNOW INTERIOR But interior may have some limitations being not designed for multiplayer and barren apparently is still a work in progress so inspect the map, mainly coastlines, for parts that need changing to look right.
  5. Did some more testing. You cannot drop a transport ship or an APC. It just doesn't drop the APC and with transport ship it doesn't care what else is specified, it just drops parabombs instead. If you're dropping naval units you must target water and it drops them near the shore. I tried a combination mammoth tank and destroyer. With a combo you must target the water to drop any and it drops naval and land units on the edge of the shore that is traversable by neither and when you start to move them they snap to where they can move. Not what's left to test is if this and just plain bringing out transport ships as reinforcements can bypass the cap of 100 naval units.
  6. Hehe... Here's something high-larious! In this version target the water... For editing this in RAEd, I just open it in notepad change the waypoint 100 in the teamtype to 10. And after editing in RAEd, I change 10 back to 100 in notepad again. If you want to try giving this to everyone in a multiplayer game here's the triggers to paste into your map. A trigger in the beginning of the game is required for the altered teamtype to take effect and it stays in effect when you build your own airfield to get paratroopers again. [Trigs] para2=0,13,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para7=0,18,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para3=0,14,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para8=0,19,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para4=0,15,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para6=0,17,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para1=0,12,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 para5=0,16,0,0,13,-1,1,0,-1,0,33,-1,-1,-252,0,-1,-1,-1 irantrigm.mpr
  7. New rules , some stock maps I gave a couple people already and played at least two on CNCNet. And Counterstrike's Lunar Battle Field map with its crazy rules merged with XO. It really looks like the moon now using the barren theater. Instead of half ground speed I edited each unit speed individually to RA speed minus one, or slower, or TD speed or slower, so everything should be at least a little faster than the painful half speed of the original Lunar Battle Field. I played with gravity setting wondering why it wasn't used in a moon map and found out why... I changed it from 3 and 0.5 (Moon has 1/6 Earth gravity, right?) but got a frequent side effect of ballistics missing their target and flying all the way across the map and off screen. Due to that problem it has been commented out. This version of Lunar Battle Field also has a custom paratroop drop. Chrono doesn't kill cargo in Arena Valley X, Treasure Isle, and Lunar stuff. More specifics: XO-Gold Coast (with a bit faster ore regen) and Marooned II are pretty standard alt with slower tanks. XO-Teasure Isle has some more abundant crates, chrono doesn't kill cargo. Soviets get APC. Nod and Soviet have Cargo plane with three parabombs and anyone with an airfield has the MiG. A10 WartHog is used for airstrike. XO-Arena Valley X has regular RA speed tanks, some of the crate changes and higher chrono vortex chance from other Extreme maps. Spanish GDI only's A10 replacing Yaks have 10 ammo but cost double. Chrono doesn't kill cargo. Soviet have APC and Allies get transport chinook. Since there's only two small ponds, MSub and Cruiser are restored to full damage and Destroyer's have TD Gunboat strength and speed missiles. V2 is restored to RA style except just slightly weaker but still big napalm fire like TD. CamoPillbox which was averaged a bit between it and TD Guard Tower back at RA damage. All stockmap theaters changed to the new additional ones: Gold Coast and Lunar = Barren Marooned II = Desert Treasure Isle = Jungle Arena Valley X = TD's Winter (like Temperate with a little snow and frost) I'm holding off from releasing naval maps until I figure out what to do with them, since RA's cap of 100 vessels really puts a damper on them. I may have a way to bypass the cap a little. Something I suggest to double the firepower of the mobile gap generator not included in these rules is go to its [MGG] section and add Secondary=Grenade Then it launches two grenades in quick succession making it a better offensive unit. EDIT: Most maps updated to v2.0 xoarenvx.mpr xotrisl2.mpr xogldcs2.mpr xomaroo2.mpr xolunab2.mpr
  8. Well exchanging some land units for vessels seems like the best reasonable advice so I tried: [Maximums] Unit=300 Vessel=300 I figured exchanging 200 units without increasing the overall shares when the values are there to modify in rules should at least work. Unfortunately putting the change within a map was totally ignored and the game capped my ships at 100 still (testing offline skirmish through CNCNet's MP launcher) Something that might be a good idea is to have that change as a toggle in CNCNet for playing any naval heavy map. Have the 500 unit and 100 vessel as the default and a switch for playing with 300 and 300 caps.
  9. I gotta try something. I had what was shaping up to an epic 8 player naval battle and then we hit the maximum. Still epic naval fights but then we were crippled while one person had fifty ships left. And after losing my only transport my land units were of course stranded. One possible half-assed remedy that might help would be for everyone to get a free reinforcement of transports arriving in a central area sometimes. Otherwise all land has to be connected somewhere with short game on so you can get to and destroy all of someone's buildings to eliminate them.
  10. How well does increasing this from 100 to 200 or more work? [Maximums] Aircraft=200 Vessel=300 Because in an 8 player game with 100 max it seems people got locked out of making more ships too early and couldn't build ships again for the rest of the game. And if people go aircraft heavy, it seems 100 would be too little for that too.
  11. What's weird is this is an online install that the option changed from Offline Skirmish to Play Offline. Well now I just copied to RAMPlauncher from another online install and I got the option back running that. Thanks.
  12. In my install of just RA online without the full single player campaigns on the first launcher screen where you have: Play Online, Play Offline or Offline Skirmish, Settings, RAEd, original Editior, Exit... Offline Skirmish which takes you to right to CNCNet's skirmish setup changed to Play Offline which runs the full game normally taking you to the title menu (and spawn1.mix with its cnc images is not loaded). I want to change it back for the sake quickly testing changes I make in maps/mapmods. I can still go to play online and choose skirmish instead of connecting but it still checks for updates and slows me down altogether. It might have happened from me copying mix files from another install but it won't change back after I removed a copied mix.
  13. Been working on various rules, tweaking things. Attached editlog.txt Kind of new map (actually three previously released maps combined into one): XO-Amalgam of Death. Features computer buildings to capture (although you'll probably get killed by other players while trying to take much of them). Careful what computer stuff you attack. You could play skirmish with no AI opponents to explore and still have plenty to fight. A couple people complained about starting too close together, but I say just destroy the enemy first and that's what I did. Even if you lose the overall war, at least you have a victory under your belt. Had some epic battles I wish I thought to take screenshots of the action. Won a 3 vs 3 and was the last one eliminated by the winning team in a 2vs2vs2 after my teammate quit early on. This map is kind of a novelty and kind of standard at the same time with my alt rules for slower C&C style tanks. I need to release some more just standard maps. If playing offline, remember to use RA1MPLauncher.exe to play skirmish with CNCNet's spawn1.mix loaded for the C&C1 gfx. EDIT: Map updated to v2.0 xoamlgm2.mpr
  14. For some reason I don't remember playing much RA way back with my friends and just remember original C&C more. The original C&C Marooned was good so that makes Marooned II interesting. I think it was Island Hoppers that I played with two playstations connected together at a friend's house. Of course with RA having a built in map editor on PC and I think we mostly played custom maps. Aside from releaseing (XO) crossover versions of my own maps, I plan to release some stock maps with those rules and of course they can be tweaked on a map by map basis. When I have those four ready in maybe a couple days (sorry I'm short on free time sometimes) I'll pm you a link if you want to playtest them first or even modify them yourself. I'm think of setting them to these theaters: Marooned II to desert (to be like original). Treasure Island to Jungle. Arena Valley to Winter (not RA snow) and Gold Coast to Barren. I don't know if Gold Coast is supposed to be at least named for any specific real location. Every continent except Antarctica has a place named the Gold Coast. I'm also thinking of using my alt rules with slower tanks like TD to tone down tank rushes in most of those except regular RA speed tanks in AVE since it's a landlocked mega map. In TI, Harvesters will have regular RA heavy armor rather than TD light armor since they go to a common area and I want to incorporate some things from other extreme maps into AVE such as chrono not killing cargo but with a higher vortex chance. The biggest dilemma is enabling stealth crates to be like TD. The existence of Nod stealth tanks and units getting stealthed from crates makes it recommended to play with short game on. I'm think of giving them a chance of 3 or 5, probably 3. But with 0 you can play with short game off and not have to worry about someone hiding to avoid losing as long as no one plays as Nod (Germany or Turkey). If subs are all someone has left, RA will reveal them but it doesn't reveal any other stealth. Of course in regular stock RA the phase transport is only available in single player missions and just the multi map Holy Grounds has a chance of 1 for stealth crates.
  15. Updated td.txt: TD's multiplayer nuke damage seems to be 300 as accurately as I can tell and I halved the Democharge damage from 500 to 250. Chronotank restored to full price because I'm sure it's devastating when buildings have half the strength. New tdpure.txt Closest replication of TD. No country bonuses. Tech Level 1-7 just like TD except no nuke (tech 8 for that), where no new RA stuff shows up except land units unique to Allies or Soviets that I haven't given to other teams. At level 7 the Allies have their Chronotank and Mobile Gap Gener (no grenades now but more effective at tech levels the GPS or spy plane aren't available). and Soviets have their Tesla Tank and Mad Tank. Then tech level 9 adds mine layers, spy, thief, medic, mechanic, dog, naval stuff, airfield but no spy plane, chronosphere. Level 10 adds GPS, Spyplane, Iron Curtain, and Demotruck. One other tech level difference from TD other than nukes put up at 8. Copters still reduced from 6 to 5 because I remember once playing as Nod at level 5 a GDI player couldn't do anything against my line of obelisks along ridges with the only entrance to my base. Level 4 might still present a similar challenge but advanced power plants aren't available til 5 so that means building a lot more regular plants to sustain a ridiculous amount of obelisks. BTW, in any serious crossover games. I recommend short game on due to the existence of stealth tanks and stealth from crates. RA won't reveal them when they're all someone has left like it does with subs. More maps to come reasonably soon when I have the free time. Update: Just made discovery regarding how big fire you see in RA. In TD the projectiles have explosions defined aside from the warhead so airstrike has napalm2 and SSM has napalm3 while both have fire as the warhead. In RA damage of the weapon determines the size of the fire when its warhead is fire. So damage=113 or greater gives the biggest fire. Fortunately in my released map I have the SSM/V2 rocket set to 150 so it has the biggest fire and napalm has the second biggest fire at 100, although I think the fire is smaller than napalm2 in TD. Don't know where the next cut-off is but damage 1 gives tiny fire. In any crossover txts that have Napalm or Scud(V2/SSM) or FireballLauncher(Flame Tower) set to 100, I put them up to 113. Except for tdpure.txt I left napalm and scud at 100. There's the dilemma of whether you want exact TD stats or an awesome bigger fire explosion. I guess I would put the scud at 113 and leave napalm 100 there so it's currently 100 there with 113 commented out for the scud and whoever uses those rules can make the choice.
  16. Thanks. Your suggestion ended up being exactly the conclusion I came to. I guess RA multi AtomDamage 1000 = TD single NukeDamage (just with a lesser blast radius which is not the same as the warhead spread setting). So 3/10 = 300 TD multi NukeDamage. I built up a base, drew its layout, and nuked myself in TD. Then in RA I placed a base of the same composition and layout in a map and nuked it trying different values for AtomDamage until I got similar results. 300 ended up being it. Nuked the center spot of clearing in front of the CY in TD and then in RA with the CY at TD strength & armor, and AtomDamage 300. Both situations put it to about the same amount of red life. Other spots on it destroyed it outright which is possible in TD according to that strategies page. In RA, the CY was on fire after, so if you don't repair it quick, the fire eventually destroys it. Maybe should test nuking in TD some more, but I think I got it pretty accurate. The biggest differences are that light vehicles are less prone in RA for what reason I don't know unless the missile lands directly on it and Advanced Power Plants are more prone in RA. In TD they're less prone than CY even though they have less strength and same armor because they occupy less spots. In RA we know they're bigger and occupy more spots that the nuke hits.
  17. Some questions about TD to try to replicate some in RA. I tried a crate game (N3tRunn3r's map, http://cnc-comm.com/community/index.php?topic=363.0 ) Tech 0, unit 0, Redeployable off, and selling construction yard right away. Didn't seem to get an extra abundance of crates but did test what I wanted anyway and got airstrike from a crate in multi. It consisted of one plane that dropped ten napalm. Loading a save for the single mission GDI 15, there's normally three planes, but when down to Nod having just its four last buildings left it was only one plane. Each plane still drops 10 napalm. Aside from the number of planes changing, one other weird thing is that its ammo/payload is set to 3, in both Nyerguds's aircraft.ini and viewing dos C&C's game.dat in CCedit. So no idea why Westwood set 3 ammo for that unit but it always drop 10 or why the number of planes varies and if the plane count varies in multi. Another funny thing was one crate spawned a viceroid I had to fight. Crates can also give stealth, which by default has zero chance in RA but you can change that. Wondering if there's any other interesting crate effects in TD that we don't see in RA. EDIT: Here's an almost complete list: http://cnc.realmacmark.de/pages/tactics/Crates.html Doesn't list the enemy viceroid though. In RA AtomDamage=1000 but most buildings are double strength. The construction yard is more than double strength and has better armor in RA. The most logical thing to do is half AtomDamage to 500 for half the strength buildings. Just wondering how accurate that would be in replicating TD (its weaker nuke in multiplayer, not the super powerful one in single player). Also the nuke warhead has a spread of 8 in TD but only 6 in RA. I'm wondering if the spread=8 only pertains to the bigger single player nuke and TD's multiplayer nuke is around the same spread as RA. A litte insight but not exact numbers: http://cnc.realmacmark.de/pages/tactics/CYnuke.html and http://cnc.realmacmark.de/pages/tactics/light_units_nuke.html
  18. Here's the current versions of my rules: It seems I have enough reason to upload an Iron Crossover v1.1 soon. Aside from the MRLS cost being left at 600 instead of 800, and fixing unused stuff and commented out stuff, I noticed something more important. The Commando's sniper rifle seemed less effective unless his target is standing still. It turns out the Hollowpoint warhead has a spread of 4 in TD but only 1 in RA. Tanya just fires rapidly but it really affects the Commando. I'll just hold off a bit from uploading ironxo11.mpr a bit in case I notice something else or anyone has good suggestions or notices something wrong. In amal/td.txt I set all the warhead spreads like TD. td.txt: I have the Airstrike in TD's single player at least figured out better. Within the same map (GDI15) I get one or three planes. It seems cut down to one when Nod has just a few buildings. I'm just keeping plane count at 3. Each plane drops ten napalm bombs one after another which isn't even a multiple of it's ammo setting of 3 (so there goes a theory I was thinking of it autoreloading after a pause). The TD airstrike can't be replicated exactly in RA but I think I got it close enough to the behavior. I lowered the range a little bit to 4 and set ROF down to 3. Then I turned the plane's ROT (turning speed) up to 10. In TD the plane turns around while napalming. In RA it goes by in passes and turns 180 and is more finicky about firing on its target. So I got it so a plane usually drops all its payload in two passes, sometimes a third pass for the last one or two napalm out of ten. The over all area napalmed is similar to TD results. Just the exact target itself only gets hit a little. The only other possibility to do is slow down the plane. I'd still like to see how an airstrike is in multi if a crate will give it. With Tanya having the sniper rifle, I used the Colt45 for the Antbite with Dino stats and have ParaBomb unused incase you want to make the Cargo Plane replacing the Yak do that instead of the Yak's gun. Set Iron Curtain tech level back up to 10 while Chrono is 9 for this variation since airstrike is better. regular crossover and amal.txt I still have A10's as replacement Yak's and left the RA style ParaBombs (but dropped by cargo planes). A10's only have ammo 3 and I think I have the range set for them to get their target most accurate. Sometimes they fly by and don't want to fire at a moving target though. Some things such as Tesla Tank range and PortaTesla range vary between the three versions. Unless the A10 as a direct controlled replacement Yak needs any adjustment, I think the only major question is what AtomDamage should be in td.txt. Since buildings are half strength and the construction yard is less than half I currently have the nuke halved at 500 instead of 1000, but that makes it even less effective against vehicles maybe. It does have a better spead with TD values. I also wonder if 1500 is too cheap for Chrono Tanks in any version. It's just that 2400 was way too high for the Allies only anti-air vehicle and they only have light armor. Maybe the td.txt version I'll put it back up a little to 1700. But 1500 being the same as Mammoth Tanks and Tesla Tanks seems pretty fair. It depends on the economy being too easy for a large effective well coordinated Chrono attack and their attack is the powerful secondary attack of Mammoth Tanks. But hey, Nod has cheaper, fast stealth tanks, though their missiles are weaker and HP is pretty low. Other possible balancing issues: Is 1.1 groundspeed bonus a little crass for Allied Greece and I should change them to better armor (0.9) instead? Ukraine has 1.1 GS but their attack vehicles range slower from speed 4 to 8. In versions where light tanks are left at speed 9 faster than medium tanks at 8, should I lengthen their firing rate to TD's 60 instead of RA's 40? Medium Tanks have a more powerful, longer ranged gun with ROF 50. I saw a good post by someone that overall, 0.9 ROF is better than 0.9 armor which is better than 1.1 Firepower, but 1.1 Groundspeed wasn't considered. I've considered switching the bonuses of the two Nod teams, because German Nod might be the weaker of the two but then again they are the sneakiest team having stealth tanks, subs, and the chronosphere. Updates: Napalm range increased from 1.75 to 2.75. The lack of south firing north advantage was making the A10's sometimes not want to drop anything flying south until they come the other way north. Now they should drop at least one or two napalm before turning around to finish. And they drop all three flying north. Ironxo11.mpr (version 1.1) released and here's current rules (crossoveramal.txt renamed to alt)
  19. New versions of the rules: Did some testing in TD. I had set everything's sight in RA to match its values to find infantry nearly blind at sight 1. Apparently RA sight+1 = TD sight and TD's shroud reveal is wavy square shaped while RA's is more diagonal diamond. So I added to 1 to all sight values to match TD's scale more closely. Airstrikes have a charge time of it seems 6 minutes (Timed it at about 5:50 but the game's time keeping must just be a little off) and it's composed of three planes. Still gotta figure out what to do for Ammo, Range, and ROF for crossovertd.txt. Looking at the A10 in both dos C&C's game.dat through CCedit and in Nyerguds's aircraft.ini, they have ammo 3, Speed is same as attack copters, and all other stats match the Badger Bomber and Yak. In action they seem to have a lot more ammo than 3 even if it's very large napalm fire and it's three plans dropping it. Can you get airstrikes from crates in multi? Maybe they're toned down compared to single player? I still gotta figure this out for crossovertd.txt. Matching the numbers to TD's stats isn't as revelent if the behavior is different. In regular crossover having A10's as a normal controlled plane I set range down to 1.75 and ROF faster to 3 so they would drop their payload more accurately on a target. In crossovertd.txt I set Range 2 and ROF 5. At range 4.5 they start dropping way too far before target and with ROF 20 they drop about 1 per a pass. Napalm's values in both RA and TD are Damage=100 ROF=20 and Range=4.5 which does not seem to work well in RA. ParaBombs is RA have ROF=4 and Range=4.5 with the Badger having ammo 5. I set the airstrike/parabomb charge time to 6 in the td.txt to match TD and in the other two txt I set it 10 to average between that and RA's 14. In crossovertd.txt I set atom damage from 1000 to 800 but haven't tested yet. With the slower rate of fire and curley shuffle I set their attacks to primary and secondary for both attack copters so they do two quick shots before shuffling just like TD behavior even though that game has them set as primary only and doesn't have fires twice listed for them. I had accidently put a slow firing rate for MiG's mavericks missiles so I deleted that ROF. Since Colt45 and ParaBomb are freed up as unused weapons in the td.txt and I used ParaBomb for an Antbite with stats of the Velociraptor/T-Rex bite and gave Ant 3 the Raptor's stats with crusher=no and the same speed I set for Recon Bikes. Just for the heck of it I tested giving TorpTube as a secondary to Missile Subs and they won't use it. I suspect they're hardcoded to not attack other sea units and regular Subs may be hardcoded to not attack aircraft (but will attack land targets if given an attack such as 155mm). Not of that is in these files. So current versions of these files are attached to this post. I still don't see reason enough to update ironxo.mpr.
  20. I just made a map mod for RA1 that combines Allies vs GDI vs Nod vs Soviet with two variations of GDI and two variations of Nod so the eight countries gives you something more like 6 different teams to choose from. http://cnc-comm.com/community/index.php?topic=3823 It uses C&C1 gfx provided in CnCNet/PortableRA's spawn1.mix. I still can't believe how I juggled things and fit so much in. So there's Chrono Vortexes and practically all RA has to offer. The Ion Cannon is the only glaring omission and sometimes gfx of one game or the other. I only had to sacrifice the mobile radar jammer and yak (for Spain GDI's A10 WartHog). Been testing really well having epic battles on CnCNet. I still recommend Red Dawn as a more complete RA to TD conversion with almost all TD gfx, sounds, the Ion Cannon, missions, Dinos, etc: http://www.cnc-comm.com/community/index.php?topic=1588.0 Through your own map mods for it, the Iron Curtain and Chronosphere can be brought back into it. Or for a possibly interesting twist, make them not buildable but place capturable versions in maps. Aside from Chrono Tech level being lowered, the level of the building must be brought down from 99, even if it's still nonbuildable at -1. I also recommend Dawn of the Tiberium Age for the most epic combination of the four teams with the Ion Cannon, classic Viceroids (with some behavior of the newer), and also great missions. Ferret's Tiberium Alert map mods for RA also use a bunch of C&C1 gfx and improvises with the addition of rocket tanks and alters the game play with faster uncrushable infantry and stuff. http://cnc-comm.com/community/index.php?topic=1982.0
  21. It is ready. You can download it from my site, this thread, and I've been playing on CnCNet. UPDATE EDIT: Here's three different versions of the rules to paste into your own maps... crossover.txt is the same as my level except: Crusher=yes added to ant1(viceroid stats) and ant3 which don't appear in the map anyway Set Iron Curtain to Tech Level 9 to match Chrono. Set cost of MRLS to 800 (Argh, was left at Radar Jammer's 600) . I'm leaving my ironxo.mpr as it is though. Sometime if I have reason enough to update or fix it, I'll put in those changes and give it a slightly altered filename and title to avoid conflicts. In the near future I will most likely upload a desert version with something like the following rules: crossoveramal.txt is rules for another map soon to be released. It slows most tanks down to what I think is closest to TD speed but leaves infantry at RA speed. I averaged arty, harv, and mcv speed between the games. crossovertd.txt puts practically all Tiberian Dawn's original values into effect, tries to match the speeds as close as possible, weakens or slows some RA stuff to match its balance. Also it gives back Yaks back but changes them to Cargo Planes that only Soviets and Turkey Nod has. They and Spain GDI all have a weakened MiG. Cruiser has boatmissile as secondary attack. Badger's changed to A10 Warthog and their parabomb changed to napalm. Not sure I've matched the original TD's airstrike yet though, but then again, napalm just has bigger fire gfx in TD. Currently the nuke seems too strong for the weaker buildings taking them out, including the construction yard, in one hit. Any balancing suggestions are welcome. I was considering give missile subs the regular torpedo as secondary so they can hit ships and other subs, although I did already give the RA gunboat to all teams. One thing good to know is that missile subs can attack air if you press G for guard mode. Otherwise they stay hidden. Something I once tried to do to make more use of that strategy in a lunar rules map was give the AAGun weap as a secondary to regular subs but they wouldn't fire it at all and completely ignored aircraft.
  22. Figure I may as well post the map file and txt files directly to here as well. EDIT: Just updated to v2.0 Also from updated rules, I also did some work on the map. Ridges added so you can build and fight more strategically. Islands added with buildings to capture. xoironx2.mpr
  23. In spite of RA not liking ownership defined on a by country basis. I managed to do some major juggling and made it work solidly. And I made up a great mega map to do it justice. RA seems to have no problem with land vehicles or any structure defined by country but doesn't like infantry, aircraft, or sea vessels defined by country. So I mostly define those things by allies and/or soviet with prerequisites of buildings that are defined by country. And it's a good idea to add hpad or afld as a prereq to each aircraft respectively. On my CnC page here: http://xo.cncguild.net/ If playing offline, remember to use RA1MPLauncher.exe to play skirmish with CNCNet's spawn1.mix loaded for the C&C1 gfx. The teams: France = Allies with faster Rate of Fire Greece = Allies with better armor England (GDI-Eng) = GDI with ships, GPS, Chronosphere, better Armor Spain (GDI-Esp) = GDI with ships, Airfield, Iron Curtain, better FirePower Germany (Über Nod)= Nod with subs, GPS, Chronosphere, better FP Turkey (Noddoman Empire)= Nod with subs, Airfield, Iron Curtain, faster ROF Russia = Soviet with lower cost Ukraine = Soviet with faster Groundspeed Things unique to specific teams: Allies: Chrono Tank, Mobile Gap Generator (with grenades), AAGun GDI: Advanced Guard Tower Spain GDI only: A10 WartHog Nod: Recon Bike, Fire Ant (Flame Tank), Stealth Tank Soviet: Heavy Tank, Tesla Tank, Mad Tank, Anti-Personnel Mine Layer, Flame Tower Differences from regular C&C1:TD and Red Alert 1: No Ion Cannon so GDI has nuke. Everyone has: Cheaper Walls, Cheaper dogs that detect stealth, Grenadier, Spy, cheaper better Thief, faster Mechanic that should better reach aircrafts on pads/fields, Gunboat, HeliCarrier, Demo Truck, single engineer capture Allies,GDI,Nod all have: Humm-vee with hit points and cost averaged between humm-vee and Nod buggy Gap Generator Anti-Tank Mine Layer Fake structures Spain GDI has A10 WartHog Turkey Nod has MiG Allies: cheaper faster Chronotank in some maps. Allies & GDI: better medic, Tanya, Camo Pill-box like Guard Tower Nod & Soviet: Commando (no Tanya), Shock Trooper with Chem Warrior Stats, V2 like SSM, Tesla Coil like Obelisk, Fake Subpen Since Nod's Flame Tank already looks like a bug, they decided to make it look like a giant mechanical ant to strike more fear in its victims. GDI gets to start with some light tanks and artilleries but can't build them. Nod gets to start with some medium tanks but can't build them. (In C&C1 GDI could start with 1 to 4 SSM launchers in multi but couldn't build them and in some videos it shows Nod having the medium M1 Abrams tank) Refineries and Silos hold more. Missile Silo is capturable. Ore grows each minute instead of two minutes. Copters come separate from helipad. Lots of stuff requires a Tent or Barracks to gain the construction options. Crate tweaks, Stealth crates enabled and unused gfx now used for some things.. Ore Trucks explode when destroyed, at least if loaded. Helicopters do curley shuffle but otherwise have fast firing rate. Some RA weapons weakened (Missile Sub, Cruiser, V2, Aircraft) in most maps. Wheeled vehicles move better % of full speed on all terrains. and are faster than tracked on regular clear terrain. Gunboats buildable at tech level 3 (chosen TL2) for all. No Yak or Mobile Radar Jammer. Badger Bomber changed to Cargo Plane. Civilian/Technician Pistol can actually do damage now. Some other RA values tweaked. Harder AI set by RAEd. Many stats averaged between C&C1:TD and RA1. Cheaper costs usually chosen. Values for some things set to that of Aftermath's mplayer.ini and some set to resist its changes. A few miscellaneous other units can be placed in maps... Look through my rules. Also all C&C1:TD values are there, in comments if not used. All Name= lines commented out to avoid crash risk. It's better to mod conquer.eng. Red Alert does not like ownership defined by specific country so I had to make some things require tent or barracks or just comform to what RA wanted to do anyway. I had to give everyone grenadiers, had to give Soviets mechanic for Nod to have him, and had to split Tanya and Commando between the teams like I did. Thanks to the following for ideas and info: Nyerguds for putting original TD stuff in ini files Creator of CCedit for dos C&C Allen262 and his Red Dawn Ferret and his Tiberium Alert Iran, FunkyFresh, others for Portable RA and CnCNet Olaf for RAEd Creator of jungle theater.
  24. So in cases where it might work, EvacInMP=no goes under the [General] section and not the specific unit's [GNRL] section? But it won't hurt to leave it both places will it?
  25. Thanks for the replies. Sorry I lost track of this thread. Sometimes I don't get to mess with things for a few days. I tried: [General] EvacInMP=no And then I thought maybe you meant under the General unit so I tried this too: [GNRL] EvacInMP=no Didn't work playing offline skirmish in RA1online through CnCNet. The map needs stuff from spawn1.mix and fixing it for multi is the point anyway so I'll just leave it in and hopefully it will be re-enabled sometime. Thanks though. Are some lists anywhere of all the new stuff such as this and crusher=yes/no. What's in the current RA exe, what's in the experimental RA.exe, and what's supported through CnCNet? Also what are the new map stuff such as trigger effects. I saw a video somewhere of a chronoshift zone where units driving into it were teleported. Funny story on the topic of loading save games for a changed map. On a test map of mine for Red Dawn, the computer got in a traffic jam in his base so I took the opportunity to set the game speed to max and amass an untold horde of mammoth tanks and I saved before rolling him over. Later I accidentally saved some rules tweaks in this map I wanted to preserve this copy. I tried to undo them... But when I load the map... I think my rocket launchers got changed to SSM's which spray a stream of Honest John napalm missiles. Even though I have no weapon values in this map, some values got messed up trying to load my save game. So um there - legions of mammoth tanks and some scud stream pissing launchers. Update Edit: Seems I'm having trouble with the Colour= and SecondaryColorScheme= again. Between regular RA1, RA through CnCNet, Red Dawn, and Red Dawn through CnCNet, RedDawn offline is the only thing I can get SecondaryColorScheme= to work in while I think Colour= works in most situations. Also I tried EvacInMP=no in offline RA skirmish outside of CnCNet and it didn't work there either and of course a bunch of my units were invis from it not reading spawn1.mix. Also anyone else notice that setting Reload= for units with limited ammo seems to have no effect on lengthy reload time?
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