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Humble

Ladder Tester
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About Humble

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  1. [BIGBLUE3] Name=Blue Tiberium Tree Immune=yes IsAnimated=yes RadarColor=192,192,0 LightRedTint=1.00 AnimationRate=6 LightBlueTint=1.00 LightGreenTint=1.00 LightIntensity=0.01 SpawnsTiberium=yes LightVisibility=4000 TiberiumToSpawn=2 AnimationProbability=.003 [TerrainTypes] 70=BIGBLUE3 Since CNCNET has some nice features that default game didn't, you can accomplish your objective by adding that code to your maps, then the game will render the blue crystal tib trees properly (even without Firestorm enabled). This is how some of the Vet/Bal maps make FS maps work without FS. This method works with the mutant trees as well. It is also possible to make normal tib trees produce blue tiberium, but it is a bit more work and less pretty. You might consider checking out the way the 'Big Bluntz Blue' map uses the blue crystals, using some special lighting that a very friendly modder gifted CNCNET. Here is the code for the mutant FS trees if you are interested in that: [FONA01] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=7 TemperateOccupationBits=7 [FONA02] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA03] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA04] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA05] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA06] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA07] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA08] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA09] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA10] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA11] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA12] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA13] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA14] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [FONA15] Name=Fona RadarColor=0,192,0 YDrawFudge=-12 IsFlammable=no SnowOccupationBits=6 TemperateOccupationBits=7 [TerrainTypes] 71=FONA01 72=FONA02 73=FONA03 74=FONA04 75=FONA05 76=FONA06 77=FONA07 78=FONA08 79=FONA09 80=FONA10 81=FONA11 82=FONA12 83=FONA13 84=FONA14 85=FONA15
  2. Surprised so many voted for mola, they are very similar skill levels imo.
  3. I have not played ts in maybe 2 months possibly 3. Definitely have not played with ray since he has been back. Rami is fast learner but with ray it would be hard to loose that match and i almost feel bad for whoever did, lol.
  4. No offense, but momodog is a significantly better player than you in all aspects, especially economy management. Plenty of WW players play vs. momo on both ww maps and mod maps and it is clear he is not cheating. If you cannot accept the fact that he is outclassing you, then you really should accept the fact that you don't understand the basics of the game (which is fine, but accusing him of cheating is not). If you want to just play the game for fun, and not invest the effort and stress that comes along with getting actually good at the game, then no one has the right to judge you for that, but your accusations are very disrespectful to someone like momo that does actually put effort into constantly improving at the game and is actually good in a lot of regards, especially on simple maps like giants. An easy way to show he doesn't cheat is get a good WW style player to Vs. him (even on giants) and watch how he struggles. I will not be reading any more of your posts since I personally find them to be very irrational (although massive), just FYI.
  5. It has nice features but lacks tons of glitch fixes and anti cheat coding etc. it might be easier to ask funky to consider implementing some of the features into his client.
  6. The problems with vanilla Obelisks are: 1. A single bomber can kill it 2. Expensive / high power consumption (These make it not work using unless trolling newbs) The only way to fix these issues, is to: 1. Increase armor type against bombers (which results in a decrease against tanks). 2. Increase firepower rate to make it some-what worth the high cost/power consumption/lowered armor against tanks. Obelisk is still barely worth making, unless you have superb timing and use them the way Mola tries to, and even then it is questionable if they are worth the effort or not. The reason Buggy has no buffs is because the unit is fine how it is. It is great at scouting, and buffing it any more would make it OP, and make it able to snipe infantry in the enemy base. Wolverines on the other hand are absolute garbage all around, and are not a scouting unit, so they were buffed just enough to make them worth their own value against infantry (but not OP in any regard). Laser wall can now be places further away from base structures and connects at a wider range, which is supposed to make them a tiny bit more usable, however they are still a pain to use at 60 FPS, and still have very limited use. Something a lot of people fail to recognize (except Mola, who I used it on many times), is that in Vet you can now place pavement further away from building structures, which means you can place it between your base and tib to speed up harvs a little bit, but where this really comes in handy, is placing it under subs (like CC) when they pop up to snipe things, and strand them there. The people that complain about Cyborgs (even after they have been nerfed twice), simply do not account that one cyborg is equal to 5.5 infantry cost wise, and see 5 cyborgs and imagine 5 light infantry. If you make 6500$ worth of light inf, and 5,500$ worth of borgs +one harvester, the light inf will win, unless the person controlling the light inf is absolutely horrible with infantry, in which they would loose their inf battle regardless. All the units that have no buffs, simply don't need them. They are good how they are. Medics for example got a buff, because no one in their right mind would actually use them in vanilla, unless trolling total newbs. And, no, as has been stated hundreds of times before, no units have any 'nerfs', GDI units are just as strong as they are in vanilla. The people telling you that are trolling you, or just really stupid. People that hate on vet should be forced to always be TR on Terraces, and always be Nod. @Sol, there is no point in separating Vet from Balance, from new maps, from map adjustments, because the same trolls that hate all the quality of life/glitch patches Xme/Cncnet did are the same trolls that hate vet, are the same trolls that hate balance, are the same trolls that hate new maps, are the same trolls that hate maps like pit or plat, or tiers of sorrow (which are mirrored maps) actually being balanced. Let the trolls be trolls and live in a cave with each other. @Weaponx, it is not that WW did not plan to balance/adjust maps, they have stated that it was their intention, it is simply that the people working on the maps required a large amount of time to make the maps and were not afforded the time to balance them out, other than 'eying' them. Many WW maps are mirrored, like FF for example is 'double-mirrored', TM and BM for example share qualities, and BM and BR share other qualities. Maps like Terraces were left unfinished, and the game was initially meant to be released with 4 types of tib, not 2, which is why maps like Terraces and FF have 'fake blue' in some spots, that was initially meant to be one of the other types of blue tib. TR on terrace is bad enough, throw fake blue tib in and its even worse, especially in 1v1.
  7. A few bad apples spread lies on purpose, a few are just very ignorant, and a few are too lazy to read.
  8. https://github.com/HumbleTS/Balance-Veteran-Patch/wiki/Balance-Veteran-Summary
  9. Make 6500$ worth of light inf, and 6500$ worth of borgs/harv, and the inf will win every time, unless the player controlling the inf simply dont control them while the harv is trying to run them over. You can spam the 'scatter' key while constantly re-targeting the borgs, or manually move 4-5 inf at a time away from the harv, either will work. If the borgs are combined with light inf, simply kill the light inf first. The only issue with borgs the way they are in the vet patch, is that people see 4-5 borgs and dont respect them or plan accordingly. A borg costs roughly 5.5 times what a light inf does, so if you see 5 borgs then it is roughly equal to 27-28 light inf, even though the same $ worth of light inf will beat the borgs every time with the exception of mindlessly engaging the borgs in tib, but light inf should not be running around in tib in the first place. Making a harv bomb or selling a ref and sending the harv out with borgs also significantly slows the economy and allows the opponent to 1. get ahead in eco, or 2. go on the offensive teching up faster. The issue is simply not respecting the borgs as a decent unit, because for such a very long time they have been absolutely worthless, but as the way they are after being nerfed twice in the last vet patches, they are really not a big deal unless you do not micro your inf at all. Myself and many others have tested this and the light inf come out on top every single time, even vs players like mola and carnage who have very good inf micro. If you make 10 discmen and mix them in with your light inf, and let them pop, then you have bigger issues then borgs to think about.
  10. A lot of old players, some of the very best, have came back (some namehiding) and from what I have seen, about 4/5 of them are able to adapt to the faster gamespeed and within a couple weeks or months are able to hang with the very best current players or even outmatch them. When Mola first came back it took him a few months to adapt to the higher FPS, and as a nod player that says a lot. When Cambria first came back after years and years of not playing, it only took him about two weeks to be on top. Some players have come back and even after months just were not able to adapt, firefox, insect, few others. I think it depends on how long ago they played, and how much time they can afford / are willing to dedicate into re-learning things they have forgotten or adapting to the faster speeds. Looking back, 52 FPS being max speed, and average game speed being closer to 48, is just really slow, but at 60 FPS, no matter how good the player, it is simply impossible to micro as many things at once and utilize things like firestorm generator as accurately. Good nod players are forced to use high micro with positioning while defending, and it can be hard to utilize sub attacks at the same time, which is why Mola for example focuses on one or the other instead of trying to do both on a lot of occasions. Players like mega would just have to be willing to stick it out for a week or two and would adjust like Cam did when he first came back. Activity will never be as high as it was during 2000-2004 and without it the higher level players will become stagnant and not be forced to adapt/improve/innovate. Inf rushes are way more common now days than they used to be and the majority of above-average players simply monkey-see / monkey-do, where-as the majority of above-average players back in the day were better at thinking on-the-fly and coming up with things on their own. I believe this is the main reason why this game has basically become inf/titan wars and although there are a variety of attacks that work well, like defending inf rushes with multiple apc instead of using harvs or countering with inf, or sneaking a carry/eng or carry/gs attack while multi-task-defending are not as common as they used to be. I personally think the average player is better now days than the average player from back in the day, but I also think that the majority of top players now are a bit stagnant for many reasons and would be forced to improve if some of the old elites came back. If we had a clan system maybe 4-5 years ago I think it would have done a lot to save the game, but even if one came out in the next year or so it would surely help, at least a little, but I still think the only thing that would drastically increase activity is if EA does a proper remaster and the player base increases the way td/ra have. Just my opinion though.
  11. Team captian mode is very fun if you get a game where people don't cry about it.
  12. Ill check it out tonight when im at pc.
  13. They purposely have this the way it is to reduce data usage on the gamesurge server to avoid triggering its DDOS protection, I believe.
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