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Everything posted by TaxOwlbear
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Sure, I'll give it another go. Expect me t save scum the hell out of the first part, though.
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I'll check it out.
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Let's Play Command & Conquer: Tiberian Sun - Firestorm
TaxOwlbear replied to TaxOwlbear's topic in Tiberian Sun
This mission brings us to Norway. It's rather lengthy, and taking out the CABAL bases is a bit of a pain. It's not particularly hard, though. GDI Mission 7: The Cyborgs Are Coming! -
The AI in C&C games isn't affected by the shroud up until Emperor. All the gap generator does is turn part of the radar black and make you see less.
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Let's Play Command & Conquer: Tiberian Dawn Redux
TaxOwlbear replied to TaxOwlbear's topic in Mod Discussion
This mission is one of the most frustrating missions in the entire games, possibly second only to the damn chopper mission - which isn't in this mod. Nod Mission 11 -
No, not inactive. They did sent Medium Tanks after me as well as some Hummers and infantry right after I re-captured the base. They didn't sent too much after that, but that could be because I move over to their base early and intercepted their units.
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Well done. A couple things about mission 8: It doesn't matter for the speedrun (because there is a set time limit anyway), but you can sell you gap generators (don't work against the AI) to save some power and get some extra funds, and mine the beach in the west. With only one front to care about, you can overrun the Soviet base halfway through the mission.
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Let's Play Command & Conquer: Tiberian Sun - Firestorm
TaxOwlbear replied to TaxOwlbear's topic in Tiberian Sun
In a shocking twist of events, the obviously evil killer AI betrays us. Time to take it out! Which isn't all that easy because the start of this mission is rather random. Occasionally, CABAL sends something like half a dozen Tick Tanks and Mobile Artillery... or just a bunch of Buggies. GDI Mission 6: Escape from CABAL -
Why, EA, why? Anyway, the video will be up tomorrow.
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Nevermind, I finished the mission anyway. Notes: 1. The two Orcas in the GDI base are passive and don't harass units that come too close, not even when attacked. 2. The end screen is still borked. It shows that I built one build and GDI 21 buildings, which is off. 3. No victory theme ("Great shot!") on the victory screen. 4. GDI wasn't all that aggressive. I did go after them early, which could be why.
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I gave it a shot just now. The mission is incredibly frustrating, just like original. A couple notes: 1. Keeping the southern team alive is really difficult because the Mammoth won't stand still and will instead waltz over your infantry. 2. The artillery can't reach the Guard Towers, so you have to take them out with Bazooka Soldiers while dodging air strikes and the Gun Boat. 3. I don't have access to the Obelisk of Light. 4. Capturing the Tech Centre doesn't unlock the Stealth Tank, though there is one in the base. No technically possible?
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I just installed the Grunt Mod edition of Dune 2000. The game works pretty much without issues, with the exception of one thing: When I get to select a new mission, the animations for the territories are only show once the narrator has finished narrating ("The Ordos took the best land!"). Before that, all I get is a blank map: Any idea what causes this?
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Let's Play Command & Conquer: Tiberian Sun - Firestorm
TaxOwlbear replied to TaxOwlbear's topic in Tiberian Sun
With regards to looks, this is my favourite mission in the entire game. It looks amazing, and it's also one of the reason why I was disappointed with how Tiberium Wars looks like. GDI 5: Dogma Day Afternoon -
Let's Play Command & Conquer: Red Alert - The Aftermath
TaxOwlbear replied to TaxOwlbear's topic in Red Alert
The second Allied mission is rather tame. It's one of those missions where you get a limited amount of units to complete an objective within a time limit, but the time limit is very generous and they even give us a mechanic! Allies Mission 2: In The Nick of Time -
That did it, thanks again!
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That was it! Thanks. The game runs fine now (practice mode only, of course), with two exceptions: The map scroll speed is very fast, even on the lowest settings, and the menu windows are transparent for some reason (i.e. there is no background and you can see the map or other menus underneath).
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That causes a generic app crash. I played around with the .ini file a little bit. Maybe it's one of the settings? Here are the default settings: [ddraw] ; width and height of the window, defaults to the size game requests width=0 height=0 ; bits per pixel, possible values: 16, 24 and 32, 0 = auto bpp=0 windowed=true ; show window borders in windowed mode border=true ; use letter- or windowboxing to make a best fit (GDI only!) boxing=false ; real rendering rate, -1 = screen rate, 0 = unlimited, n = cap maxfps=0 ; vertical synchronization, enable if you get tearing (OpenGL only) vsync=false ; scaling filter, nearest = sharp, linear = smooth (OpenGL only) filter=nearest ; automatic mouse sensitivity scaling adjmouse=false ; manual sensitivity scaling, 0 = disabled, 0.5 = half, 1.0 = normal sensitivity=0.0 ; enable C&C/RA mouse hack mhack=true ; enable C&C video resize hack, auto = auto-detect game, true = forced, false = disabled (OpenGL only) vhack=false ; switch between OpenGL (opengl) and software (gdi) renderers, latter supports less features but might be faster depending on the GPU renderer=gdi ; force CPU0 affinity, avoids crashes with RA, *might* have a performance impact singlecpu=true I changed every setting, but noting seems to make a difference, and I don't want to try all permutations. Any advice?
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Welcome to Command & Conquer: Red Alert - The Aftermath! Aftermath is the second expansion for Red Alert. Unlike the first one, it adds actual new units (as opposed to modified old units). The new missions here are still most unconnected, though the PSX version adds an overarching plot... sort of. I found the Aftermath missions to be more difficult than the main campaign but less frustrating than Counterstrike. The loss conditions are less punishing and while knowledge of the maps definitely helps, it's not de facto required to beat most maps. Anyway, let's get started and reclaim that harbour. Allies Mission 1: Harbour Reclamation
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Let's Play Command & Conquer: Tiberian Sun - Firestorm
TaxOwlbear replied to TaxOwlbear's topic in Tiberian Sun
Let's resurrect the creepy homicidal AI - what could possibly go wrong? GDI Mission 4: In The Box -
As per title: Is there a way to force SoSu to run in windowed mode?
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Here is how you do it. You essentially have to know where the UFO is and make a dash for it. Ignore the patrols. It's easier to just try it four or five times than try to micromanage every unit perfectly. That always amused me. Umagan goes "I only need one shot"... and proceeds to need two shots. Yeah. I prefer the AI to have more resources on hard mode, without the stats being changed.
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No problem.
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Let's Play Command & Conquer: Tiberian Sun - Firestorm
TaxOwlbear replied to TaxOwlbear's topic in Tiberian Sun
This mission is once more not directly tied to the main plot, but does some more world building: In addition to Tiberium threatening to destroy the world, there is a lot of social unrest and tension between mutants and non-mutants. However, the power of friendship shall prevail. GDI Mission 3: Quell the Civilian Riot -
What is your strategy?
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Let's Play Command & Conquer: Tiberian Sun - Firestorm
TaxOwlbear replied to TaxOwlbear's topic in Tiberian Sun
This mission is yet another one where we evacuate civilians. It doesn't add much to the plot, but introduces some new Tiberium creatures, which is pretty cool. GDI Mission 2: Party Crashers