
dkeeton
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Everything posted by dkeeton
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Agreed ^ In Tiberian Sun you have a much larger choice of economy vs tech. Most complaints about TS come from a complete ignorance of the economy. Any pro TS player could come to TD and wreck everyone within 1 week.
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There is nothing to prove here. Harvester hunting isn't against the rules. Why is your harvester so far away from your base?
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What things make the ladder/ranked unappealing?
dkeeton replied to FlyingMustache's topic in Red Alert 2
How can the QM be changed to accommodate your "laziness"? -
No, the disconnected player will lose the game. In this game, neither of you disconnected, it must have been that the tunnel server went down or some other weird internet anomaly.
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There may be a difference. In Tiberian Sun the owner of the miner gets the money. In YR the owner of the refinery gets the money. Is RA2 the same as YR?
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This looks like a bug that was patched in December. When is the last time you let the updater run?
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Red Alert Shame on "RIP" (Red Alert ladder player) AKA Don't play KOTG ranked
dkeeton replied to yuzgen's topic in CnCNet Ladder
This is fixed now. The version of the KOTG map in the ladder map pool has been fixed so you won't spawn in the gems anymore. Other maps that needed it are fixed now too. Restart the QM client to make sure you get the latest version of the maps. -
For some reason this comment just snapped me back to reality. There is no way a topic about balance changes is ever going to work if we get comments about what should or ought happen. Instead, make your change that you want to see put it in a map file test it then just report your exact changes with why you think the change works, no more shoulds or oughts or hypotheticals, it's never gonna end. Just make the change and test it. No disrespect meant to you ore_truck, this comment all over the place and triggered my internal consistency filter.
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There isn't really a buff vs infantry here, the 50% is only vs Brutes and Desos. I added a moderate buff vs buildings and harvesters because the enemy can counter your tank destroyers by simply not building any tanks. It doesn't feel right to have this unit being something that you can only use after the enemy commits to tanks. As it stands now 5 TDs can't even overcome the rate of repair on a building. If anyone wants to experiment with versus the order is: Verses = infantry, hero infantry (tanya etc), heavy infantry (brutes/deso), light vehicles, medium tanks, heavy tanks, normal buildings, armored buildings, walls/conyard, drone, missles/rockets Verses=2%,2%,50%,100%,100%,100%,15%,15%,15%,100%,100% And a thought about Libya trucks: I think they should cost less and do less damage but have way more hit points, maybe Strength=500 and do only enough damage to kill a power plant and a battle fortress, then give them the speed to run a bf down like a cheetah. Eh, just a thought, I haven't even tried that in a game.
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My opinion about the tank destroyer - increase the turn speed and then give it Rhino Tank range and re-work the versus... This tank destroyer feels like something you could micro a lot. I don't see people tweak these options a lot so I just want to remind people that they exist. [TNKD] ROT=10 [SABOT] Speed=10 Range=5.75 [SABOTE] Speed=10 [UltraAP] ;Original Verses=2%,2%,2%,100%,40%,100%,2%,2%,2%,2%,100% ;Increase the damage to harvesters, desolaters, brutes and buildings Verses=2%,2%,50%,100%,100%,100%,15%,15%,15%,15%,100% [UltraAPE] ;Original Verses=2%,2%,2%,100%,50%,100%,2%,2%,2%,100% Verses=2%,2%,50%,100%,100%,100%,15%,15%,15%,100%,100%
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The minimum delay is 12 frames in the QM Ladder "Ranked Matches" and 21 frames for regular custom games. If your game is operating at 60fps then the 21 frames will be 350ms. Everyone experiences the exact same click delay in the game so there is no advantage to any player. If your game doesn't maintain 60fps due to CPU lag then the game will dip to 50 or even 45 fps and the delay can get over 500ms. Can you try a Ranked Match to see if you have the same delay problems?
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Yes. It's still worth trying.
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You can delete the version file from your game directory to force an update.
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The network connection problems related to the Windows update was patched for Yuri's Revenge back in December*. Since then, most problems related to not loading in games are usually problems with the selected tunnel server. If you host a game choose "Advanced" and choose various tunnel servers until you find one that works for you. *I don't know if Mental Omega has been patched yet.
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Yes! The Mac user just needs to click on "View all Downloads" and choose the appropriate Mac version. https://cncnet.org/red-alert#download
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It's highly dependent on the time of day that you try to play. A fair number of QMs happen when both players agree in the original cncnet client or through discord to queue up for matches. There is another feature of the QM client that might make it easier. The QM client will remove you from the queue when it detects that YR has started through the cncnet client and will put you back in the queue automatically after it detects that the game has ended. So you don't have to sit and stare at the QM while you wait, you can queue up and then go and play ffg's and some QM matches might happen in between the for-fun-games.
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I noticed that qt can read directdraw surfaces. Here is the source for it. https://github.com/qt/qtimageformats/tree/5.10/src/plugins/imageformats/dds
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This is has been fixed in the latest patch.
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Can you update your video card drivers and make sure you have the latest Microsoft DirectX installed.
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What username do you use?
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The point of that "editor" commentary is that the AoE scenario editor is built in to the game and is meant to be part of the game. The Blizzard map editors are external tools that the average player will never even be aware of. His other videos on game design are interesting too.
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Oh, a fellow nerd. Not meaning to hijack this thread, but this guy has some interesting things to say about RTS games https://www.youtube.com/watch?v=R5SAfTSIOE4
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, the guy has done lots of interviews and I don't remember which one he talks about resolution, Just some google "Louis Castle interview" if you have a few hours to burn. Joe Bostic is the other main guy from WW: https://www.reddit.com/r/IAmA/comments/19epje/i_am_joe_bostic_22_year_game_developer_11_years/
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Another factor that's not being discussed here nor in the other thread is that WW likely made the game to be played at 30fps on a max 640 pixel wide monitor. The low fps make reaction time gaps less important and so it would also make bikes less dominant. With low fps engineer saves become easier and early engineer attacks become harder execute. Having a tiny screen resolution also changes how players choose their army size before attacking, I think Louis Castle talked about that being a factor in game design for cnc.
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Controlling massive amounts of units in a laggy game causes recons. You can try to set Frame send rate to 10 in those games and it might not recon. To change frame send rate type in /FRAMESENDRATE 10 in the cncnet game room.