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Everything posted by nariac
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Starting credits, would 5,000 to ~7,000 be reasonable? A 7,000 credit start would allow the traditional opening build orders, ( the opening 1 or 2 refs question, etc) but limit the effectiveness of an apache rush. And I'm sure nobody would mind apache rush being nerfed a bit.
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Oh, this thread passed its one year anniversary already!
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Damn that sucks. Just wanted to say I really appreciate the time and thought you put into this thread, with all the diagrams and such.
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Ships moving and shooting in Red Alert
nariac replied to Dragon-Commando's topic in Mapping Discussion
if the editor works like the ones for C&C 1 there will be some options in the teamtypes section which should help force the units to stay on their patrol route regardless of being shot. I can't remember what it was in C&C 1, something like "Force Move" which you had to tick. Was useful there for, for example, making sure a reinforced APC didn't stop and attack the first thing that shoots it, but goes to its destination and unloads. -
I'm not sure about this but how does the visceroid AI work? I assumed they'd always attack the player who happens to be in the top left of the map. Having multiple visceroids each attacking a different player might be impossible.
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You're right, it's to compensate for the time delay before the vehicle is delivered by the cargo plane.
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Probably a silly question, but have you checked that the AI faction has money to build the conscripts with? If it only grabs pre-existing units to make the team and refuses to build any, maybe it has no money.
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A small desert 1v1 map. Both players start in the east to prevent the west disadvantage for Nod players. The main path into both bases is left/right rather than top/bottom to reduce bottom advantage. There are also several routes for players to try to get around each other. The shortest attack route is the narrowest, but offers the opportunity to sneak infantry - especially engineers or commandos in an APC - into the enemy base quickly. Although it can be defended fairly easily, it is also overlooked by a ridge just to the east, an ideal position to send artillery to shell the pass defences or the enemy base itself. The starting locations are very defensible, but the players will need to fight each other for map control, as more tiberium is outside the base confines than inside it. Players who take control of the west will be rewarded with more resources and the ability to control the main chokepoints leading into the base canyons. The river dividing the two players can be fired across or bypassed with helicopters. scm77ea.BIN scm77ea.INI
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Looks beautiful. Only thing I can think of which might be an issue is that it looks like the bottom-right player has a bit more build room than the middle-left and top players have. Also might be a little bit too much tiberium. The fields in the outer ring areas which aren't occupied by players are quite long, maybe cut them in half so that harvesters won't go wandering really far. The field in the middle-right seems a prime culprit for a harvester getting really far away.
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You just described exactly how I play, especially in Supreme Commander which is my most recent RTS, I always build beautiful bases! I build them like I build the bases I put in my single-player missions. I also build walls. *nods* All buildings neatly arranged with queued production lines and transport aircraft assisting factories and all the other stuff you just can't do in player versus player. Maybe you and I could play co-operative versus the AI? Then we can build mutually supporting attractive bases! Or something.
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Tiberian Dawn Can Gunboats reinforce from the west?
nariac replied to Kilkakon's topic in Mapping Discussion
I came up with a way to get reinforced gunboats which shoot, the trick is to bring them in transported inside another unit. In theory this should work with anything - APCs, Chinooks, Hovercraft, C-10 Transport, but I found the best way was by Chinook as you have the most control over where the new gunboat will patrol. https://forums.cncnet.org/topic/5635-gdi-cry-me-a-river-single-player/ here's the map I built to showcase it, so you can check it out if you like. It's not hard to hide the place the Chinooks land the boats so the player will never see the trick used to make it work. -
Oh, I never play multiplayer. I'm terrible at that. I just sometimes make multiplayer maps, but mostly singleplayer ones.
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Welcome back! I'm glad you're doing okay and that the project is going well. Flattered to be in the credits! Glad you enjoyed the mission I made for you. Looking forwards to seeing the video you made for it too! <3
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Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
nariac replied to Darkstar387's topic in C&C Singleplayer Maps
I'm always here. -
Tiberian Dawn - Green Death (Single Player)
nariac replied to Ghost Stalker's topic in C&C Singleplayer Maps
Don't get too excited, DS This is a mission from 2011! -
Some games have an "Allied Victory" box you have to tick when making the game, otherwise when your opposing team is defeated, your alliance breaks and you have to kill the remaining players, computer controlled or otherwise. Not sure if Tib Sun has that, might be worth checking.
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Just the way it works. They wanted you to use normal submarines to support your missile submarines. Although force-fire lets you get around that a bit. Players also force fire with cruisers to destroy submarines instead of escorting the cruisers with destroyers/gunboats.
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Hmm. Hopefully the mission still works fine with Multi6 changed to Neutral. I can't think of any reason why it shouldn't. And yeah the broken bridges have to be replaced because those tiles don't actually exist in the N64 version, only fixed bridges do. EDIT: Okay, so I reduced Neutral house starting credits to 0, gave them "ColorScheme=Nod", and changed the 2 Biolabs and the Temple to be owned by them, and it seems to be fine. Only issue is some of the civilian buildings now have a weird red tint. That could be changed by giving the civilian buildings to GDI, though.
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Oh, that pointed out something which shouldn't be possible! Made some changes to the mission. Thanks for testing!
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It's sort of a chicken and the egg problem though, one of those things has to happen first. The editors can't be patched to add new tiles until the new tiles exist, but if people can't easily add the new tiles without an editor, what's the incentive to add new tiles? Hex editing is our friend here. It's a workable stopgap which will let us use the new tiles until some kind soul decides to edit the editors to be able to easily place them.
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Heya, time for a Nod mission. You start in a section of your formerly massive base, which has been split up by a GDI attack. You have to retake and hold each section in turn until you can rebuild your forces and take the fight to GDI. You get access to all of Nod's toys in this mission, even Chem-warriors, but you have to earn the good stuff by taking back what's yours! On an unrelated note, I'm particularly proud of the power plant in the bottom right of the second screenshot. That's Nod engineering for you, holding together no matter what! Divide and Conquer GDI has launched a devastating attack upon Temple Prime. The base is crippled and the bridges linking it together have been destroyed. Reinforcements we sent have been intercepted and destroyed, with the exception of a single Commando. You must find a way to regain control of the base sections while holding off GDI, then take the fight to them. Temple Prime has access to all our assets. Use them. Changelog: Changed some GDI unit behaviour to sticky to prevent them revealing a section of your base too soon. Rearranged base layout a little bit. DaC v.3.zip
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As long as it works Does Sticky not behave the same way in your map? If it doesn't, try Return.
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I use a U1 of 20 for teamtypes when there's a 3rd house present on the map which might be attacked, usually civilians. Teamtypes with a U1 of 15, or patrols with the same U1 number, will stop at their next waypoint when the 3rd house is attacked. Using a U1 of 20 will ensure those teamtypes continue to move towards the player's base to attack it, or continue on their patrol route. Matt showcased this in one of his videos which is where I picked it up from. I also used the U1 system to create a patrol which would incrementally move across the map, each subsequent patrol teamtype "stealing" from the previous one. I used U1 numbers of 7, 10, 15, 20 and 30 for this. I made a shitty Paint picture to showcase it. Essentially it allowed me to make a deploying MCV move across the map after a delay, while also ensuring the MCV wouldn't deploy on the spot if it got attacked. Regarding the "Link" feature, I don't know what that does or how to use it. I first tried using Link in my most recent map to see if it would make infantry group up and stick together when attacking the player base ... but teamtypes always link up anyway so I was never sure what made the Link modifier special. I also use CCW Map, so Link and Force Move are "X key" and "Alt key" in that editor, which doesn't make their meaning any less opaque.