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About Darkstar387

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  • Birthday 05/18/1990
  1. The answer is simple: 1. Open up the windows control panel 2. Go to programs 3. Find C&C95, CNCNET, or whatever instance of the game you happen to be running 4. Uninstall 5. Enjoy a buggy-rush-free life
  2. (New) C&C RAED Map Editor Questions

    Didn;t you post this in another thread already? I swear somebody just answered this
  3. RA1 mission in need of repair

    There is already a team that uses the "Patrol" command, they don't work either. They stop short and don't follow their final waypoint. I don;t want them to ignore distractions because I'd like them to engage targets along their path. Did that work for you?
  4. RA1: The Curious case of the Gun Turret

    It worked, thank you!
  5. RA1 mission in need of repair

    Hey everybody. I recently dove into mission making for Red Alert (the original) and I'd like some help. I created a simple base assault mission in RAED and thus far everything works except for my team types. For some reason, the teams the AI creates don;t follow their waypoints, they kind of just roam randomly before clumping up in the corner of the map. The teams in question are every team used by house Greece, with the exception of QRF1. For example: Name: AUTO1 Owner: Greece Priority: 7 Max: 0 Num: 1 WayPoint: -1 Team: Rifle Infantry 4 Light Tank 3 Ranger 1 Orders: 0 Move to waypoint... 5 1 Move to waypoint... 6 2 Attack... Anything Options: Only autocreate AI uses this team type. House's IQ is set to 4 and the teams have been set up the same way they are in the original missions I've attached the mission file, could somebody take a look and tell me what I did wrong? CMU101EA.ini
  6. RA1: The Curious case of the Gun Turret

    Im not using Portable RA, I'm using the download from this site that comes with the custom mission package. For me, general.mix is packed inside MAIN.mix, and I didnt see Mplayer inside it.
  7. RA1: The Curious case of the Gun Turret

    No such ini exists
  8. So I modified the Rules.INI and the Aftermath.INI file to change the prices of just about everything. All of the changes took effect with the exception of the turret, whos price defiantly remains at $800. It doesn't matter what I change the price to, it always stays at 800. Any thoughts?
  9. Tschokky's C&C-RA (almost total) conversion

    Link is 404'd
  10. Custom Theaters crash game.

    So IDK if you've figured it out already, but all you need to do is drop the new MIX files into your RA folder and the game will run. They're not in their by default, even with the new CNCNET RA download package. Download the Discovert operations package and grab the DESERT.MIX, BARREN.MIX, and CAVE.MIX files and simply drop them inti your RA installation folder. You don't need to move the rest of the discovert ops stuff.
  11. Rather quiet around here...
  12. 6 new missions have been deployed. Time to go to work! Feeback plz
  13. Ok guys, new missions are in the pipe. Anybody still out there?
  14. Modifying A Classic

    If you guys wanted, I guess I could put up a copy of my .EXE so you guys can play with my changes loaded, but they're not hard to replicate on your own.
  15. Modifying A Classic

    The light tank was near useless and needed help, increasing its speed makes it more effective at flanking, which is nod's flavour anyway... So in this case I''m actually adding flavour. I think if i upped the ROF or damage, like you suggested, then we'd actually be bringing the light tank closer to the medium tank in terms of DPS, which would start to infringe on GDI's flavour. I didn't touch the speed of the humvee, just the armor value. The buggy and the humvee actually have the same speed, Westwood set them both to 30. All I did was buff the HP of the hummer to justify the price. It could actually probably stand to have its speed dropped to 28 to make the buggy the faster vehicle. In-game, the change isn't very noticeable. The only time you'll really see the difference is when the humvee takes on single infantry units or lone buggies. The humvee comes out of the fight with just a little bit more health than it would normally, but humvees still die easily to groups of infantry and groups of buggies. IMO, the humvee hardly had any advantage over the buggy. I think buffing them to equal the grenadier would be a step too far, minigunners are cheap and are quite dangerous when grouped together. When in a squad, the minigunners ROF and collective DPS make it more effective than grenediers, who have a much slower ROF and cost $60 more. You also have to think about how this would affect Nod, 3-4 minigunners would easily outrange and kill advancing flamethrower infantry, who cost twice as much and should be one of the most effective anti-personnel units. On the subject of bikes, I think the key to balancing the bike is to do what I already did, lower the HP to make it more fragile. This makes them easier to counter with more than just grenadiers. I think the bikes have always been a bit OP, given the punch they pack.