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Boggle04

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About Boggle04

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    Grenadier
  • Birthday 11/12/1957

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  1. Boggle04

    SuperMap Idea and others

    That is the limit, I also found out that lager map can't use trigger support, if you have large maps add triggers the will crash giving the nasty Internal Error.'
  2. Boggle04

    How do I make thee AI build a huge base?

    You know I build a series of maps I call CompStomp Survivor, so I tried to do the same thing to create more brutal opponents,. What I have done is use the Team Script Trigger editors to force more attack action, Buy if you want to force more build action you can use just the trigger for build building type and decide on the event you want. Then I did the unthinkable I set the AI up with 3 MCV when the battle began the AI was building everything in 3's that would be 3 war fact, barracks, sentry guns, and that then translated to 3 war fact 3 tanks at a time, same thing with men of course you could add more by using the change to trigger but the AI doesn't seem to build units as quickly that way. Check this map out CompStomp Survivor LIV I have another that has the multiple MCV set up I'll get it here too. https://forums.cncnet.org/topic/9514-boggle04s-compstomp-survivor-liv/?tab=comments#comment-73016
  3. You know 1 of the tricks I've learned because I always had this problem to when I put a new building in the rules of the map. I would get something in the buildings list and drag it on the map then after adding the modified bldg to the map ini including the Image=, is to go into the map through a text editor and go to the structures section, then what ever the new bldg name is i would paste into the structure files to replace my place holder building. When I open the map up in Final Alert2 then the bldg is not there but if you have Show Building Outlines turned on you will see an invisible bldg outline on the map, when you are in game play it will show up.
  4. Boggle04

    Boggle04's Gold Rush 3.5 Yuri Wars

    I never said I didn't want to play anything, at this point right now I really haven't played a map in a week.
  5. Boggle04

    Boggle04's Gold Rush 3.5 Yuri Wars

    This Yuri Map there is nothing to error it is just the 4 triggers to change house, the only other thing is didn't the MCV deploy into an American Air Force Command Center, so I would say the AI was looking for a Construction Yard when it didn't appear it was lost and erred that was what I was saying the AI doesn't play fair all the time. You ever seen the Movie War Games with Matthew Broderick I kind of look at things in that way, when playing the AI 1 player The only winning move is not to play Futility. That there's a time when you should just give up. Nature just gave up and started again What he did was great! He designed his computer so that it could learn from its own mistakes. So, they'd be better the next time they played. The system actually learned how to learn. It could teach itself! LOL I hate to say it but a lot of these quotes do represent in the game.
  6. Boggle04

    Boggle04's Gold Rush 3.5 Yuri Wars

    Which map did you play that gave the IE, if it was multi player and the ini don't permit the AI to do it's thing I found out they error a lot of times
  7. Boggle04

    Boggle04's Gold Rush 3.5 Yuri Wars

    No I haven't seen your maps, at least to my knowledge I haven't. If you plan on playing a map against AI usually they won't build mods or take advantage of mods until you play it enough times in your PC for the AI to understand it, I've noticed. The way I found this out was by testing mod units and things repeatedly till I had them right. A lot of times the comp would start attacking civilian structures that I used as prerequisites to build modified units. I build a Sonic Tank that to get the build option 1 of the buildings needed was the farm silo, I had redesignated it as a Navatech Chemical Lab :Secret Lab in the ini, and the AI eventually would would send Jets, Disk, or Kirovs to attack it even before I captured it. Same thing goes for tents and stuff I modify for game play, some people tell me the AI does not really learn maps but I personally believe they do. I've played the "CompStomp Survivor LIV" map so many times the AI has actually started picking up crates and collecting Hornet Launchers, That are a Navatech Unit that only comes in crates. I've also watched the AI pick crates with MCV Yuri and Allied as well as Soviet, the only MCV available in crates on this map is Soviet. So I do believe the AI learns this stuff in maps with enough play,
  8. Boggle04

    Boggle04's Gold Rush 3.5 Yuri Wars

    Thanks, I'll give it a try next time I'm doing lighting. Have you checked out any of my maps by chance. I would love some opinions if you feel up to it. Be sure to checkout the video Kikematamitos did for me on 1 of my Navatech Mods the Hornet Launcher, https://www.youtube.com/watch?v=_6-1DqXh94s&feature=youtu.be&fbclid=IwAR2vMa6GFk9ttmhObrdZ30IlDA7lEfpwjoxjlw5Gato6eqf64i53F5fxPw8
  9. If you are looking to have defenses that will deter rush for a certain time period, this map has specialized Civilian Defense Structures that are about impossible to get by till a timer sells them out then the battle can begin. If you would like to look at it, you could just use standard weapons by replacing the special ini editing with standard codes in the [Structures] section of code. The Map is Boggle04's RAW 1&4 Sov 3&6 Allied
  10. Boggle04

    Boggle04's Gold Rush 3.5 Yuri Wars

    I didn't modify anything in the light post values, but I did change the color values in the actual lighting colors in the editor, I added a little more red blue less green. So it was a surprise to me when the pink came out like that. I'm not able to render maps presently so I can't go back and forth changing the light color levels a dozen times to accomplish exactly what I might want, as a friend does my rendering and I don't want to tie his time up like that. As soon as I'm able to do my own rendering I'll be able top produce a better lighting scheme on maps. Lighting is a trial and error basis for me as this is only like the third or fourth map I've added light post to. Ill get it sooner or later though. The only real reason I added the lights was so people would see that the maps were different than series 1 and 2 of the set. As I moved refineries, and changed the locations of the water bridges on the bases to the gold ore. If you know about lighting can you answer a question for me. How much does the ground, ore, gems, & water color come into play on the lighting in the map as those are the things i would think have an influence on the color the light is emitting?
  11. Boggle04

    Boggle04's Gold Rush 3.5 Yuri Wars

    My grandson had a book called the Eye Book and a line in it was MY Eyes, My Eyes, and your eyes guy? The pink doesn't show up like that in Game it is just the pic that does but the map does have a red overall tint to it. You can get away by using Versions 2.0-2.6 but I had someone request refineries closer to ore and another felt that the entrances to the gold gave 2 bases access to more gold making for unbalanced play so I gave them this 3.0 series.
  12. When I first began to Mod maps I was laying in a bed for 8 weeks with nothing to do after surgery. I came up with this idea and decided it would be NAVATECH. NAVATECH is an operation run by a group of rogue scientist that have worked in all 3 factions of the CnC games Red Alert2 & Yuri's Revenge they operate out of Secret Laboratories in all NAVATECH maps, they sell weapons and units to the highest bidders. Find the Laboratory and you too will be able to build NAVATECH WEAPONS. The first of these weapons was "The Hornet Launcher" It is considered a base defense weapon, as it will automatically attack opposing forces. I have used it generally only in CompStomp Survival Maps as a "Crate Goodie" so building it has never been a possibility, although I would impose a Build Limit if I were allowing it to be built by teams. as can possibly be considered an Over Powered Weapon. Although if you were in a NAVATECH Map it might really be considered weak. "The Hornet Launcher" https://www.youtube.com/watch?v=_6-1DqXh94s&feature=youtu.be&fbclid=IwAR34cYX5gT1fhssdioIwiYQMndhU11iXQxkKIVWmLi1rMf7t_H7DRpMbrsk Ini Code I insert in the map is below: [VehicleTypes] 509=Hornet Launcher [20mmRapidE-HT] ROF=8 Anim=GUNFIRE Range=9.75 Speed=70 Bright=yes Damage=50 Report=RhinoTankAttack Warhead=HowitzerWH Projectile=Cannon [Hornet Launcher] ROT=5 Cost=2500 Name=Hornet Tank Size=6 Armor=heavy Image=HTNK Owner=British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry Sight=20 Speed=8 Points=25 Spawns=HORNET Turret=no UIName=Name:Hornet Launcher Crusher=yes Primary=HornetLauncher Category=AFV DieSound=GenVehicleDie IsTilter=yes Strength=1800 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 FireAngle=32 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MaxDebris=2 MoveSound=MirageTankMoveStart Secondary=20mmRapidE-HT TechLevel=-1 Trainable=yes VoiceMove=GenAllVehicleMove BuildLimit=4 Accelerates=false CrateGoodie=yES ThreatPosed=15 VoiceAttack=GenAllVehicleAttackCommand VoiceSelect=GenAllVehicleSelect MovementZone=Normal Parasiteable=no Prerequisite=FACTORY,Navalab SpawnsNumber=5 ImmuneToVeins=yes VoiceFeedback= SpawnRegenRate=550 SpawnReloadRate=350 ImmuneToRadiation=Yes DamageParticleSystems=SparkSys IsSelectableCombatant=yes TooBigToFitUnderBridge=false AllowedToStartInMultiplayer=no
  13. Boggle04's Gold Rush 3.5 Yuri Wars Players 2-4 Money on Map: 153,500 Game Types: Standard, Teamgame Map Size W x H: 55x56 MCV: Deploys into American Air Force Command Buildings on Map: Tech Airport Tech Machine Shop Tech Power Plants Gap Generators Patriot Missile Sites Sentry Guns Game Involves: 6 Islands on map no real use for a Navy Each Island can hold 1 base, except the center Island where you will have to battle for the gold, the sixth Island has the Tech Buildings. Special Interest: Gap Generators Capturable Requires Engineer Patriot Missile Sites Capturable Requires Engineer Yuri Bases x4 There is no Tech to this map you line up and fight for the gold. Take out your enemy you win. The biggest Change from Boggle04's Gold Rush 2.2 Soviet Wars Location of the water bridges Redesign of Island of Ore Ore Available Increased Refineries moved closer to ore Additional versions of this map are listed in the thread Boggle04's Gold Rush 1.0 Boggle04's Gold Rush 3.5 Yuri Wars.map
  14. Boggle04

    Boggle04's In The Navy

    Boggle04's In The Navy 2 to 4 Players Standard Nukewar Airwar Teamgame Map Size 190x190 Money on Map 1,224,350 Tech on Map Tech Air Port Tech Machine Shop Tech Power Plants Tech Secret Lab Tech Oil Derricks American Air Force Command HQ Spy Satellite Up-link Special Crate Goodies Nighthawk Helicopter Allied Amphibious Transport Soviet Amphibious Transport Yuri Amphibious Transport Prerequisite Override for Nighthawk is Tech Machine Shop Prerequisite Override for Seal is Tech Airport Boggle04's In The Navy.map
  15. Boggle04

    Boggle04's Gold Rush 1.0

    Boggle04's Gold Rush 3.4 Soviet -Yuri Players 2-4 Money on Map: 153,500 Game Types: Standard, Teamgame Map Size W x H: 55x56 MCV: Deploys into American Air Force Command Buildings on Map: Tech Airport Tech Machine Shop Tech Power Plants Gap Generators Patriot Missile Sites Sentry Guns Game Involves: 6 Islands on map no real use for a Navy Each Island can hold 1 base, except the center Island where you will have to battle for the gold, the sixth Island has the Tech Buildings. Special Interest: Gap Generators Capturable Requires Engineer Patriot Missile Sites Capturable Requires Engineer Soviet Bases x2 Yuri Bases x2 There is no Tech to this map you line up and fight for the gold. Take out your enemy you win. The biggest Change from Boggle04's Gold Rush 2.4 Soviet -Yuri Location of the water bridges Redesign of Island of Ore Ore Available Increased Refineries moved closer to ore Boggle04's Gold Rush 3.4 Soviet -Yuri.map
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