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Everything posted by Boggle04
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Boggle04's Oil in the Center 3.0 Money on Map: 0 Players: 2-8 Game Types: Standard, Teamgame Map Size: 80x84 Buildings on Map: Tech Oil Derrick Special Notes: Nighthawk is a crate goodie If you want extra Money Turn On Crates. Boggle04's Oil in the Center 3.0.map
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Boggle04's Zain River Falls 2.0 Players: 2 to 3 Game Modes: Standard Money On Map: 361,050 Map Size: 60x77 Ideal map to play a FFA This map has a mountainous terrain, with a stream running top to bottom, there are bridges both wooden and water bridges crossing the stream should be no problem, This map is loaded with Gems but you have to go get them to maintain your resources to fight this war. Buildings on Map: Tech Oil Derricks Notes Interest: Nighthawk Helicopter is a Crate Goodie Boggle04's Zain River Falls 2.0.map
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Boggle04's Zain River Falls Players: 2 to 3 Game Modes: Standard Money On Map: 195,525 Map Size W x H: 60x77 Ideal map to play a FFA This map Has a mountainous terrain, with a stream running top to bottom, there are bridges both wooden and water bridges crossing the stream should be no problem, This map is Gold Ore but you have to go get it to maintain your resources to fight this war. Buildings on Map: Tech Oil Derricks Notes Interest: Nighthawk Helicopter is a Crate Goodie Boggle04's Zain River Falls.map
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Boggle04's Zain River Crossings Players: 2-3 Money On Map: 130,500 Game Modes: Standard Map Size W x H: 60x120 Buildings on map: Tech Oil Derricks Tech Airport Small Huts Great map for FFA Play or 1vs2 not many other options Notes of Interest: Nighthawk is a Crate Goodie Boggle04's Zain River Crossings.map
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Boggle04's San Carlos Islands Battle Players: 2 to 6 Game Modes: Standard, Navalwar, Nukewar, Teamgame Money On Map: 196,425 Map Size: 80x147 Ideally if you were to play a FFA on this map Teams 1 & 2 share 1 large island creates a natural war as does Teams 3 & 4, Teams 5 & 6 are on individual islands of their own, there is more to defend with less to use, should create more of a battle for them as they tend to have more beachfront that will allow for invasions. This map generates the very scenarios for naval wars with the islands being cliffs with multiple beaches for landing forces to invade. Buildings on Map: Tech Oil Derricks Tech Airport Tech Machine Shop Notes Interest: Nighthawk Helicopter is a CrateGoodie Allied Landing Craft is a CrateGoodie Soviet Landing Craft is a CrateGoodie Yuri Landing Craft is a CrateGoodie Boggle04's San Carlos Islands Battle.map
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Boggle04's Oil in the Center 2.1 Fixed the Cash From Power Plants Message There is no Money Generated on this Map, What you start with you have Money on Map: 0 Players: 2-8 Game Types: Standard, Teamgame Map Size: 65x65 Buildings on Map: Tech Oil Derrick Special Notes: Nighthawk is a crate goodie Boggle04's Oil in the Center 2.1.map
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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.'
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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
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Simple map modding doesn't work and leaves me angry and frustrated.
Boggle04 replied to Madness's topic in Modding Discussion
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. -
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.
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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.
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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
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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,
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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
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How to put neutral defences in custom map that shoot players
Boggle04 replied to Deadsea's topic in RA2/YR Maps
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 -
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?
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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.
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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
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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
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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
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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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Boggle04's Gold Rush 3.2 Soviet 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 Soviet 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 Boggle04's Gold Rush 3.2 Soviet Wars.map Boggle04's Gold Rush 3.3 Allied-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 Allied 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 2.3 Allied - Yuri Location of the water bridges Redesign of Island of Ore Ore Available Increased Refineries moved closer to ore Boggle04's Gold Rush 3.3 Allied - Yuri.map
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cypher Actually this was a map exactly as it looked to be, you fight for that 1 batch of ore, part of the intent was that you do not sit on a base camping you need to be in the middle there fighting for the ore, defending your base. The only tech was for the hell of it, if you noticed it probably wouldn't be worth the units to get it. The map is flat with no terrain changes because it is a very small map at 55x 56 a lot of people just like to fight quick little games. They don't want mad money on maps, they want to have quick strike ability, this is a map fashioned for that type of game play. Keep your eyes on future post I will be uploading a vast variety of terrains and Battlefields. I personally just started doing these smaller quick maps. I'm more into larger maps with the chance to grow and move, while adding strategic play. At this specific time all that are really more in your choice range that are posted would be the Winter Canyons maps. Not to big but there are some ridges and mountains you can use for terrain changes. Another thing I do is I build 1 basic map that I use for a template, then from it I will make a variety of battles. On this map series it is probably the first time I have actually pre-built the bases for specific teams to play. Most of the maps I make you pick and build maybe some buildings you can capture maybe not. As far as special rules I'm not sure I know what rules you are talking about exactly. I use the 1 map template in the name there are the basic rules Allied Wars, Allied-Soviet , Allied-Yuri, Soviet Wars, Soviet-Yuri, Yuri-Wars, that seems pretty straight forward, Connie Wars, Rhino Tactics, all this info is in the map description. Like I said I do build a template and make certain changes as levels progress, I have maps that you start off with just an MCV to maps that You start with a War Factory, Barracks, Refinery,& Power I built the first CompStomp Survivor maps when everyone else was on the WAVE Survivor Maps that I don't like I find them boring. I also build maps that have special units in them known as NAVATECH. I have maps that are defined Crate Wars where you depend on crates to win or lose, I have Crate Wars that are for the fun of it. I also have maps with Reinforcements setup with timers or even some that are setup To work by players being active on the map entering different structures or cells on the map. I have also built maps that have buildings that if entered you can gain new technologies from the buildings like. Radar, Spy Satellite, Tech Machine Shop, Paradrop Specials, or set off Lightening Storms or Strikes. You might take an infantry man in a tent and come out and lose something, Like the ability to Over ride a Sniper, Tesla Tank, etc Build option. I have built approximately a 1000 maps. Some I lost but at this very minute I can't Render and a friend does it for me. At this very time though I'm going through my maps to make sure that I correct things in the graphics and making subtle changes before I have the rendering done along with renaming from the way I named in WOL & XWIS, I do prefer larger more extreme terrain though. As far as the threads I can do 1 basic map then add the levels of the series to that, I think I would prefer it that way, but I read where you are supposed to post 1 map, 1 picture and that was what I was doing. I hope we can get along and you find maps I eventually get posted fun and entertaining. After all it is a game and differences are what make it better, everyone can find something they prefer that way. Boggle04's Gold Rush 3.0 Allied-Soviet 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 Allied Bases x2 Soviet 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 2.0 Allied - Soviet Location of the water bridges Redesign of Island of Ore Ore Available Base Locations Changed. Boggle04's Gold Rush 3.0 Allied-Soviet.map Boggle04's Gold Rush 3.1 Allied Battles 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 Allied 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 2.1 Allied Battles Location of the water bridges Redesign of Island of Ore Ore Available Increased Boggle04's Gold Rush 3.1 Allied Battles.map
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There are prebuilt bases, the MCV deploys into an American Air Force Command which means you will get an American Paradrop no matter what team you pick, of course if you pick any of the Allied teams you will gain the benefit of their radar weapon, so with these factors in place, no Conyard, it would be smart to pick either Korea, Great Brittan, or Germany to gain the advantage of already have the American Paradrop, and No Conyard would be hard to build Grand Cannons.Of course you will be limited to 4 Black Eagles with only 1 airstrip too. With the fight being over the gold ore the logical team is probably Germany to kill miners with Tank Destroyers. Does this clarify the battle.
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Boggle04's Gold Rush 2.5 Yuri Wars Players 2-4 Money on Map: 118,500 Game Types: Standard, Teamgame Map Size W x H: 55x56 Buildings on Map: Tech Airport Tech Machine Shop Tech Power Plants Gap Generators Patriot Missle 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 Missle 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. Download Link: http://www.mediafire.com/file/4z9423sc5e0augb/Boggle04%27s_Gold_Rush_2.5_Yuri_Wars.zip/file Boggle04's Gold Rush 2.5 Yuri Wars.map