MapDesigner
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infantry units are too underpowered compared to tanks!
MapDesigner replied to MapDesigner's topic in Red Alert 2
these are on another level -
it works for me. Here is my INI: Sight=9 Speed=6 Owner=Russians,Confederation,Africans,Arabs RequiredHouses=Confederation,British,Arabs,YuriCountry AllowedToStartInMultiplayer=no
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Attack move does not work for some units. IIRC air units cannot attack move.
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choose the furthest starting location.
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Is It worth it to spam Tank Destroyers vs Enemy Tanks/Vehicles?
MapDesigner replied to XGalaxyZ's topic in Red Alert 2
Well they seem bad vs terror drones. I would make some vs apocalypse tanks though -
Hello, I noticed some weird things about game balance that there is no obvious explanation for: Flak Trooper Elite Anti Air weapon is weaker than regular weapon. (goes down from 20 to 16 damage)? Flak Track Anti Air range is reduced when elite from 10 to 8. Similar seems to happen with sea scorpion, from 12 range down to 10 when Elite? It might be do to sea scorpion sharing the primary weapon with flak canon, but why would flak track range be reduced? V3 launchers (and probably dreadnoughts too): Veterancy upgrade does not seem to increase damage nor attack rate. It might be due to the rocket being another spawned unit. At least maybe veteran unit should have self heal to compensate for this? Ofcourse the well known bugs of elite legionnaire not being able to attack behind walls, while regular ones can XD Did you notice anything else? I would consider all of these bugs
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why don't you play vs AI? the game runs smoother. I cant stand the lag online anyway.
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Any Maps with Units/Army/Base/Tower Pre-Built?
MapDesigner replied to randomquestion85's topic in RA2/YR Maps
Hello Mr. Random Question. I have uploaded my map. I hope it fits your criteria and you like it xD https://forums.cncnet.org/topic/11644-closecombat-1-vs-7-version/ zclosecombat035.yrm -
Hello all, I made this map originally for close combat where players are too close to each other, but I ended up only playing it as 1 vs 7 You start with all conyards and most buildings are pre-built except cloning vats. I posted this for @randomquestion85 I hope you like it ^_^ all starting locations are close to each other except location 1: pretty defensive and on the side of the map. Map also contains water. All bases are reachable from naval side. zclosecombat035.yrm
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it is there on the internet, no need to extract a thing. You can easily find it. I myself have modified mine to make Iraq, Britain and YuriCountry to produce all special units. so, for Black eagle, it would be RequiredHouses=Alliance,British,Arabs,YuriCountry and did the same for all other special units. Now, if you also want to start with all 3 MCV's then thats another story. the easiest way is to do it for each map you want to play I think. Here is my INI if you want it, but it contains other changes too (very small balance tweaks done by Tak3600 and I added a little more on top of it. RulesMD.ini
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why dont you modify the INI to swap the images of ore and gem, and then also double the value of ore. that will replace all ore to gem. it might take time but its a work around. what do you think?
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Thanks mate I was looking for this exact info. Also, the second, why does one team have machine shop while the other one has nothing?
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Here is one more test. Industrial plant cost reduction only takes effect after the building is placed. the reduction is not dynamic: once you start training a tank, the cost will not be reducing even if you place the industrial plant. Moreover, if you started training WarMiner for 1400, then placed Industrial Plant, then canceled the miner, you will only be refunded for 1050 gold. This means that it is best to either cancel all tanks before placing the industrial plant.
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How to make RA2 & YR maps - Final Alert 2 Tutorial
MapDesigner replied to [CC] RaVaGe's topic in RA2/YR Maps
I wish the soviets sent an escorting squad with the V3 Launch attacks. The escort squad would only defend v3 launchers and never engage with towers, just like there is defense group for MCV and for Dreadnoughts. you can do that very simply by changning one line of the INI file. the line is time per cost. -
Mission Map : Weathering the Storm (Soviet mission)
MapDesigner replied to Concolor1's topic in RA2/YR Maps
Hello, I have finished this mission. Here is my review: the map is vast, but clunky. the base has too much trees (inteded I know). I wish it was easy to go to the lower floor for faster ore mining but thats ok. I could only go down from the left side due to the angle. the water is too far and too tight. one of my subs got stuck. the AI attacks are not strong at all. I only need 2 apoc tanks to intercept the way; they dont even need to be promoted to stop all attacks. the attacks are usually just 4-5 grizzly tanks. very easy. the paradrap is easily stopped with 2 flaks. all I did was make 6 apoc tanks+ 20 V3 launchers and game was in the bag. when I have naval, AI storm it sometimes. otherwise he will always storm war factory. I slowly marched into their territory and captured all their buildings. When I captured their warfactory, AI stormed it instantly, I couldnt even make a hellecopter xD anyway, AI rebuilt that war factory and I captured it again, gaining acess to spy satelite. I did not need anything else. No Iron Curtain, no Nuclear silo. I was expecting map to expand from the buttom so I did not capture weather control device until the very end of the game. it turns out map did not expand. Edit: I forgot to say I played this on easy because I lost so many times in wolves of the winter ? I guess I must try this on hard.