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NodreconBike

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  1. Sorry for my very late reply; yesthe prerequiste line did work.
  2. Now I've got an interesting question. Does anyone remember the mod for tiberian sun called total war? I found it and installed it but when starting up in gives my an error saying: "failed to initialize. reinstall tiberian sun" I'm using the full version of tiberian sun downloaded from cncnet. Should I try using an older version from the original cd? Any ideas?
  3. Somebody want to close this topic for me? I'm Sorry about the double posting; I didn't know where the best place was to post a topic for all to see. I won't do this again.
  4. Hello ya'll, I installed and tried a mod for Tiberian Sun called "Tiberian Sun WarZone" http://www.moddb.com/mods/tiberian-sun-warzone. It's a graphics mod. I like everything that in changes except for the new tiberian look. How do I remove the new tiberian and replace it with the original look?
  5. Hello ya'll, I installed and tried a mod for Tiberian Sun called "Tiberian Sun WarZone" http://www.moddb.com/mods/tiberian-sun-warzone. It's a graphics mod. I like everything that in changes except for the new tiberian look. How do I remove the new tiberian and replace it with the original look?
  6. Is there such a thing in the map editor for Red Alert as a straight bridge? I'm trying to make a mutiplayer map with a channel in the middle and three bridges running across, but the bridge tiles seem to only go in a diagonal . Also how do you make a civilian town on multiplayer maps? Or how about the railroad tracks I saw on a different forum? I also found this pic. from:http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=15068&postdays=0&postorder=asc&start=15 Is there no such thing as a bridge that runs straight around or straight up and down? If so where do I get it and how do I use it in the map editor? General Idea: Tiles that I have to choose from: ??? ----------------------------------------------------------------------------------------------------------------------------- Some help and Advice Please. Thank you, NodreconBike / Noddynod443 (P.S. to Admin.-- I tried making a account with the username "noddynod443", but something got botched up (password or something). I entered the correct email for the account in the "forgot password" section. It says that it sent a password reset message to me, but I never get it (checked spam and tried many times). So I made the account "NodreconBike" with a different email because the account maker wouldn't let me make one with the first email or username. Is there anyway to fix the problem?)
  7. Hello all, I've got a weird question. Is there such a thing in the map editor for Red Alert as a straight bridge? I'm trying to make a mutiplayer map with a channel in the middle and three bridges running across, but the bridge tiles seem to only go in a diagonal . Is there no such thing as a bridge that runs straight around or straight up and down? General Idea: Tiles that I have to choose from: ??? ----------------------------------------------------------------------------------------------------------------------------- Some help and Advice Please. Thank you, NodreconBike / Noddynod443 (P.S. to Admin.-- I tried making a account with the username "noddynod443", but something got botched up (password or something). I entered the correct email for the account in the "forgot password" section. It says that it sent a password reset message to me, but I never get it (checked spam and tried many times). So I made the account "NodreconBike" with a different email because the account maker wouldn't let me make one with the first email or username. Is there anyway to fix the problem?)
  8. Hello all, I've got a weird question. Is there such a thing in the map editor for Red Alert as a straight bridge? I'm trying to make a mutiplayer map with a channel in the middle and three bridges running across, but the bridge tiles seem to only go in a diagonal . Is there no such thing as a bridge that runs straight around or straight up and down? General Idea: Tiles that I have to choose from: ??? ----------------------------------------------------------------------------------------------------------------------------- Some help and Advice Please. Thank you, NodreconBike / Noddynod443 (P.S. to Admin.-- I tried making a account with the username "noddynod443", but something got botched up (password or something). I entered the correct email for the account in the "forgot password" section. It says that it sent a password reset message to me, but I never get it (checked spam and tried many times). So I made the account "NodreconBike" with a different email because the account maker wouldn't let me make one with the first email or username. Is there anyway to fix the problem?)
  9. Hi everyone, i have a simple mod idea, but no matter how many hours I've wasted I can't figure out how to make it a 100% reality. I'm hoping one of you are a little interested in my idea, because I know some of you guys are so experienced can just snap your fingers and make it work like magic. The goal is to not balance the sides of c&c red alert but to improve the game with out having a huge change of its original gameplay: The plans (so far) are (all the points with a "" means I've been able to accomplish) : 1. add the supply truck with 4 passengers to both sides in multiplayer games, mainly so that the soviets have a ground transport. 2. add phase transport and helicarrier to both sides. (after all the soviets did steal the phase transport.) 3.add the chinook to both sides (no reason way not, because the allies use them in the campaign) 4. (as radical as it may sound) add dogs and kennel to allies (what if a multiplayer game involves allies vs. allies. How will they stop the other player's spies? (I know human players don't need them but it makes it seem happier.)(red alert 2 has dogs for both sides.) 5. Make Tanya an allies only unit and give the soviets Volkov from the campaign. (and somehow make it so you can only train one tanya or volkov. who ever heard of two tanyas?) Volkov would just as powerful and as weak as tanya just to keep the balancing of that. (maybe)6. Maybe... just maybe increase the "A bombs" power of destroying vehicles and maybe increase its range of damage. 6=7. Make it so paratroopers come with 10 riflemen. What's the point of having 5 little guys with BB guns every 17 minutes? They're useless. 8. Give the allies the ability to have paratroopers and parabombs without the airfield or jet and fighter plane. Or (if its possible) have a chinook come off the edge of the map with reinforcements. (paratroopers with the "parachutes") So far I'm stuck on point 5 and 8. I've added a new building from: http://ra.afraid.org/html/downloads/structures.html called: Air Traffic Control Tower (ATCT) I plan on making it a building necessary to have badger related items (the paratroopers and parabombs) I don't know... somehow make the reinforcements and parabomb "super weapons" available through the ATCT only and that the soviets require the ATCT for the spy plane and for making the airfield and aircraft. The allies would use the ATCT for reinforcements (by parachute or chinook) and parabombs only. I have edited the spawn.xdp like this: *The structure: ; new thing [FCOM] Name=Air Traffic Control Image=atrc Prerequisite=dome Strength=600 Armor=concrete TechLevel=5 Sight=4 Owner=allies,soviets Cost=1500 Points=85 Power=-100 Bib=yes Capturable=true Crewed=yes *The badger: ; Badger bomber [BADR] Prerequisite=fcom Primary=ParaBomb Strength=60 Armor=light TechLevel=-1 Sight=0 Speed=16 Owner=allies,soviet Cost=10 Points=20 ROT=5 Ammo=5 Passengers=10 *The soviet airfield: ; airstrip [AFLD] Prerequisite=dome,fcom Strength=1000 Armor=heavy TechLevel=5 Sight=7 Owner=soviet Cost=600 Points=70 Power=-30 Capturable=true Crewed=yes How Do I give the new building the "characteristics" of the airfield pertaining to the paratroopers and parabombs? No matter what I've tried I can't make the new building "cough up" paratroopers or anything. What do you all think about the whole idea? Are there any changes you think should be made or added to my idea?
  10. Hi everyone, i have a simple mod idea, but no matter how many hours I've wasted I can't figure out how to make it a 100% reality. I'm hoping one of you are a little interested in my idea, because I know some of you guys are so experienced can just snap your fingers and make it work like magic. The goal is to not balance the sides of c&c red alert but to improve the game with out having a huge change of its original gameplay: The plans (so far) are (all the points with a "" means I've been able to accomplish) : 1. add the supply truck with 4 passengers to both sides in multiplayer games, mainly so that the soviets have a ground transport. 2. add phase transport and helicarrier to both sides. (after all the soviets did steal the phase transport.) 3.add the chinook to both sides (no reason way not, because the allies use them in the campaign) 4. (as radical as it may sound) add dogs and kennel to allies (what if a multiplayer game involves allies vs. allies. How will they stop the other player's spies? (I know human players don't need them but it makes it seem happier.)(red alert 2 has dogs for both sides.) 5. Make Tanya an allies only unit and give the soviets Volkov from the campaign. (and somehow make it so you can only train one tanya or volkov. who ever heard of two tanyas?) Volkov would just as powerful and as weak as tanya just to keep the balancing of that. (maybe)6. Maybe... just maybe increase the "A bombs" power of destroying vehicles and maybe increase its range of damage. 6=7. Make it so paratroopers come with 10 riflemen. What's the point of having 5 little guys with BB guns every 17 minutes? They're useless. 8. Give the allies the ability to have paratroopers and parabombs without the airfield or jet and fighter plane. Or (if its possible) have a chinook come off the edge of the map with reinforcements. (paratroopers with the "parachutes") So far I'm stuck on point 5 and 8. I've added a new building from: http://ra.afraid.org/html/downloads/structures.html called: Air Traffic Control Tower (ATCT) I plan on making it a building necessary to have badger related items (the paratroopers and parabombs) I don't know... somehow make the reinforcements and parabomb "super weapons" available through the ATCT only and that the soviets require the ATCT for the spy plane and for making the airfield and aircraft. The allies would use the ATCT for reinforcements (by parachute or chinook) and parabombs only. I have edited the spawn.xdp like this: *The structure: ; new thing [FCOM] Name=Air Traffic Control Image=atrc Prerequisite=dome Strength=600 Armor=concrete TechLevel=5 Sight=4 Owner=allies,soviets Cost=1500 Points=85 Power=-100 Bib=yes Capturable=true Crewed=yes *The badger: ; Badger bomber [BADR] Prerequisite=fcom Primary=ParaBomb Strength=60 Armor=light TechLevel=-1 Sight=0 Speed=16 Owner=allies,soviet Cost=10 Points=20 ROT=5 Ammo=5 Passengers=10 *The soviet airfield: ; airstrip [AFLD] Prerequisite=dome,fcom Strength=1000 Armor=heavy TechLevel=5 Sight=7 Owner=soviet Cost=600 Points=70 Power=-30 Capturable=true Crewed=yes How Do I give the new building the "characteristics" of the airfield pertaining to the paratroopers and parabombs? No matter what I've tried I can't make the new building "cough up" paratroopers or anything. What do you all think about the whole idea? Are there any changes you think should be made or added to my idea?
  11. Hi again, the reason why I'm editing the spawn.xdp file is because I'm trying to make a "simple" mod for red alert that doesn't change the game play or balance it, just improve it a little... (Remember I'am new to all this) The goals (so far) by just modifying the spawn.xdp are (all the points with a "" means I've already accomplished): 1. add the supply truck with 4 passengers to both sides in multiplayer games, mainly so that the soviets have a ground transport. 2.add the chinook to both sides (because the allies use them in the campaign) 3. (as radical as it may sound) add dogs and kennel to allies (what if a multiplayer game involves allies vs. allies. How will they stop the other players spies? (I know human players don't need them but it makes it seem happier.) 4. Make Tanya an allies only unit and give the soviets Volkov from the campaign. (and somehow make it so you can only train one tanya or volkov. who ever heard of two tanyas?) (maybe)5. Maybe... just maybe increase the nukes power of destroying vehicles and maybe increase its range of damage. 6. Make it so paratroopers come with 10 riflemen. What's the point of having 5 little guys with BB guns every 17 minutes? They're useless. 7. Give the allies the ability to have paratroopers and parabombs without the airfield or jet and fighter plane. Or (if its possible) have a chinook come off the edge of the map with reinforcements. (paratroopers with the "para") So far I'm stuck on point 4 and 7. I've added a new building from: http://ra.afraid.org/html/downloads/structures.html called: Air Traffic Control Tower I plan on making it a building necessary to have badger related items (the paratroopers and parabombs) I have edited the spawn.xdp like this: *The structure: ; new thing [FCOM] Name=Air Traffic Control Image=atrc Prerequisite=dome Strength=600 Armor=concrete TechLevel=5 Sight=4 Owner=allies,soviets Cost=1500 Points=85 Power=-100 Bib=yes Capturable=true Crewed=yes *The badger: ; Badger bomber [BADR] Prerequisite=fcom Primary=ParaBomb Strength=60 Armor=light TechLevel=-1 Sight=0 Speed=16 Owner=allies,soviet Cost=10 Points=20 ROT=5 Ammo=5 Passengers=10 *The soviet airfield: ; airstrip [AFLD] Prerequisite=dome,fcom Strength=1000 Armor=heavy TechLevel=5 Sight=7 Owner=soviet Cost=600 Points=70 Power=-30 Capturable=true Crewed=yes How Do I give the new building the "characteristics" of the airfield pertaining to the paratroopers and parabombs? No matter what I've tried I can't make the new building "cough up" paratroopers or anything. What do you think about the whole idea? Are there any changes you think should be made or added to my idea?
  12. First I want to thank you so much for all your help... I'm got a new problem. I have in the past made little modifications to the rules.ini such as ten paratroopers instead of five and stuff like that. However, Went I start a skirmish using "RA95Launcher.exe" in the latest and greatest version of c&c red alert the modifications do not appear. But if I go the the program directory and start red alert from "ra95.exe" or "ra95-spawn.exe" or "ra95_Mod-Launcher.exe" the changes work. How do I host and lan game or start a skirmish using "RA95Launcher.exe" so that my changes work. I would rather use ""RA95Launcher.exe" to host or start a skirmish because you can choose your starting location and all kinds of other nice options... help please. Starting a Skirmish this way "removes" the changes I've made to rules.ini Starting from ra95.exe makes it possible to see my changes, but then I can't choose starting locations and all other needs...
  13. [Ok just to let you all know I'm 99% inexperienced when it comes to making however small modifications to a game. (I've been trying to make "simple" mods by just modifying rules.ini , but that's taking me some time.)] So I made 2 test maps (one with "regular" ore and one with infinite ore) so I could compare the values of each and setup the infinite ore value to the "regular value". (whatever that number is) What is the default value? This is what I found:
  14. Thanks for the tip! Is there anyway to make a map with "regular" ore that can grow just as fast as infinite ore? I'm trying to make a custom skirmish map based on a map from "The Red Alert" mod from red alert 3... on that mod ore fields take up small space in the map and don't spread. I was hoping to replicate that affect on the original Red Alert. Just a small round area of ore with a ore shaft in the middle that never grows larger but stays the same size. Kind of like infinite ore except with the original value. Do you how I could make that work?
  15. Hi everyone, I was just wondering if the is a text document that explains all the features of the Red Alert 1 map editor called C&C RAED? I don't understand the option "infinite ore" and why the harvesters only fill "two squares" instead of their max load when playing custom skirmish maps with that option selected.
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