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cypher

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Everything posted by cypher

  1. maybe the neutral buildings dont have enough energy. this causes an immediate crash due to LAEL (low-algorithm-energy-level).
  2. can you show some pics of this antisatan stuff? And isn't it a bit tricky to maneuver fighter manually each time to fight against auto-spawn v3 rockets?
  3. That's what I thought too....
  4. it's a mod for this map only...it depends what the mapcreator setup
  5. you need the cnc mixer and put the shp files in the appropriate directory. look at this tutorial f.e.
  6. cypher

    New map

    You should at least show a preview
  7. 2.) I'm pretty sure this isnt possible 3.) same here 4.) should be possible IMHO...don't have the time atm to explain 5.) AFAIK no
  8. Modify an existing unit, f.e. [LTNK] (=lasher tank) - change the image to the voxel you want , f.e. Image=HTNK, and change the stats...then you have a new unit with the cameo of Lasher Tank.
  9. you can change it when you make your own mod, but if you just want to make a map for RA2 YR you cannot change it, but you can use camoes of other units.
  10. Did you have the right amount (3-4 brutes on 1 prism tank) ??? @XGalaxyZ
  11. Yuri is OP if you have average playing skills. So in pro-games you may choose yuri, in fun-games better not.
  12. This squid thing is a real problem IMHO...i don't know how to handel them as a soviet too... allies only have air with radar, so soviet AA with radar seems fine for me. aircraft carrier is ok. destroyers are also ok - they don't have to be as same as typhoon. you can micromanage + they have land attack. dolphins are also ok IMHO. same as flak building-radius
  13. brute is faster as prism (regarding cnc.fandom) + you don't have unlimited free space...it depends on the map
  14. well I'm not so sure about that...how much is a brute - like 500? When you have the clonelab it's 250. A prism is 900? So when you spam brutes you can have 3 for 1 prims...or 7 for 2 prisms....+ you can additionally build units in the warfactory
  15. I already posted it - it doesn't spread more than 3 tiles away from tibs, at least in skirmish mode.
  16. you have to put them in your custom folder and choose "standard" in the skirmish mode, they won't show up on battle.
  17. I repeat myself over and over again. Like I said it does spread over 1 cell, but it's seldom and I never observed it getting over 3 tiles away from tibs. Imho it has sth to do with an exponential decrease of probability. I created a map where the debris of a vehicle create ore fields with the parameters you mentioned before. So maybe start testing again. But anyways - in general this topic is still to be solved, I don't think this ore-behaviour is intentional.
  18. TY Ihtkick - Didn't know that! Ezer - well that would be good, or maybe it is possible to track the usage of alt+f4 and then autokick this player.
  19. You seem to be new to programming. It does matter because you have to understand how it works and where the failure is buddy.
  20. This is wrong information you're spreading .It still has impact. You can do interesting stuff with it, f.e. spread ore from tires after an explosion. Try it in skirmish with max-speed. It takes a while .
  21. With parameter yes " Sometimes they spread over the 1 cell radius, but it seems like the probability of further spreading is exponentially decreasing, with getting to nearly 0 when it is 2 or even 3 tiles away from the tibre. " I tested it f.e. with 3 tibres, then mine everything out and wait. It spreads over the 1 cell radius (not everytime). Try it with speedmax.
  22. Like i said " This setting still has impact, so if you set this to "no" the radius seems like it cannot grow over 1 cell radius at all. Interestingly I found some areas of the map still growing to nearby fields. "
  23. Interesting topic. My observation : Sometimes they spread over the 1 cell radius, but it seems like the probability of further spreading is exponentially decreasing, with getting to nearly 0 when it is 2 or even 3 tiles away from the tibre. In 99% it's just 1 cell radius and the existing ore gets more clunky/rich over time (OreGrows). The speed of the tibre-reproduction seems to be correlating with the ore being mined or not, which is a strange design decision IMHO. Normally this behaviour can be changed by OreSpreads=yes ; Does ore spread into adjacent areas? This setting still has impact, so if you set this to "no" the radius seems like it cannot grow over 1 cell radius at all. Interestingly I found some areas of the map still growing to nearby fields. If orespreads is yes something seems to be broken or I don't get it right, because it slows down exponentially like I mentioned before. Maybe it's not so much the TibRe which is not working, but the ore itself used to be spreading over time doesn't it?
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