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Everything posted by cypher
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Is It worth it to spam Yuri Brutes vs Prism Tanks?
cypher replied to XGalaxyZ's topic in Red Alert 2
brute is faster as prism (regarding cnc.fandom) + you don't have unlimited free space...it depends on the map -
Is It worth it to spam Yuri Brutes vs Prism Tanks?
cypher replied to XGalaxyZ's topic in Red Alert 2
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 -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
cypher replied to CCCP84's topic in Red Alert 2
I already posted it - it doesn't spread more than 3 tiles away from tibs, at least in skirmish mode. -
you have to put them in your custom folder and choose "standard" in the skirmish mode, they won't show up on battle.
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Big problem with CNCNET's RA2 / YR ore grow algorithm.
cypher replied to CCCP84's topic in Red Alert 2
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. -
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.
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Big problem with CNCNET's RA2 / YR ore grow algorithm.
cypher replied to CCCP84's topic in Red Alert 2
You seem to be new to programming. It does matter because you have to understand how it works and where the failure is buddy. -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
cypher replied to CCCP84's topic in Red Alert 2
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 . -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
cypher replied to CCCP84's topic in Red Alert 2
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. -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
cypher replied to CCCP84's topic in Red Alert 2
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. " -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
cypher replied to CCCP84's topic in Red Alert 2
I tested it. It has impact. -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
cypher replied to CCCP84's topic in Red Alert 2
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? -
I already posted it in the known issues tracker, but I think it's better to have a topic for it. If a player has connection problems inside the game or leaves with ALT+F4 the kick-vote window appears. But you cannot kick someone - there are mainly two bugs: 1. You can't click/interact with the players button, so you cannot vote 2. You can vote, but it seems like the # of necessary votes is 1 too high (so even when everybody votes to kick the player still remains in game) Anyone can confirm this?
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not sure if it was already mentioned, but you can't kick a player in a running game, even if all ppl vote for it
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new version 2.4 ( new preview, grand cannon build limit reduced to 2, changed spy-techs (chrono-seal replaced with mobile gap ; chrono-ivan replaced with anti-air miner) )
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australia looks good, but why "australia"?
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in what code is ra2 written?
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new version (better preview) 2.3
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@Grant @RaVaGe never heard of this oil derrick bug before, but if it's true, it should be fixed soon IMHO
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new version (better preview + clean code)[6] eurasia ffa balanced 2-2.map
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I thought me meant outside of the current game?
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maybe window-mode or second screen?
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I played against @RaVaGe and he did complain about it ?
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Greetings, Maybe I'm the only one, but I have to say, the reaction-emoticons often don't express any reaction I'd like to give on a post. What do you think about them?
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New Version 2.1 : Gameplay Yuri MCV deploys into Soviet-MCV. So Yuri is like another Soviet Faction. You have psychic-tower and yuri-prime (instead of Boris). You have no spy with yuri. If Super-weapons are enabled Yuri has his own super-weapons. Map Bridges from Africa to Italy Improved Naval Combat with terrain hinderances (Atlantic Ocean) New outpost (Atlantic Ocean) Rearranged New York Rearranged London Lightning improvments [6] eurasia ffa balanced 2-1.map