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Everything posted by CCCP84
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Now I see that the D button is very necessary. It is very convenient to lay stones behind the rocks. How I used to live without it ...
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Thank you friend. I really put a lot of work into my maps. All details and rocks are always made by hand without automatic tools that work poorly. Of course, my most laborious map is Oceania. An absolutely insane amount of labor was invested there. Although Australia contains more labor, as this is Oceania + additionally a lot of work. Oceania is a very interesting map for the game. There war episodes are played out in separate sections of the map.Now I do not want to play anything else but this. I dont know what is with slopes. Maybe it damaged in my FinalAlert? i have version 1.0.0.2 But all slopes work good. I tested all.
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what does the d button do? dont press it. We played this map. All works ok. No problems. Played long game with 8 players. Rocks are there to prevent landing there paratroopers. Its very hard to deploy base there, but its possible )
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What the images are these? In my map, all the slopes are normal. Maybe you opened the map with the wrong editor? I don’t know anything about slave miners. I play red alert 2
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- - - DIAMOND QUARRY - - - [8] Diamond Quarry (Author's Mod) v2.2.map- lightly modified version to optimize the game. Some game bugs removed. Most players will not notice any changes. [8] Diamond Quarry v2.2.map - Clear version without mods. Diamond Quarry v1 is very different, so i will leave file here, but i dont recommend to use it: [8] Diamond Quarry v1.1 (CCCP84).map Diamont Quarry is inspired by Rush2 map. [4] Rush2 (Shivp).map This is a very good map. It was more popular than Tour of Egypt on the Russian server. Unfortunately it has some slope problems. Strange, but on CNCNET it is completely unknown. Although, in my opinion, it deserves to be official.
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Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
It spreads to 3 cells very rarely. In 95% of cases, it spreads no further than 1 cell. -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
gold does not accumulate and does not spread. before it used to work fine and online too. -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
Everything is very fair and everything is in equal conditions, only the game does not work as it was intended. It's broken. And this creates a lot of inconvenience. For example, as I already wrote, gold does not accumulate on an abandoned island. The value of the island does not grow with time. it is uninteresting and wrong. Previously, the game worked as it should. Someone broke it. If you like the whole game of poking miners, this is your problem. I want to play. And I pay attention to this CNC team. Although, it seems, everyone does not care .. -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
The problem is that the player will have to check every 2 minutes to see if the miners have collected all the gold, and if they have stopped. Otherwise, the gold begins to be lost while other players collect it, every 2 minutes again sending miners to collect it. Do not keep an eye on miners = lose money = lose in game. And keeping eye on miners all the time is not interesting. Instead, I want to play, and not waste time on stupid, regular, monotonous actions. The problem is very unpleasant. -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
seems and sure these are 2 big differenses, as we say in Odessa ... How? -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
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Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
thanks Are you sure? What version of game do you use? Does it work the same in multiplayer? -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
Why you call RA2 "Vanilla"?? Why vanilla? -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
I remember very well how before the ore was accumulated in the quantity in which it was mined by drill. Individual pieces of ore became larger with time. The ore field grew larger and could become huge. Now this is not. Pieces of ore now never increase. And the ore rarely spreads far beyond a radius of 1 cell. There are very rare exceptions, it can spread to 2 or 3 cells, but at the same time the ore layer remains thin and pieces of gold are not enlarged. Obviously, something is broken here. -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
Based on these notes, the developers(or modders) themselves did not fully understand how it all works : ; This may also be ore - DB ; This might be ore, I'm not certain - DB -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
I don't know anything about programming at all. But changing all these parameters, I found that nothing changes in the game. I just found how to increase the speed of ore mining. But it still does not extend beyond 1 cell. If you have tested it, say, which of this is gold from RA2/YR? 0=Riparius 1=Cruentus 2=Vinifera 3=Aboreus ? -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
it does not matter. this is not what we need -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
All this shin dont work also: ; ******* Tiberium Varieties ******* ; There are various kinds of tiberium. This lists their number and ; particulars. [Tiberiums] 0=Riparius 1=Cruentus 2=Vinifera 3=Aboreus ; Name = display name ; Image = image to use [1=small, 2=large, 3=vine] ; Value = credit value per 'bail' ; Growth = growth rate ; Spread = spread rate ; Power = explosive power per 'bail' (def=0) ; Color = display color of the Tiberium ; Shard = crystal to fly off when chain reacting (def=none) ; This is Ore [Riparius] Name=Tiberium Riparius Image=1 Power=0 Value=25 Growth=2200 GrowthPercentage=.06 Spread=2200 SpreadPercentage=.06 Color=NeonGreen ; **WARNING**: If you change this color, notify Bret_a ; These are Gems [Cruentus] Name=Tiberium Cruentus Image=2 Value=50 Growth=10000 GrowthPercentage=0 Spread=10000 SpreadPercentage=0 Power=0 ;10 Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 ; This may also be ore - DB [Vinifera] Name=Tiberium Vinifera Image=3 Value=25 Growth=2200 GrowthPercentage=.06 Spread=2200 SpreadPercentage=.06 Power=0 ; 10 Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 ; This might be ore, I'm not certain - DB [Aboreus] Name=Tiberium Aboreus Image=4 Value=25 Growth=2200 GrowthPercentage=.06 Spread=2200 SpreadPercentage=.06 Power=0 Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
with this parameter, yes or no, it does not grow beyond one cell in any case -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
did you change to "no"? And what was going on? -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
It seems that all these parameters were needed only in TiberiumSun and earlier games. In eaelier games, ore grew on its own without any drills. In RA2 / YR, these parameters have no meaning. They do not affect anything. -
Fixed a bug with Yuri Prime in RA2 mode. Made the bay on lower left more natural. Made a place for the Soviet barracks in the upper left on the corner island To simplify deployment there. added map file v2.9 v2.8: v2.9:
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Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
The production rate can be easily adjusted with this parameter: But this is different. This does not affect the spread radius and the thickness of the layer. -
Big problem with CNCNET's RA2 / YR ore grow algorithm.
CCCP84 replied to CCCP84's topic in Red Alert 2
No, it doesnt spread at all. You can wait forever. Nothing will happen. Rearly some drills can spread for more far distance, it can happen very rearly. And ore layer never will become thick. It always will be thin. And in 95% cases only in 1 cell radius. But i remember, before it worked normaly. ~4 years ago it worked. Now its broken.
