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TheDarkDrake

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  1. Which command and conquer are we talking about? You actually can destroy ore in Red Alert 2 and Yuris revenge. As for general map design: Small infinite orefields have 3 uses: 1) Turtling maps. Those maps favor turtles. They have a lot of choke points and heavily defendable infrastructure. They are mostly super-weapon oriented, as one strike can wipe out most, if not all your base. Ore and Tiberium fields are usually put outside the base to encourage expansion, as well as having few base ones kept inside the base. It is interesting to toy around with, because there rarely is any good turtle oriented map. 2) As said above by bbglass007, heavily defended miners become less of a target. A way to fix this, is to have ore fields in the outside and money generating buildings at the starting location+1 small ore field. This will again, force the player to expand outside of the base perimeters. 3) One of my favorite uses for infinite expensive ore is money maps. But instead of putting them at the starting location, put 2 fields in the center and have the players compete for the ore. The starting location would only have the drill/ore spawner, and no starting ore. As such, any ore that does come out, is harvested quickly, so securing the extra becomes a priority.
  2. V3 Rocket, Dreadnought missile and Cruise missiles are a seperate section in rules.ini and rulesmd.ini ; V3 Rocket control ;SJM V3RocketPauseFrames=0 ; How many frames the rocket pauses on the launcher before tilting V3RocketTiltFrames=60 ; How many frames it takes for the V3 rocket to tilt to firing position V3RocketPitchInitial=0.21; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical) V3RocketPitchFinal=0.5 ; Ending pitch of the rocket after tilting up; now it fires V3RocketTurnRate=0.05 ; Pitch maneuverability of rocket in air. Adjust by trial and error. V3RocketRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) V3RocketAcceleration=0.4 ; This much is added to the rocket's velocity each frame during launch V3RocketAltitude=768 ; Cruising altitude in leptons: at this height rocket BEGINS leveling off V3RocketDamage=200 ; Exploding V3 does this much damage (at center of explosion, presumably). V3RocketEliteDamage=400 ; Exploding V3 does this much damage (at center of explosion, presumably). V3RocketBodyLength=256 ; The body of the rocket is this many leptons long V3RocketLazyCurve=yes ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. V3RocketType=V3ROCKET ; Dreadnought Missile control ;SJM DMislPauseFrames=20 ; How many frames the rocket pauses on the launcher before tilting DMislTiltFrames=60 ; How many frames it takes for the missile to tilt to firing position DMislPitchInitial=0 ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical) DMislPitchFinal=0.5 ; Ending pitch of the missile after tilting up; now it fires DMislTurnRate=0.08 ; Pitch maneuverability of missile in air. Adjust by trial and error. DMislRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) DMislAcceleration=0.8 ; This much is added to the missile's velocity each frame during launch DMislAltitude=768 ; Cruising altitude in leptons: at this height missile BEGINS leveling off DMislDamage=300 ; Exploding DMisl does this much damage (at center of explosion, presumably). DMislEliteDamage=600 ; Exploding DMisl does this much damage (at center of explosion, presumably). DMislBodyLength=128 ; The body of the rocket is this many leptons long DMislLazyCurve=no ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. DMislType=DMISL ; Cruise Missile control ;GEF CMislPauseFrames=20 ; How many frames the rocket pauses on the launcher before tilting CMislTiltFrames=100 ; How many frames it takes for the missile to tilt (or lift) to firing position CMislPitchInitial=1 ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical) CMislPitchFinal=1.0 ; Ending pitch of the missile after tilting up; now it fires CMislTurnRate=0.10 ; Pitch maneuverability of missile in air. Adjust by trial and error. CMislRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) CMislAcceleration=1.0 ; This much is added to the missile's velocity each frame during launch CMislAltitude=768 ; Cruising altitude in leptons: at this height missile BEGINS leveling off CMislDamage=200 ; Exploding CMisl does this much damage (at center of explosion, presumably). CMislEliteDamage=250 ; Exploding CMisl does this much damage (at center of explosion, presumably). CMislBodyLength=128 ; The body of the rocket is this many leptons long CMislLazyCurve=no ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. CMisl no. CMislType=CMISL As for the flak weapons, there is something interesting going on in there. While the damage in the code is reduced(or range), the actual damage dealt is not. It may be related to veterancy modifiers. I may be wrong here, since I have modied the veterancy modifiers in my rules.ini file
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