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Sinyxer

RA Multiplayer Mod - "Tiberian Alert" - by Ferret

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Having some problems with the tanks...

 

Patch v0.99 - August 24, 2012

 

General

  • Build time for all units and structures now put back to default.
  • All tank projectile speeds now increased to 60 from 40.

 

Allied

  • Medium Tank movement speed decreased to 7 from 8.
  • Turret damage decreased to 40 from 60.

 

Soviet

  • Flame Tower projectile speed decreased to 12 from 13.
  • Flame Tower rate of fire increased to 50 from 75.
  • Tesla Coil rate of fire increased to 120 from 240 (the lower the number, the faster it shoots).

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:O Nyerguds knows Japanese too!? Have you beeen watching too much Anime these days? Hmm? XD *faints within 2 minutes*

Hai hai. Now stop putting your weeaboo spam in this topic, baka!

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Dude go ahead and put back the maps, I reinstalled win and lost 'em :( Had some fun with you and white, u remember :D:P (I wanna blistering sands!)

 

PS: You still working on this? Maybe convert Electric Avenue too? Love that map.

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Yeah, update the maps and get them up so that people can try them out Dakota. Pretty hard to get your mod to take off when people can't download them it!

Also, it means that the latest version is up... then you can go be lazy.

  -Liam

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I have updated the thread a little bit.

 

White, do you happen to still have any of the Tiberian Alert maps still on your system at all? It seems that I have deleted the map Whistling Cliffs. I don't have any of the original maps that we used to play on. Although, I still do have the text file with all the modifications for the mod.

 

If you don't have it. I guess I'll have to remake Blistering Sands again. Otherwise, it would be great if you still have it! :)

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Experimental infantry patch.

 

Patch v0.99h2 - December 30, 2012

 

General

-All infantry cannot be run over except for civilians because no one cares about those guys. Gladly run over civilians if you see them (I’m talking about Red Alert, not IRL).

 

 

 

Read previous patch notes here.

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Some epic discussion in the IRC today. Here are some of the changes today. :)

 

Patch v0.99h3 - December 31, 2012

 

General

  • All tracked vehicles (tanks, harvesters, etc) are now 10% faster.

 

Soviet

  • Soviets now have access to the Ranger.
  • Soviets now have access to the APC.
  • APC cost has been decreased to 500 from 800.
  • As a result of the cost decrease for the APC. The APC no longer has a primary weapon and is unarmed.
  • APCs no longer require the Barracks.
  • Heavy Tank main gun damage increased to 30 from 22.

 

 

Read previous patch notes here.

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Patch v0.99h7 “Naval Patch” - January 5, 2013

General

  • All infantry have gained a +1 movement speed bonus. Grenadier is the fastest moving infantry out of all of them with an advantage of +1 from other types.
  • Cruiser armor type has increased to heavy from light.
  • Cruiser HP decreased to 150 from 300.
  • Cruiser cost increased to 3000 from 2000.
  • Cruiser projectile has been changed to Cannon from Ballistic.
  • Cruiser projectile speed increased to 60 from 6 (same as a tank projectile).
  • Cruiser weapon rate of fire decreased to 300 from 160 (lower the number, the faster it shoots).
  • Cruiser weapon damage decreased to 250 from 500 (total of 500 damage per volley compared to 1000 damage per volley from before).
  • Sea Transport cost decreased to 400 from 700.
  • Sea Transport HP decreased to 200 from 350.
  • Gunboat weapon range increased to 9 from 5.5.
  • Gunboat projectile speed increased to 60 from 25 (same as a tank projectile).
  • Destroyer weapon range decreased to 5 from 9.

 

Allied

  • Medic heal range has increased to 4 from 3.

 

Soviet

  • Ranger is no longer available.
  • Sub Pen is no longer available.
  • Naval Yard and all of their Allied counterparts are available for use (Cruisers, Destroyers, Transports and Gunboats).

 

 

 

Read previous patch notes here.

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FedaYkin" post="11974" timestamp="1357385541"]

I found whistling cliffs on the other PC, i can send it to u :) hope i'll find u on IRC

 

I already got it back. Thanks though! :)

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Some new maps have been added.

 

Current map pool: A Path Beyond.

 

New maps being added: Blistering Sands REVAMPED, and Wider Conflict.

 

 

 

You can find it on CnCNet 5, or download it directly from the first post.

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:O TA is back, pretty cool shit man, can't wait to play some more games with you if you're still up for it :P

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Patch v1.0 - July 17, 2013

 

General

  • Rifleman cost increased to 100 from 75.
  • Tracked vehicle movement speed decreased to 30% from 50%.
  • Ore value per bail decreased to 19 from 25.
  • Gem value per bail decreased to 25 from 50.
  • Gunboat cost increased to 750 from 500.

 

Allied

  • Medium Tank HP increased to 500 from 400.

 

Soviet

  • Heavy Tank HP increased to 650 from 400.
  • Heavy Tank cost decreased to 900 from 950.
  • Heavy Tank speed decreased to 6 from 7.
  • Mammoth Tank HP increased to 750 from 600.
  • Mammoth Tank speed decreased to 6 from 7.

 

 

 

Read previous patch notes here.

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Okay so the patch will be going out today. Once I get home, I'll get rid of some bugs and try to release the patch the today. There has a been a shit ton of changes, so the changelog will be a little bit delayed I think.

 

I can also recreate some TD maps in the RA editor if you'd like. Just post a picture of the map on this thread, and I'll get it done. Exactly 1:1 scale, guaranteed.

 

EDIT: Also one more thing. I'll be editing some of the Aftermath units so you can use Aftermath with the map mod. Simply enable it in your RA config if you haven't already. It'll be featuring Mechanics on the Soviet side, along with a Stealth Tank on the Allied side. :)

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You can force Aftermath to be enabled for a map by adding the keyword for it to the map INI.

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You can force Aftermath to be enabled for a map by adding the keyword for it to the map INI.

 

Could I get that keyword? :)

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[Aftermath]

NewUnitsEnabled=1

 

BTW I suggest going to Funky and getting him to add support for CnCNet v5 mods so when players try to join a game hosted with your mod enabled they will get a popup to download the mod or something like that. There's already support for downloading maps when you join a game (but before game is launched), Funky would need to add mod manager code though.

 

This will prevent you from having to edit the map mods for every map when you change your mod and it allow for more maps to be played with your mod. The patched game EXE that comes with CnCNet v5 supports tech buildings (a la RA2 style):

 

http://cnc-comm.com/community/index.php?topic=2540.0

 

This could be used to spice up the game a bit.

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The mod is just a map, an .MPR which makes it easier. You don't have to download anything which is what I was aiming for.

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