weaveR Posted July 5, 2013 Share Posted July 5, 2013 @ 6:20 I captured a GDI CY and repacked it and drove it back to my base but I don't get the any GDI tech - www.youtube.com/watch?v=UVWUtaw8ta8 Link to comment Share on other sites More sharing options...
pichorra Posted July 5, 2013 Share Posted July 5, 2013 It is a know issue. If you build a shared building (like CYs, or Helipads), you will only be able to build stuff from your faction. In the CY repack, you are just building an CY again, so you will get only stuff from your faction. Link to comment Share on other sites More sharing options...
Nyerguds Posted July 5, 2013 Share Posted July 5, 2013 Yeah, there's nothing you can do about that. Once you deploy an MCV, you're just "building a construction yard". It's the same reason that in RA1, you don't get enemy tech by capturing an enemy construction yard and building a weapons factory "with it". There's nothing left to tell the game that weapons factory should be enemy tech; you just built it. Link to comment Share on other sites More sharing options...
MattAttack Posted July 6, 2013 Share Posted July 6, 2013 yet another reason I've always hated RA................. Link to comment Share on other sites More sharing options...
pichorra Posted July 6, 2013 Share Posted July 6, 2013 yet another reason I've always hated RA................. But that is C&C95... Link to comment Share on other sites More sharing options...
Jacko Posted July 7, 2013 Share Posted July 7, 2013 And yet that's not even a stock feature you have to modify the rules to get it anyway. And whats so bad about RA anyway? Ok so some of the online gameplay is quite dull *cough* P4 *cough* but some of it is much fun and many singleplayer missions are often gripping and fun. Link to comment Share on other sites More sharing options...
Riseofbane Posted July 9, 2013 Share Posted July 9, 2013 Yeah, there's nothing you can do about that. Once you deploy an MCV, you're just "building a construction yard". It's the same reason that in RA1, you don't get enemy tech by capturing an enemy construction yard and building a weapons factory "with it". There's nothing left to tell the game that weapons factory should be enemy tech; you just built it. i think it works in RA1 single player though, same for CNC. I hope it goes same for multiplayer if it can be fixed. Link to comment Share on other sites More sharing options...
Nyerguds Posted July 9, 2013 Share Posted July 9, 2013 yet another reason I've always hated RA................. But that is C&C95... No, he meant the War Factory thing I mentioned. In C&C95, capturing an enemy CY gives access to the full enemy tech tree (besides helis and superweapons), while in RA, capturing an enemy CY doesn't even give you their vehicles. i think it works in RA1 single player though, same for CNC. I hope it goes same for multiplayer if it can be fixed. Uhh, what? No it doesn't. An MCV retains no information whatsoever about which side it originally belonged to, and deploying it is just "building a new Construction Yard", which just gives your own tech. ONLY captured buildings, and unique production facilities of another side built with a captured CY, give you enemy tech. Link to comment Share on other sites More sharing options...
Jacko Posted July 9, 2013 Share Posted July 9, 2013 admittedly yes I think it's a shame the 2 factory types feature was lost when making red alert. I thought it was cool. Link to comment Share on other sites More sharing options...
Riseofbane Posted July 9, 2013 Share Posted July 9, 2013 fine then.. it's not a glitch, it's how it is, but can we change this?! (at least for CNC) Link to comment Share on other sites More sharing options...
Jacko Posted July 9, 2013 Share Posted July 9, 2013 Judging by what has been previously said I don't think it can be changed. We would probably need dedicated faction MCV's (like in RA2) Link to comment Share on other sites More sharing options...
Nyerguds Posted July 10, 2013 Share Posted July 10, 2013 Yup. Totally impossible without adding a new unit and adapting a crapload of internal logics for it. I don't even know how capturing works, internally. I have no idea exactly what it is that makes a captured building remember which side it originally belonged to. Link to comment Share on other sites More sharing options...
pichorra Posted July 11, 2013 Share Posted July 11, 2013 Not even to mention that the CY unload is a beta feature that isn't in the original game, it was somehow recovered by one of those brilliant C&C H4x0rs Link to comment Share on other sites More sharing options...
Nyerguds Posted July 11, 2013 Share Posted July 11, 2013 That, and MCV deploying has a bug where the power isn't adapted correctly: the Power Used value is somehow added twice when an MCV deploys, but only subtracted once when the building is removed. For now, I removed its power usage altogether, because it adds ghost power usage whenever an MCV is removed from the map, be it by capturing, selling, destroying or undeploying. It also meant there was a difference in power usage between preplaced and deployed construction yards O_o Link to comment Share on other sites More sharing options...
Iran Posted July 14, 2013 Share Posted July 14, 2013 In RA1 a bit flag is used to check if you can build a 'buildable', it checks a side bitflag set on the data for every player. I think C&C95 changes that bitflag after you capture an enemy CY. Does C&C1 DOS have the same behavior? EDIT: I figured out how to make both sides' stuff buildable with some memory patching. I need to be able to check if an enemy CY has been captured for it to be useful though. Link to comment Share on other sites More sharing options...
Myg Posted July 15, 2013 Share Posted July 15, 2013 Maybe sharing of tech was removed for that game mode setup? Iran, in C&C95 there is a simple way to do that using the side= in the ini settings. It's something that actually works in multiplayer but its such a game breaking issue we don't even talk about it unless we need to mention it. Link to comment Share on other sites More sharing options...
Iran Posted July 15, 2013 Share Posted July 15, 2013 I was talking about patching ra95 so after capturing an enemy CY you get all the tech from an enemy side, even after losing that CY. It's possible for me to add that now but it's a bit tedious, basically need to find a way to check if you captured an enemy team's CY then set your country flag to a new one that's actually invalid (like 0x20) then patch the code that checks your country/side when checking for stuff you can build so it works with value 0x20. The figuring out if you captured an enemy CY is the only hard part though, unless the "current country" flag is used in more places and setting it to 0x20 crashes stuff. Link to comment Share on other sites More sharing options...
Project Leviamon Posted July 16, 2013 Share Posted July 16, 2013 i don't think giving both side technology forever is a good idea, you should have access to it only as long as you have the CY Link to comment Share on other sites More sharing options...
Jacko Posted July 16, 2013 Share Posted July 16, 2013 yeah. although maintaining memory with war factories seems better. Link to comment Share on other sites More sharing options...
Nyerguds Posted July 16, 2013 Share Posted July 16, 2013 Yeeah, I really don't see the point in keeping the tech. If you conquer an enemy building, it's only logical you need to defend it. Does C&C1 DOS have the same behavior? DOS C&C and C&C95 are completely identical in actual game engine, Iran. Link to comment Share on other sites More sharing options...
weaveR Posted September 21, 2013 Author Share Posted September 21, 2013 Wow could repacking CY to MCV be removed? I experienced another glitch @ 4:01 where Kanes repacked CY was invulnerable - C&C95 - AN ISLAND IN THE NOWHERE 2 [CnCNet 5] Link to comment Share on other sites More sharing options...
Prometheus Posted November 5, 2013 Share Posted November 5, 2013 in C&C95 there is a simple way to do that using the side= in the ini settings. It's something that actually works in multiplayer but its such a game breaking issue we don't even talk about it unless we need to mention it. i think it's a nice undocumented feature, but of course you should only use it when you have agreed upon using it with your would-be opponents... do it without telling them, and it's cheating. Maybe cncnet launcher could include this as something out in the open, so nobody could get surprised by it anymore? maybe even some kind of check for the Host, which either prohibits or allows this setting for the players? something like that... i'm sometimes astonished how few people know about it, when back in the 90s that was the way we usually played Multiplayer. It makes sense to couple it with the "seperate helicopter purchase" option, so you can actually choose which kind of helis you want to build instead of always getting Apaches (iirc), having to sell them on your repair bay, so you can build an orca, etc... Link to comment Share on other sites More sharing options...
Nyerguds Posted November 5, 2013 Share Posted November 5, 2013 A mixed tech tree is just overpowered. You can combine tech in a way that gives clear advantages. So either way, it's cheating. Link to comment Share on other sites More sharing options...
Prometheus Posted November 5, 2013 Share Posted November 5, 2013 come on, how can it be cheating if you agreed with your opponent and you are both using it? Link to comment Share on other sites More sharing options...
Nyerguds Posted November 6, 2013 Share Posted November 6, 2013 You never mentioned it being enabled for all involved players, did you? Link to comment Share on other sites More sharing options...
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