Iran Posted January 18, 2011 Share Posted January 18, 2011 Like I said on IRC a week or so ago, I'd prefer if you made the missions bigger and longer without it simply being a game of "walling off the AI." Link to comment Share on other sites More sharing options...
pichorra Posted January 18, 2011 Share Posted January 18, 2011 Like I said on IRC a week or so ago, I'd prefer if you made the missions bigger and longer without it simply being a game of "walling off the AI." Like... ? I do not want to make any modificiations in the missions where it corrupts the storyline or the briefings, like put a flame tank on mission 5... No reason, they did not have this tecnology yet. Link to comment Share on other sites More sharing options...
Nyerguds Posted January 19, 2011 Share Posted January 19, 2011 Seriously, anyone who is still using walls to beat missions shouldn't even start on this. Walling off the AI is lame. Learn to beat the game without that. Link to comment Share on other sites More sharing options...
pichorra Posted January 19, 2011 Share Posted January 19, 2011 Yeah, like the Fast Artillery shooting, infinite silos (they are usefull on Mission 5) and the Unprotected Nod base on GDI Mission 11 (you can easly capture the enemy CY, build up a refinery, and you got a complete base), base rush (to wall up the enemy), and ever other tings... Link to comment Share on other sites More sharing options...
Nyerguds Posted January 19, 2011 Share Posted January 19, 2011 lol, if it's cheats, I can outdo that... faster harvesting (similar to the fast artillery trick), selling on sandbags, walking over walls with infantry, detecting stealth tanks with helicopters, removing nuke explosions when they hit... It's all lame though. If you can't win without that, you can't honestly say you beat the game. Mind you, in my opinion, the airstrike decoy trick isn't really amongst those. After all, if you know the enemy A10s always attack the most northern target, it'd be plain stupid to put something weak-but-expensive there. Link to comment Share on other sites More sharing options...
pichorra Posted January 20, 2011 Share Posted January 20, 2011 Detecting stealth tanks with helicopters,... With Helicopters? I know how to detect steath tanks with Building Contruction Aim, Also, a Yellow life Stealth Tank launch Smoke because it is damaged, so you can see a walking smoke, attack it because it is a stealth tank, it is not a lame at all. The northern target A10 AI is not a lame, The AI are stupid, and use the Superweapons how it wants too. Same thing with the AI will aways launch a nuke in the 1st builded Advanced Guard Tower or the Obelisk of light... We are getting on a split (lol) Link to comment Share on other sites More sharing options...
Revolutionary Posted January 20, 2011 Share Posted January 20, 2011 what you dont know how to detect stealth with helicopters (playing as gdi vs nod it can be game changing but in a very unfair bad way. If "sandbaging" is considered bad practice this is a big no no) Link to comment Share on other sites More sharing options...
uNdeAd Posted January 20, 2011 Share Posted January 20, 2011 artillery trick ? fast harvesting ? Link to comment Share on other sites More sharing options...
pichorra Posted January 20, 2011 Share Posted January 20, 2011 artillery trick ? fast harvesting ? Sorry, we can't say how to do those lames... Link to comment Share on other sites More sharing options...
Nyerguds Posted January 20, 2011 Share Posted January 20, 2011 Detecting stealth tanks with helicopters,... With Helicopters? I know how to detect steath tanks with Building Contruction Aim, Also, a Yellow life Stealth Tank launch Smoke because it is damaged, so you can see a walking smoke, attack it because it is a stealth tank, it is not a lame at all. Nah, this works anywhere on the map. They just have to be sitting on either concrete from buildings, on tiberium, or on beaches; the places where units can move but helicopters can't. When you hold your mouse over a stealth tank, the game forces the cursor into a Move cursor, even for helicopters which normally CAN'T move there On that note, the radar trick to detect subs in RA also works for stealths in C&C1. btw, I can split this, if you want. Link to comment Share on other sites More sharing options...
pichorra Posted January 21, 2011 Share Posted January 21, 2011 please? Link to comment Share on other sites More sharing options...
Nyerguds Posted January 21, 2011 Share Posted January 21, 2011 Done. Link to comment Share on other sites More sharing options...
Chimas Posted January 21, 2011 Share Posted January 21, 2011 Ehr, the wall thing you are mentioning is when you close the harvester inside a base for barbecue, right? You're not including "building up a base using walls"? I'm asking it because some have an "open" doctrine and never surround bases with anything while others prefer closed systems in some degree. I mean, this second part is not cheating, right? Link to comment Share on other sites More sharing options...
pichorra Posted January 21, 2011 Share Posted January 21, 2011 Build a Base using walls isn't a cheat, you can build up walls to protect your base, etc Link to comment Share on other sites More sharing options...
Nyerguds Posted January 22, 2011 Share Posted January 22, 2011 Solo, read the first post. This was specifically about "walling off the AI". Which means, building sandbags to the enemy base and closing it off so they can't get out. Link to comment Share on other sites More sharing options...
Iran Posted January 23, 2011 Author Share Posted January 23, 2011 Did you ever look into fixing the lame "walling off" bug, Nyerguds? Link to comment Share on other sites More sharing options...
Nyerguds Posted January 23, 2011 Share Posted January 23, 2011 Well, it's probably somehow related to the fact the AI doesn't see Overlay as valid target... walls are a dirty mix of both "overlay" and "structure" types; they have some behaviour of structures (ownership, can be sold, have a price), but from what I've seen, as objects on the map, they're seen purely as overlay. In contrast, the walls pre-placed on a map are pure overlay, without an owner; they are neutral elements just like tiberium. I have no idea how the "destroy enemy object blocking my way" logic even works, or where to look for it, so I have no idea how to make it activate on Overlay types either. If I ever dig into this, an even worse problem will probably be to also prevent the AI from destroying all the walls around their own base because they see them as hostile objects. Link to comment Share on other sites More sharing options...
AchromicWhite Posted March 6, 2012 Share Posted March 6, 2012 Sorry to bring up an old post. But would there be a way to get rid of the silo cheat where you can just make helipads/refineries (faster make buildings) and then cancel them to store more cash? (meaing people actually have to build silos? Would be better for multiplayer games, I would think. Easy enough to just not do it, if you wanted to keep the challenge in the missions. Link to comment Share on other sites More sharing options...
pichorra Posted March 6, 2012 Share Posted March 6, 2012 Sorry to bring up an old post. But would there be a way to get rid of the silo cheat where you can just make helipads/refineries (faster make buildings) and then cancel them to store more cash? (meaing people actually have to build silos? Would be better for multiplayer games, I would think. Easy enough to just not do it, if you wanted to keep the challenge in the missions. We already spam Refineries. usually a player got 4 refineries, and each refinery can contain 1000$, so 4*1000 = 4000. People rarely have that amount of money. They are always building something. Also, about the AI seeing overlay as Target: Tiberium is a overlay too Link to comment Share on other sites More sharing options...
Nyerguds Posted March 14, 2012 Share Posted March 14, 2012 I was talking about the logic of the AI destroying enemy obstacles in their path. Last I checked, tiberium was passable, and would never be seen as obstacle Link to comment Share on other sites More sharing options...
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