Jacko Posted April 11, 2013 Share Posted April 11, 2013 I was hoping you would continue the mini-campaign after you captured and modified 'the device' (the chronosphere of course) And if you are putting NOD 11b into red alert style, please don't make it any harder than it already is.... Link to comment Share on other sites More sharing options...
Allen262 Posted April 11, 2013 Author Share Posted April 11, 2013 I did the "mini-campaign" so that there was some missons for the Ant Mission option. The GDI missions at the end I was going to use to replace Allied 2 and 4 but they did fit too well give both were to hard to be in the game that early. I since moved moved them to C&C Classic/Custom Mission tab. The "mini-campaign" now ends at "It came from C&C! 8: Under Siege +" Nod11b is the same as it was in C&C95 or the close as I could get it to be to C&C95 Link to comment Share on other sites More sharing options...
DarkVen9109 Posted April 15, 2013 Share Posted April 15, 2013 Wow after beating GDI campaign I find it mindblowing. 54M and 1S is the estimated time I finished. #Reality while 28 -32 Minutes is my target in finishing SCG14EA (No Remorse) #Expectation This time I'm gonna beat the Nod campaign. Link to comment Share on other sites More sharing options...
Nyerguds Posted April 15, 2013 Share Posted April 15, 2013 You can't paste a .aud into red alert directory. It won't work. It works for music Link to comment Share on other sites More sharing options...
Allen262 Posted April 15, 2013 Author Share Posted April 15, 2013 News to me than! Link to comment Share on other sites More sharing options...
Jacko Posted April 19, 2013 Share Posted April 19, 2013 I am having trouble finding where your Icons for Flame tank, Recon Bike and Stealth Tank are located. I am aware those are the ant replacements but I can't find any ant#icon.shp files anywhere. EDIT: Seems I accidentally deleted them, reinstalling RD solved it. Link to comment Share on other sites More sharing options...
Allen262 Posted April 19, 2013 Author Share Posted April 19, 2013 RedAlert.mix than in the hires.mix with all of the other icons. Link to comment Share on other sites More sharing options...
DarkVen9109 Posted April 20, 2013 Share Posted April 20, 2013 Allen is your RAED can read desert theater now or you're just using Iran's RAED? Link to comment Share on other sites More sharing options...
Allen262 Posted April 20, 2013 Author Share Posted April 20, 2013 For the Red Dawn was working on I did the maps using the normal RAED than changed the Theater= to the needed desert by use of notepad. Link to comment Share on other sites More sharing options...
DarkVen9109 Posted April 20, 2013 Share Posted April 20, 2013 so in other words you have the desert.mix files or something inserted in your Red Dawn file? Also I tried to replace some frames from my Adv. Comm Center but still the frames are not being read by the game. It's like it's radar is not moving. I tried to find numerous ways to solve it but no good but the frames are all exactly 16. (( Link to comment Share on other sites More sharing options...
Allen262 Posted April 20, 2013 Author Share Posted April 20, 2013 Yes I have a Desert mix made for RA1. Most building in RA1 don't use animation. Both Barracks, Repar Pad, Gap Gen and Queen Ant are animated. Link to comment Share on other sites More sharing options...
DarkVen9109 Posted April 21, 2013 Share Posted April 21, 2013 You have desert.mix so it means it has .des in every single files inside of it. Link to comment Share on other sites More sharing options...
Allen262 Posted April 21, 2013 Author Share Posted April 21, 2013 Yes. Link to comment Share on other sites More sharing options...
DarkVen9109 Posted April 22, 2013 Share Posted April 22, 2013 I see. I have a question in your Ion Cannon, can you increase its range so it could damage at least 4 structures? Link to comment Share on other sites More sharing options...
Allen262 Posted April 22, 2013 Author Share Posted April 22, 2013 I can't get any more "spread" out of the game. It seem to max out at about one and a half cells. The nuke use it own logic that I can't use. Link to comment Share on other sites More sharing options...
coldroll Posted May 8, 2013 Share Posted May 8, 2013 I've noticed that whenever I try to change some the units spread in rules.ini Link to comment Share on other sites More sharing options...
kkmm0105 Posted June 12, 2013 Share Posted June 12, 2013 I like this mod very much. But i find in the skirmish NOD AI can not build the radar station so that it can not build more useful units such as SSM launcher. Could this bug can be fixed? And when the next version can be released? thank you very much! (my English is poor ) Link to comment Share on other sites More sharing options...
Allen262 Posted June 12, 2013 Author Share Posted June 12, 2013 The RA1 AI won't build a Com Center/radar station tell you have built one first. If building a Com Center/radar station dose not work. Build a helipad. I've been working one a new one for quite a while. It is based on the Iran patch and FunkyFr3sh's Launcher and Configure programs. The Iran patch has a coding option that will let the AI build a Com Center/radar station before the player has one. Link to comment Share on other sites More sharing options...
kkmm0105 Posted June 13, 2013 Share Posted June 13, 2013 The RA1 AI won't build a Com Center/radar station tell you have built one first. If building a Com Center/radar station dose not work. Build a helipad. I've been working one a new one for quite a while. It is based on the Iran patch and FunkyFr3sh's Launcher and Configure programs. The Iran patch has a coding option that will let the AI build a Com Center/radar station before the player has one. thanks for your response! This mod is the best one which brings c&c units to RA1 i have played. i noticed that i have build a Com Center, but the 3 AIs don't build anyone.. in addition, i find some small problems in this mod: 1. the head of rocket lanucher of GDI vehicle can't rotate when rockets are launched 2. Nod SSM launcher. When the missiles are launched, there are always two missles on the ssm launcher. this looks unreasonable 3. the height of Hand of Nod is not high enough 4. the picture of war factory is unperfect look forward to your reply thanks a lot Link to comment Share on other sites More sharing options...
Jacko Posted June 13, 2013 Share Posted June 13, 2013 thats because of the limits of RA, and that building size and unit sprites are limited to the RA unit/building they're supposed to be 1. The rocket launcher is not considered as a turret, so it won't rotate 2. Thats because it is coded as an RA unit and is not specialised to have the seperate rocket graphics 3&4. The maximum graphics size of these buildings is too small for the Tiberian Dawn equivalent so they had to be shortened down to fit, its been done on a few units too (like the harvesters) Link to comment Share on other sites More sharing options...
Allen262 Posted June 13, 2013 Author Share Posted June 13, 2013 Try building a Helipad. That will make the AI build the Com Center. 1. I can't add turrets to any units. The ability to add turrets to units wasn't done tell Tiberian Sun. 2. The coding/logic that the SSM launcher uses isn't in RA1. That type of logic wasn't seen again in a Command & Conquer game tell Red Alert 2. 3 and 4. Both the Hand of Nod and Weapons Factory are cut down do to "clipping". Clipping is when a part of object can been over the shroud. The Adv Guard Tower is also cut down in size because of this. Below is an screen shot of the full sized C&C95 Hand of Nod and Weapons Factory clipping over the shroud. 4. I do wish I had a Weapons Factory that was at the same angle as the RA1 War Factory but the C&C95 one will have to work as I have it now as it would be too many frames that would have to hand made to get angle changed. Link to comment Share on other sites More sharing options...
DarkVen9109 Posted June 13, 2013 Share Posted June 13, 2013 Now that's an odd bug. IIRC basing it in my playing of RD, the AI in my RD is building Com. Center and is more aggressive. (even in easy mode) Link to comment Share on other sites More sharing options...
kkmm0105 Posted June 13, 2013 Share Posted June 13, 2013 Try building a Helipad. That will make the AI build the Com Center. 1. I can't add turrets to any units. The ability to add turrets to units wasn't done tell Tiberian Sun. 2. The coding/logic that the SSM launcher uses isn't in RA1. That type of logic wasn't seen again in a Command & Conquer game tell Red Alert 2. 3 and 4. Both the Hand of Nod and Weapons Factory are cut down do to "clipping". Clipping is when a part of object can been over the shroud. The Adv Guard Tower is also cut down in size because of this. Below is an screen shot of the full sized C&C95 Hand of Nod and Weapons Factory clipping over the shroud. 4. I do wish I had a Weapons Factory that was at the same angle as the RA1 War Factory but the C&C95 one will have to work as I have it now as it would be too many frames that would have to hand made to get angle changed. thanks for your response Looking forward to the new version? Link to comment Share on other sites More sharing options...
kkmm0105 Posted June 14, 2013 Share Posted June 14, 2013 i have several problems 1. how can i play this mod in window mode 2. how can i modify the flame of flame tank to be same with the chemical tank rather than fireball, and the color of the flame is yellow . And what about the flame thrower? 3. The lazer of NOD lazer tower is not straight and too thick look forward to your reply thanks a lot Link to comment Share on other sites More sharing options...
Jacko Posted June 14, 2013 Share Posted June 14, 2013 1. you cant, this was made before many advancements in ddraw 2. you need to change the .shp files for the flame colour using XCC mixer 3. not the worst problem and I can't think of any solutions Link to comment Share on other sites More sharing options...
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