cypher Posted October 25, 2018 Share Posted October 25, 2018 I think spy's are very imbalanced, because they give such a huge advantage (talking about barracks and warfactories) the whole game. Is there a possibility to make spy-effects timebound, like 5 minutes free promotions for units and then normal units again? Or - make a button to provide spys to both parties? 1 2 Link to comment Share on other sites More sharing options...
ᅚᅚᅚ Posted October 25, 2018 Share Posted October 25, 2018 (edited) NO PLEASE DON'T ADD THAT! Leave the game as it was. Those are the original Multiplayer Dialog settings for yuri's revenge And I realized that you didn't add them all -Why?- Like ShadowGrow,TiberiumGrows,FogOfWar,Shroud,HarvesterTruce,Bases,CaptureTheFlag,TechLevel,AIDifficulty,MoneyIncrement Please add those settings to the game again, because they are originally part of yuri's revenge. [MultiplayerDialogSettings] MinMoney=5000 Money=10000 MaxMoney=10000 MoneyIncrement=100 MinUnitCount=0 UnitCount=10 MaxUnitCount=10 TechLevel=10 GameSpeed=1 AIDifficulty=0 AIPlayers=0 BridgeDestruction=yes ShadowGrow=no Shroud=yes Bases=yes TiberiumGrows=yes Crates=yes CaptureTheFlag=no HarvesterTruce=no MultiEngineer=no AlliesAllowed=no ShortGame=yes FogOfWar=no MCVRedeploys=yes AllyChangeAllowed=yes Thank You. Edited October 25, 2018 by ᅚᅚᅚ 1 1 Link to comment Share on other sites More sharing options...
McPwny Posted October 26, 2018 Share Posted October 26, 2018 the first one no not at all possible. the second would be relatively easy to put into a map via ini editing. 1 1 Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted October 26, 2018 Share Posted October 26, 2018 Instead you can control what bonuses veterancy gives to units. Link to comment Share on other sites More sharing options...
ᅚᅚᅚ Posted October 26, 2018 Share Posted October 26, 2018 (edited) What about those multiplayer Dialog settings? They are part of the game, Why not adding them? ShadowGrow,TiberiumGrows,FogOfWar,Shroud,HarvesterTruce,Bases,CaptureTheFlag,TechLevel,AIDifficulty,MoneyIncrement Please add them, the game should be as it was. Edited October 26, 2018 by ᅚᅚᅚ Link to comment Share on other sites More sharing options...
ZAIN Posted October 26, 2018 Share Posted October 26, 2018 Maybe your post can encourage so called allied players to actually start making spies, because it really is a powerful unit Link to comment Share on other sites More sharing options...
XXxPrePxX Posted October 26, 2018 Share Posted October 26, 2018 In 1on1 matches, spies are balanced. 1on1 matches don't go on for too long, and the spies are part of the special dynamic of sovs vs. allies. However, in these 6/8 player FFG's these days, spies are pretty annoying/imbalanced. The problem is, the allied players immediately take advantage of the lesser skilled opposing player, spy the shit out of him, and all the sudden have 10 minutes to sit in their base creating veteran units while you try to overcome it. I don't think there is a way to correctly balance it without ruining parts of the game, it is what it is. 1 2 Link to comment Share on other sites More sharing options...
ᅚᅚᅚ Posted October 26, 2018 Share Posted October 26, 2018 (edited) Why do you keep my posts which are about the multiplayer dialog settings hidden? Please at least explain to me on a private message why you didn't add them all. Edited October 26, 2018 by ᅚᅚᅚ 1 Link to comment Share on other sites More sharing options...
cypher Posted October 26, 2018 Author Share Posted October 26, 2018 u name it prep! Most of the times I play FFA's on large maps and I see exactly the behaviour you mentioned. I thought a time limit could be a good walkaround, so you don't have disadvantages in relative short 1on1s and still don't have the game destroyed for longer FFAs. Maybe the shortest and best walkaround for me personally is to change the unit stats via ini edit, as mcpwny mentioned. But I think this is a general issue, depending on the game mode. 1 Link to comment Share on other sites More sharing options...
XXxPrePxX Posted October 26, 2018 Share Posted October 26, 2018 I think it'd be kinda nice to play FFG's without spies. Having an option to turn spys off would solve this real quick. I'd bet a lot of hosts would use it too. Problem usually occurs on sedona pass, Hammer and Sickle,or the infinite money maps. It really ruins the game and all it takes is one person to exploit it out of the 6 or 8 players. 1 1 Link to comment Share on other sites More sharing options...
Ra2Nub Posted October 26, 2018 Share Posted October 26, 2018 Would be a cool setting for cncnet to add. Spy on/off. 1 Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted October 26, 2018 Share Posted October 26, 2018 Maybe people should stop playing the infinite money maps then? 1 Link to comment Share on other sites More sharing options...
cypher Posted October 26, 2018 Author Share Posted October 26, 2018 (edited) Yeah a spy button would be nice. I just did a new version of my map as a workaround, ty mcpwny for inspiration. Edited October 26, 2018 by dirtybob 1 Link to comment Share on other sites More sharing options...
FlyingMustache Posted October 31, 2018 Share Posted October 31, 2018 On 10/26/2018 at 3:03 PM, cypher said: Yeah a spy button would be nice. I just did a new version of my map as a workaround, ty mcpwny for inspiration. Just edit the map you play on. In my mod, I made the barracks and wf immune to spies, but I reduced their cost to 800 to compensate. 2 Link to comment Share on other sites More sharing options...
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