Sometimes on Cncnet lobby the Quickmatch room shows 1/2 when it's 0 in the ladder client.
Sometimes players seem to unready when they are actually ready. (Unconfirmed)
Sometimes takes long time to connect and connection fails, repeatedly.
Sometimes (less often) client randomly freezes, crashes, needing to restart or logoff or reinstall to get back in queue.
Sometimes client has higher chance to work when not logged in to Cncnet lobby.
Others have also recently noticed ladder acting weirdly like pre-disconnecting games and ladder page giving connection errors.
Sometimes client works great without problem.
Ladder when it works is great avenue for 1v1 and potentially helps the dedicated playerbase grow.
Here's hoping that things can be tweaked and issues solved or improved.
Whoever develops the ladder thank you for efforts!
Hey guys as I mentioned about a month ago in another post I recently started RA Redux. Using XCC Mixer (yes I got the latest version) I am having issues with the campaign cutscene videos getting corrupted or being a colorful mess during playback. I am extracting as the recommended .avi as I did for the TD videos. Also I cannot seem to find the map layouts for the RA missions and whatnot. I know in the past I used Nyerguds database as a reference which proved invaluable for finishing the TD Redux campaigns. Example: https://nyerguds.arsaneus-design.com/cncstuff/mappics/n64-testmaps/sct15ea-nomap.png Is there a section for Red Alert that I am somehow missing?
Air is over powered in red alert 1
also anti air is under powered in red alert 1
This has been a problem for long time but has become more clear too me over time when i changed from being a base builder too a tanker
In the game red alert 1 we have many maps and 2 main play styles
Tanker players and base builder players
i get straight to the point and explain everything
air units are by far the best in the game also there the most hated least fun and only take away good games from players
air only good for trolling or for being a one trick pony or cheap wins air dumb the game down a lot
why is air so over what makes it this way
its because unlike any other units in the game air can go any where on the map fly over any defense and kill any building but army stuck on the land and navy stuck in sea
the next thing i need point out is only few units can even defend them self vs air
ok sure what about run away wait cant to that air faster too
how about kill mcv power it only air air units kill a mcv no matter where it is on the map no range limit too air that is are strongest building a tanker player cant rebuild mcv after this
ive been on both sides of this many 2v2 games one sided because cheap win or get teamed up on by 2 pros when am trying do right thing but lose because ally trolls
3v3 games often turn into 2v3 games for long time because this too
base builders even they are not safe a few good hotkeys with air and bookmarks and spam that build button u can take out up too 10 mcv at a time
full base gets leveled ever 3-5 mins even with huge anti air all one type building dead mcv or ore ref most the time
i played few games op air players they built about 300-400 places in 30-50 mins i looked at stats after game
also it didnt matter how many sams rocket soldiers i made waves of air can attack with out it mattering how many die they just build x2 more most game aways turn into this mcv death rebuild build sams rocket soldiers
war tank players out right ban air from there games but air also just op on all maps
also tanker base builds dont want because of air
i was used not mind till too many players used air and how op it is
but the fact that too many players spam air attack become stuck at this level of play poor play style don't learn better skills
u can learn play the game any way u want in your own room this post not shame air players say there not pro
there some good players that only play custom mod maps that got good at this am even ok with rigged games as long as the players are open with what they are doing do so in the room they are the host off just playing for fun of it
I want some kind of fix too this air problem
The best fix i think is add a button so players can just turn air on or off in room host settings
that way the mod maps in red alert 1 that need stats too stay the same will not get messed up by any fix is made
another fix just weaken air [by a lot] and make stronger anti air stronger [by a lot too as well also units need be able fight back vs air not be helpless}
maybe build build limit be good i also think mod maps hurt less by this kinda change if it was too happen
or even range limit
but a air on or off button be by far the best for everone not doing anything about this me anti air players suffer in a game they don't like and just put up with and the players who aways use air on them
i just want everone be able play the game how they want too
it be so much easyer on everone if we can make it so both sides can have the game how they want it too be played in there rooms best done with settings just asking for no air players don't listen also no way stop them other then ban them from room after game
players who like air should play with others who like air
players who hate air like me should play others of are own kind be able have a clean air free game when is asked of the players
guys be friendly its ok like air games just dont force it on me
just because i don't like air u might or might not like air don't stop us from being friends everone has there point of view
EDIT: The new mod profile is live!
So long time no chat. lol 😀 Since finally completing the story campaigns for Tiberian Dawn Redux a couple years ago I have been repeatedly approached about carrying the mod over into the RA universe with a spinoff. While it's still in the very early stages of development, Red Alert Redux is slowly being brought to life. I haven't decided if it will be a mini-mod type add-on built into TDR (think GDI/Nod vs. Allies/Soviets in skirmish) or a standalone project built off of the renovated C&C Generals SAGE engine TDR is now using. I know a lot of the assets and coding between the original TD and RA games is nearly the same so it would streamline development quite a bit. (looking into the original game files I noticed a lot of the art and audio assets are using the same filenames to confirm this) The biggest hurdles I have will be making a decent naval system, designing, coding, and animating attack dogs and then the Chronosphere stuff. I may also (as I did with TDR) consolidate the unit and structure tech tree and add unit upgrades and special abilities. (e.g. Engineers doubled as Mechanics and APC's doubled as Medics) So who wants Red Alert Redux? And I will say it will not be a 1:1 remake. As I did with TDR I aim to keep as much of the original wacky tech and atmosphere Westwood developed for TD and RA but also have a more realistic spin on it in both appearance and gameplay. I have been considering consulting with the former Cold War Crisis Mod Team and the guys behind Red Alert: A Path Beyond.
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