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Nmenth

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Everything posted by Nmenth

  1. Nmenth

    Favourite SuperWeapon?

    Demo Trucks, Terror Drones, Apocalypse Tanks... whatever you choose... invincibility is just too good, making it unfun except maybe if you're just screwing around against an easy computer opponent. An armor boost would be much better, then 50 prism cannons would be able to do more than create a big black flash. I always thought an armor boost would be a better idea, since RA1. Although, back then, with only one unit curtained at a time, it wasn't so bad.
  2. Nmenth

    The Epic, BEST faction poll!

    Sad, isn't it? At least the bad guys win in Kane's Wrath considering there isn't a good guy campain.
  3. Nmenth

    Create A General :)

    General Panic (Code name) Buildings: none Upgrades: none Infantry: General Panic Vehicles: none Aircraft: none General abilities: none General Panic has a 3 megaton hydrogen bomb and a red button. He can: A ) Push button, blows up everything on map instantly. B ) Stand there and wait for enemy forces to come kill him and steal his bomb. This is a USA general at first, because 3 megaton hydrogen bombs are not readily available. Unfortunately, he has a very low success rate because of the bureaucracy involved in detonating such a device. Americans hate killing their enemies so effectively. Therefore, he becomes a China general after they steal it while US government, media, and people argue about using it. Unfortunately, they try installing it in a nuclear missile and launch it into GLA base where it is realized that the red button is ineffectively pushed from a missile-terrain collision. Finally, he becomes a GLA general when they plunder the dead warhead. Suicide Terrorist is handed the bomb and pointed toward the fray... but he enters Black Market instead and sells the bomb for $50, enough to feed his family for a year. USA, secretly from the media, buys a 3 megaton hydrogen bomb from illegal weapons deals for $500,000,000 and decides to reopen Operation: General Panic.
  4. Nmenth

    Favourite SuperWeapon?

    I hate superweapons, they make matches boring. Aside from that, I find it very fun to use chronosphere to sink enemy ore trucks into the deep. I hate Iron Curtain. Invincibility is too much, I'd much prefer if it just added an armor boost, like +100% or 200% armor. I really don't find it very fair to drive 9 demo trucks right past a wall of defenses (whether I am the one doing it or not). Psychic Dominator is pretty lame. If my enemy has one, I just spread my forces so he can't take more than 2 or 3 at once. Genetic Mutater is cool for economy, but really, Yuri doesn't suffer too badly in that in the first place. As for hindering, that is good, but if I face mutater, I stop producing idle infantry except dogs for spy patrol and spread them out so brutes can't mount a good organised effort. ...of course Psychic Dominator in base, taking X units, and blowing up buildings, followed up with Genetic Mutater on escaping infantry from destroyed buildings is a pretty good way to waste the enemy's time and attention for a few moments. Weather Storm is... well, a bad replacement for Ion Cannon. The concept is poor, is unpredictable, and in reality wouldn't work at all (buuut, since when has the RA universe ever tried being realistic? So I can let that slide...) I voted for Nuke. Why? Because it is just that cool. It's a NUKE! I mean... look at my avatar picture...
  5. Nmenth

    The Epic, BEST faction poll!

    To that I shall quote myself: Therefore, is totally irrelevant.
  6. Nmenth

    The Epic, BEST faction poll!

    Soviet votes outnumber all the rest put together. Therefore, the Allied and the EotRS (oh yes, and GLA... ) will be squished before they have the time to build up their pathetic attempts at high technology (except GLA, inferior technology and suicidal tactics, yes, indeed a brilliant strategy...) Anyway, I gotta go soviets, their tanks are just so much cooler. Do not confuse absurd uber prism beams that kill your base from 50 miles away with 'cool', because they are not. Bigger tanks, tougher armor, no mercy, only way to go. Except if it's GDI... their big tanks are no match versus the sadistic awesomeness of KANE. PEACE THROUGH POWER!
  7. Nmenth

    Burning Up

    My animations don't loop. As far as I know, animations default to dissipate after completion of the final frame. Anyway, you were right, my damage was too high. I also figured out why concrete wasn't affected, the animations didn't appear when attacking concrete, obviously no animation = no damage. This, however, causes me to wonder why the animations don't appear on concrete armored buildings...
  8. I have made a flame tank of sorts that launches balls of liquid napalm, but for some reason, it is far too strong against wood and steel armored buildings, one-hit killing them. I can not figure out why, as 1) Its damage=100 2) Its verses=125%,110%,100%,40%,35%,25%,50%,30%,25%,50%,50% 3) It does very little damage to concrete armor compaired to the one-hit kills on wood/steel 4) It does not use CellSpread I did add a fire animation effect in Art for continued damage, but 1) It causes damage=40 2) Its warhead's Verses=100%,100%,100%,40%,30%,20%,30%,20%,15%,50%,50% 3) It does very little damage to concrete armor 4) It does not use CellSpread Example of what is does: Soviet radar Armor=wood Strength=1000 LiquidNapalm=instant destruction Oil derrick Armor=steel Strength=1000 LiquidNapalm=instant destruction Nuclear reactor Armor=concrete Strength=1000 LiquidNapalm=less than two life pips of damage
  9. Nmenth

    Burning Up

    RulesMD.ini [PICK] ; Pickup made into Flame Tank ROT=5 Cost=1200 Size=3 Armor=heavy Image=4TNK Owners=Africans Sight=8 Speed=5 Points=30 Turret=yes UIName=Name:FLAMER ; Value=Flame Tank Weight=3.5 Crusher=yes Primary=LiquidFireBall Soylent=1200 Category=AFV Explodes=yes IsTilter=yes Strength=500 Explosion=BRRLEXP1 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MaxDebris=3 MoveSound=RhinoTankMoveStart TechLevel=1 Trainable=yes VoiceMove=GenSovVehicleMove CrushSound=TankCrush CrateGoodie=yes DeathWeapon=BarrelExplosion ThreatPosed=25 VoiceAttack=GenSovVehicleAttackCommand VoiceSelect=GenSovVehicleSelect ElitePrimary=LiquidFireBallE MovementZone=Destroyer Prerequisite=FACTORY,NAPSYB Insignificant=no EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF RequiredHouses=Africans OpportunityFire=yes VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER DamageParticleSystems=SparkSys,SmallGreySSys IsSelectableCombatant=yes DeathWeaponDamageModifier=.1 AllowedToStartInMultiplayer=no [LiquidFireBall] ROF=110 Anim=SMOKEY2 Burst=2 Range=7 Speed=10 Bright=yes Damage=100 Report=SlyGrenadeLauncher Warhead=ScorchNapalm Projectile=SprayNapalm [LiquidFireBallE] ROF=100 Anim=V3TRAIL Burst=4 Range=7.5 Speed=15 Bright=yes Damage=160 Report=SlyGrenadeLauncher Warhead=ScorchNapalm Projectile=SprayNapalm [scorchNapalm] Verses=125%,110%,100%,40%,35%,25%,50%,30%,25%,50%,50% AnimList=NAPALM1 InfDeath=4 ProneDamage=70% [NapalmWH] Verses=100%,100%,100%,40%,30%,20%,30%,20%,15%,50%,50% InfDeath=4 ProneDamage=50% [sprayNapalm] Image=PULSBALL Arcing=true SubjectToWalls=yes SubjectToCliffs=yes SubjectToElevation=yes [Animations] 1110=NAPALM1 1111=NAPALM2 ArtMD.ini [NAPALM1] Image=FIRE02 Rate=450 Scorch=yes Damage=60 Warhead=NapalmWH Report=BuildingFireBig Next=NAPALM2 [NAPALM2] Image=FIRE01 Rate=450 Damage=40 Warhead=NapalmWH Report=BuildingFireBig ...I think I got it all now...
  10. Nmenth

    yo c&c peeps

    Asperger syndrome is named after Austrian pediatrician Hans Asperger. No vegetables or Dutch involved. Now, asperges is much more similar, Latin for 'you will sprinkle'. I know, I'm promoting lame jokes... I shall kick myself for it.
  11. Nmenth

    Multiplay not working

    After two and a half years without high speed internet, I finally got it back and wished to play my favorite multiplayer online game, Renegade. However, when I try to connect to the internet (the Westwood Online link) it says, "Your installed version of Westwood Online is incompatible with this product. Please reinstall the Westwood Online component." My current Renegade in through The First Decade, although I do have the original. I tried downloading the 1.037 patch for Renegade also, but to that it said, "Patch error. Existing game files may have been modified. You should re-instal" followed by, "Old File does not exist" How might I remedy this situation?
  12. Nmenth

    Multiplay not working

    I haven't tried compatability yet, but I did discover that the 1.037 patch was included in The First Decade by EA. There is, however a TFD patch 1.02 (and earlier 1.01) available that is supposed to fix some issues with Renegade amoung other things. Unfortunately, my stupid Vista computer couldn't run this patch either. I am not mentioning this for assistance though, because I believe the problems are not C&C related, I just bring this up in case other people cared to know.
  13. Nmenth

    Multiplay not working

    I tried it on another computer, also The First Decade version. It played fine and I also was able to download the patch. The other computer is however, XP, and the privious one is Vista. I wonder then, if this is just Vista being a @#$%& operating system like usual. I would still like to use the Vista computer though, because other than the OS, it is a superior machine. I prefer running my C&C games off one DVD (except for Tiberium Wars and Kane's Wrath, of course) instead of the original disks though, so I'd prefer to keep TFD if possible. I also discovered that in two and a half years, I've gotten a little rusty at Renegade... makes me feel like a noob all over again.
  14. Oh well... I guess the M.A.D. Tank is too unique and that's why they made special unit-specific codes for it in RA1 in the first place. I'll invent a replacement eventually, but maybe not for a little while, I bought Kane's Wrath and that ought to keep me busy for a time... and the beta for RA3 this fall, I guess.
  15. I am attempting to make a new(ish) version of the Mutually Assured Destruction Tank (M.A.D. Tank, RA1) for a map in YR. Unfortunately, the game crashes upon detonation of the tank. I have altered and reexamined all my codes so many times, it is driving me insane. I only ask for help because I have already failed on my own enough times... The game crashes as soon as I order the tank to deploy, it constructs and drives around without fault. These are all the codes for my unit: [PICK] ; I am using this existing unit ROT=5 Cost=2000 Name=Mutually Assured Destruction Size=5 Armor=Medium Image=MONOENG ; The train engine from TS, I thought it looked interesting Owner=Africans Sight=9 Speed=4 Crewed=no Points=30 Turret=no UIName=Name:MADTNK ; I added this into the stringtable Value=M.A.D. Tank Crusher=yes Nominal=yes Primary=LevelResonance Soylent=1500 Strength=400 Category=AFV Deployer=yes DieSound=ChaosDroneDie Explosion=chronofs MaxDebris=4 MoveSound=ChaosDroneMoveStart Secondary=VirtualScanner TechLevel=1 Trainable=no DeployFire=yes DeployTime=.66 Accelerates=yes CrateGoodie=yes DeploySound=IronCurtainOff SelfHealing=yes VoiceSelect=RobotTankSelect CanRetaliate=no Prerequisite=FACTORY,NAPSYB Insignificant=no RequiredHouses=Africans CanPassiveAquire=no ImmuneToPsionics=yes ImmuneToRadiation=yes AllowedToStartInMultiplayer=no [LevelResonance] ; The weapon ROF=120 Range=1 Speed=8 Damage=80 Report=SpyUplinkOff Rocker=yes Suicide=yes Warhead=SonicShockWave Projectile=InvisibleLow RevealOnFire=yes [sonicShockWave] ; The warhead Wall=yes Rocker=yes Verses=5%,5%,4%,40%,36%,10%,100%,90%,80%,50%,50% AnimList=ring InfDeath=0 ShakeXhi=5 ShakeXlo=4 ShakeYhi=5 ShakeYlo=4 CellInset=6 CellSpread=20 ProneDamage=400% ; Take more damage by laying down PercentAtMax=.5
  16. Indeed, that was the problem, which is too bad, because the original M.A.D. Tank had a spread of 20. Well, after a successful test, the detonation of 10 cells is far too small and the DeployTime had no effect. So now I must ask, is there any other way to get a higher cellspread and a delayed detonation? Not including a hardcoding patch, I'm not interested in modding to that degree. If not... the M.A.D. Tank project has been a failure.
  17. Can I just add it onto the list than to make it acceptable? This is the same case as the blue flash, I liked the animation of 'ring', it is not a typo. Ring1 is not a fitting animation for a sonic shockwave. I changed this to ring1 anyway to see if it was at fault. Unfortunately, the game still crashes. Another thing occured, I added DeployToFire=yes to see what would happen and the tank would no longer cause a crash when it deployed, but that was because it refused to deploy. I force-fired with it, and... crasho. Anyway, I deleted this because it seemed pretty useless. It's a quick fire type. In other words, your unit will just fire the weapon instead turning to deploy. I can't really go with a quick fire, that is not the way of the M.A.D. tank. If, in the end, I find out I cannot make a delayed detonation, I will scrath the idea completely and come up with something different to make. Technically unnecessary unless you can drive this thing into buildings like a Demo Truck. That's why it wasn't in the original code. I added these simply because the chaos drone had them.
  18. Nmenth

    Manual Modding

    Just so you know, TibEd keeps working when your trial runs out. It only adds a 10 second delay to your startup. I let one of mine tick up to 99 days before it stopped counting, but it didn't stop working until the computer crashed (unrelated incident) a long time after that. That is just for your information because you mentioned it, there is nothing wrong with dumping TibEd as someone around here would be glad to point out. That same someone will probably tell you where to get all the editing supplies you could ever want, better than I could anyway, so I think my input is enough for now.
  19. The explosion is a little blue flash that is in conquer.mix, nevertheless, I removed it to see if it would change anything. It didn't. I'm not sure what you speak of, how does the chaos drone's logic differ? I added DeployTime so the detonation would be delayed by .66 of a minute (~40 seconds). I could never test this to see if it would work correctly due the the whole crashing thing, however I did take the flag out long enough to see if it would make a differance, it still crashed, obviously. I changed some of the encoding (these shouldn't be relevant): [PICK] Armor=special_1 Speed=3 Explosion=TWLT100 ; At your suggestion, if I can fix it, I like the chronofs animation [LevelResonance] OmniFire=yes AreaFire=yes [sonicShockWave] Verses=5%,5%,4%,40%,36%,10%,100%,90%,80%,600%,50% ; I gave it special armor so it one-hit-kills (or at least critically damages) its own kind, thereby making massing them difficult
  20. I was playing with my ancient copy of C&C and thought I'd have a look at its trailers... I saw an ad for Tiberian Sun... I was rather surprised that they had been planning TS that far in advance, but it looked different, it showed the pilot view from inside a Titan. It was like Mechwarriors or something. I think it would be pretty cool to have a Renegade 2 during the time of Tiberian Sun. Drive around Titans and Wolverines and face off Tick Tanks. Better yet, stomp around in a Mammoth Mk. II, dual rail guns reducing most units to slag in a matter of seconds... It would be cool to run around as a Ghostalker and Cyborg Commando. Include Firestorm tech and have Cyborg reapers, maybe even the Cabal Defender... heh heh... Anyway, Renegade was my favorite C&C game for playing online until I couldn't afford high speed internet anymore. I think it would be great to have another one, but in my opinion, another Renegade would have to follow the Tiberium storyline. A Red Alert Renegade would just be another first-person shooter out there. There are too many others out there for a Coldwar type Allies vs Soviet to not be cliche.
  21. Anyone know if it is possible to make a missile parasitic (like a terror drone)? I tried tweaking the V3 missile just to see if I could, but only got a missile that did no damage when it hit. My ultimate purpose here is to make a mummy that can hurl globs of corrosive sludge that does damage over time to armor. If you have an alternate idea on how to accomplish this, do tell.
  22. I don't understand the ExitCoord rules... I've never really cared about them before, but on my latest project, I have ten different factory types of varying sizes, eight for infantry and two for unit. From the ExitCoords that exist, all I get is confused... Allied Barracks ExitCoord=-64,64,0 Soviet Barracks ExitCoord=0,0,0 Yuri Barracks ExitCoord=-64,64,0 All War Factories ExitCoord=512,256,0
  23. It is my opinion that some things should have a certain amount of professionalism to them. New campaigns is one of those things. seperate > separate (Spelling) kremlin > Kremlin (Capitalize proper noun) trator > traitor (Spelling) betrail > betrayal (Spelling) out > our (Wrong word) horwick mountains > Horwick Mountains (Capitalize proper noun) you > your (Possesive) trators > traitors (Spelling) trator's > traitors (Spelling & incorrect use of apostrophe) Trator's > Traitor's (Spelling) mountain's > Mountain (Double possession, Traitor is already possesive & capitalize name of mountain) possition > position (Spelling) ; There > ; there ...or... . There (Incorrect capitalization following semicolon) mission's > missions (Incorrect use of apostrophe) else-where > elsewhere (Hyphen not necessary) simmular > similar (Spelling) mountain's > Mountains (Incorrect use of apostrophe & capitalize name of mountain) Too much patience is fatal, be > too much patience is fatal, be ...or... Too much patience is fatal, Be (Inconsistency)
  24. I've had XCC for a while now and I have yet to get it to start doing what I want it to do. At first it was that I didn't really know what I was doing because it was a new program, but now I understand terminology and such that I didn't before... but XCC was still being as useless as it could manage. For some reason, I didn't think that maybe it hadn't downloaded properly until recently, however after reloading the thing, it keeps on not doing what I want it to. I have all the XCC utilities and mixer 1.45 (I didn't see any newer than that). Therefore I must reluctantly consider that I still don't know what I am doing. I would like it if someone could just show me how to work it, but that isn't exactly a very realistic wish... The first problem I encountered with the utilities is the string table editor, it works fine as long as I never run the mixer again after making changes, as soon as I do, no matter what I do with it, it will restore the entire string table back to it's original values and erases anything I added. I asked about this before and was suggested to get a different editor, but the suggested site could not be opened, I'd rather just know what the deal is with the XCC mixer. Is there any way to edit the string table manually without any programs? I have not seen any method so far, but it'd be nice if there was a way... My other problem is conversing TS cameos into YR. They seem to completely ignore the conversion, or perhaps I am still not doing it right when I think I am. What I have done is locate my desired TS cameo, I checked 'Use for conversion' and 'Convert from TD', then I extracted into the RA2 directory and named it ecache09. As far as I understood, that was the way to do it... it doesn't convert. If that is wrong, than I've apparently not comprehended the instructions I've read in various guides. I feel very humbled having to ask for help, but I have reached my limit in frustrations. I do not want to stay stuck with using TibEd and wordpad to make my mods.
  25. Ok, I did encounter a problem with the string table editor, hopefully it is easily remedied. I assumed when I saved my changes, it would then appear in the game, this was not so. So, is there a certain location the altered string table must be saved? If so, is there a certain name it must be saved as also?
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