|
Red Alert is a vastly better game, but C&C 1 just has such incredible style. I really think that the sound is what drives it: music, sound effects, and voices. I think I spend as much time playing Tiberian Dawn's demo as I did the full game when I finally bought it... on Sega Saturn. Whoever up-thread said they beat it on a Saturn, you must have been a lot more patient than me.
|
# ? Jun 8, 2020 05:25 |
|
|
# ? Jun 8, 2024 09:02 |
|
axeil posted:They do? https://github.com/spookydonut/CnC_Remastered_Collection/blob/d9e287e08b3e2fb3e46690d1029f90e3b17faf0f/TIBERIANDAWN/HOUSE.CPP#L251 https://github.com/spookydonut/CnC_Remastered_Collection/blob/d9e287e08b3e2fb3e46690d1029f90e3b17faf0f/TIBERIANDAWN/SCENARIO.CPP#L176 https://github.com/spookydonut/CnC_Remastered_Collection/blob/d9e287e08b3e2fb3e46690d1029f90e3b17faf0f/TIBERIANDAWN/TECHNO.CPP#L304 It pulls from I assume a rules config file but I don't know where that is. edit: found it code:
Spookydonut fucked around with this message at 05:35 on Jun 8, 2020 |
# ? Jun 8, 2020 05:29 |
|
Hed posted:Does the new RA come with upscaled themes?
|
# ? Jun 8, 2020 05:33 |
|
Something I forgot about C&C1 was just how few unique unit voices there are, or more precisely, that there is no unique unit voices? (Besides the Commando?) Did TibSun have unique lines for all units? I'm almost sure RA2 did.
|
# ? Jun 8, 2020 05:39 |
|
Oxyclean posted:Something I forgot about C&C1 was just how few unique unit voices there are, or more precisely, that there is no unique unit voices? (Besides the Commando?) RA has a lot of variation. TibDawn didn't really, yeah.
|
# ? Jun 8, 2020 06:07 |
|
Oxyclean posted:Did TibSun have unique lines for all units? I'm almost sure RA2 did. TS had a couple but not all of them. Engies and cyborgs are the only ones I can think of.
|
# ? Jun 8, 2020 06:09 |
|
Entorwellian posted:Oh god. Micro'ing the harvesters sounds dreadful.
|
# ? Jun 8, 2020 06:16 |
|
I managed to break Soviet 5 by taking out the escape lander before their extra MCV managed to escape. Killed everything on the map after taking the radar dome but the mission won't end-
|
# ? Jun 8, 2020 06:33 |
|
Insert name here posted:You can (apparently, since I haven't tried it myself so I can't confirm) automate the process by placing a rifleman on each other square so the harvester can't pick up the tiberium underneath them, forcing it to harvest in a checkerboard pattern. Apparently tiberium only deals damage to infantry while they're moving and not when they're sitting still. Also when blossom trees animate in adjacent squares
|
# ? Jun 8, 2020 06:35 |
|
Entorwellian posted:Oh god. Micro'ing the harvesters sounds dreadful.
|
# ? Jun 8, 2020 07:14 |
|
Spookydonut posted:https://github.com/spookydonut/CnC_Remastered_Collection/blob/d9e287e08b3e2fb3e46690d1029f90e3b17faf0f/TIBERIANDAWN/HOUSE.CPP#L251 Oh thank you! Where did you find that in the source? It wasn't in any of those .CPP files. TD doesn't have a rules ini, so if I wanted to modify these, which file would I need to modify? I'm still new to exploring the guts of C&C, only thing I ever did was mess around with the rules ini as a kid but the source code makes it a lot easier to figure out. edit: Fun thing I found looking through the game files, all the original README and install files are in there. axeil fucked around with this message at 07:46 on Jun 8, 2020 |
# ? Jun 8, 2020 07:44 |
|
axeil posted:huh, so apparently the Hard difficulty mode is completely busted. A Light Tank will beat a Medium Tank 1v1 and Grenadiers/Flamethrowers will utterly destroy things because turns out instead of giving the AI more cash or faster builds they buffed every unit and weakened yours. Thanks for the advice and this video in particular. I think I'll just play through the base missions on hard (Sandbags and save scumming should let me cheese it.) I'll do the limited unit missions on normal and come back to them if there is a mod to improve the difficulty.
|
# ? Jun 8, 2020 07:54 |
|
<DestroyWalls>false</DestroyWalls> <ContentScan>false</ContentScan> Does this mean you can't cheese with walls/sandbags on Hard? What's the ContentScan one mean, any idea?
|
# ? Jun 8, 2020 07:59 |
|
The Question IRL posted:Thanks for the advice and this video in particular. I found one on the Steam Workshop, but it just sets Hard difficulty to Normal. I'm trying to find/make one that turns off the unit buffs but keeps the rest. https://steamcommunity.com/sharedfiles/filedetails/?id=2122025379&searchtext=difficulty
|
# ? Jun 8, 2020 07:59 |
|
VodeAndreas posted:<DestroyWalls>false</DestroyWalls> Ancient memories suggest it's whether or not the ai evaluated if that APC is full of engineers or not, things like that
|
# ? Jun 8, 2020 08:10 |
|
axeil posted:I found one on the Steam Workshop, but it just sets Hard difficulty to Normal. I'm trying to find/make one that turns off the unit buffs but keeps the rest. That sounds ideal. 1990's normal with questionable game design and balancing choices is like modern game designed hard.
|
# ? Jun 8, 2020 09:58 |
|
axeil posted:Oh thank you! Where did you find that in the source? It wasn't in any of those .CPP files. it's in Data/CONFIG.MEG ContentScan doesn't appear to do anything code-wise in TD. In RA it makes the AI use the contents of transports for calculating target values WallDestroyer does nothing in TD, toggles AI shooting/pathing through walls in RA Spookydonut fucked around with this message at 11:11 on Jun 8, 2020 |
# ? Jun 8, 2020 11:03 |
Oxyclean posted:Something I forgot about C&C1 was just how few unique unit voices there are, or more precisely, that there is no unique unit voices? (Besides the Commando?) If I remember right, base RA2 didn't have unique lines for most units, but Yuri's revenge did. I think most of the infantry had unique voice lines in RA2, but a lot of the vehicles and ships didn't. And then in Yuri's Revenge they kept the old voice lines for vehicles for the base tanks. The ship who kept the old voice lines were the dreadnought for the Soviet's and the destroyer for the Allies. Let me know if I misremembered something
|
|
# ? Jun 8, 2020 11:56 |
|
Yeah YR was when unique voices came.
|
# ? Jun 8, 2020 12:11 |
|
axeil posted:huh, so apparently the Hard difficulty mode is completely busted. A Light Tank will beat a Medium Tank 1v1 and Grenadiers/Flamethrowers will utterly destroy things because turns out instead of giving the AI more cash or faster builds they buffed every unit and weakened yours. Well that explains why GDI 7 was so loving hard. It and GDI 6 were the only missions I did on Hard thinking it wouldn't really screw with the Commando mission. It doesn't matter if the Refinery is dead if the initial response to your beachhead landing is flametroopers that incinerate everything. Seriously, 4-5 shots to destroy a Also when the AI sold a turret and 3 minigunners come out to utterly wreck a group of 10 mixed GDI minigunners and rocket launcher soldiers. Jeff the Mediocre posted:If I remember right, base RA2 didn't have unique lines for most units, but Yuri's revenge did. I think most of the infantry had unique voice lines in RA2, but a lot of the vehicles and ships didn't. And then in Yuri's Revenge they kept the old voice lines for vehicles for the base tanks. The ship who kept the old voice lines were the dreadnought for the Soviet's and the destroyer for the Allies. Let me know if I misremembered something "High Speed, Low Drag" times infinity.
|
# ? Jun 8, 2020 12:24 |
|
Red Alert triggers are way more complicated that TD Also the carryover from previous missions is pretty cool, ant missions 1-2 do this, and allied mission 2 carries over everything you have to mission 4 without messing with mission 3, but as of yet I haven't figured out how. Edit: ToCarryOver=yes to 'store' the units/base then ToInherit=yes to load it Spookydonut fucked around with this message at 13:59 on Jun 8, 2020 |
# ? Jun 8, 2020 13:48 |
|
Spookydonut posted:it's in Data/CONFIG.MEG Thank you again! Last question, which file in the archive was it? I would think it would be DIFFICULTYFILES.XML but my version is empty. Found you can open .MEG files with this editor (for anyone else wanting to look) https://modtools.petrolution.net/tools/MegEditor axeil fucked around with this message at 14:20 on Jun 8, 2020 |
# ? Jun 8, 2020 14:11 |
|
axeil posted:Thank you again! Last question, which file in the archive was it? Data/XML/CNCRULES.XML
|
# ? Jun 8, 2020 14:18 |
|
Spookydonut posted:Data/XML/CNCRULES.XML Thanks! I'm going to spend some time today tweaking the file. I suspect a 5% change might work better. It'll still make things harder but not break the limited resource missions. Keeping things at the same speed will stop the tanks from crushing all your infantry too, didn't realize they upped the unit speed. edit: Thinking about it now, they really did nerf things on hard. Not only did they up everything's armor by 20%, they also reduced your rate of fire by 20% and damage by 20%. This is why you end up seeing things like medium tanks losing to light tanks. axeil fucked around with this message at 14:33 on Jun 8, 2020 |
# ? Jun 8, 2020 14:29 |
|
Twerk from Home posted:Red Alert is a vastly better game, but C&C 1 just has such incredible style. I really think that the sound is what drives it: music, sound effects, and voices. I think with the three of us, we had every copy of TD sold for Sega Saturn. It took so many tries to beat the later no base missions. I recall my last mission strategy was pretty much the same for both factions: find and take their hidden construction yard.
|
# ? Jun 8, 2020 14:34 |
|
Every no-base mission has some gimmick or tactic you need to do to win. The alternative is to struggle and scream and finally win with 1 hp left on your last unit.
|
# ? Jun 8, 2020 14:45 |
|
My favourite memory of C&C1 was being sick and off school for a couple weeks, so my parents rented the N64 version for me. That had some bonus mission where you started off capturing some NOD powerplants and your base had a perfect choke point, so rather than actually win I'd just spend like an hour slowly building dozens of mammoth tanks and screwing around.
|
# ? Jun 8, 2020 15:22 |
|
An update on the multiplayer and some other things: https://www.reddit.com/r/commandandconquer/comments/gxg5nz/remaster_update_and_game_stuttering_online/quote:Fellow Command & Conquer fans,
|
# ? Jun 8, 2020 15:39 |
|
I remember playing multiplayer C&C networked with Playstation 1's with a friend all night. Our match went on so long, the PS1's became unbelievably slow by the end, I assume because they were running out of memory or something.
|
# ? Jun 8, 2020 15:41 |
|
Plek posted:What? Quick Match is just 1v1. You click Quick Match and you instantly boot in into a 1v1 match for ladder points. There is no QuickMatch 2v2 or 4v4, you need to join a lobby room for that. When hosting a game, you can't put a password on your room so only your friends can join. This means when you join some games people instant kick you cause they want a game only with their friends. Edit, holy poo poo I did not notice that invite button!
|
# ? Jun 8, 2020 15:50 |
|
Spookydonut posted:Red Alert triggers are way more complicated that TD I always find it fun to take the time in mission 2 to build a large defensive area to the north and plop down more refineries so you are more prepared once mission 4 starts. I'm surprised it was never used again.
|
# ? Jun 8, 2020 16:04 |
|
Spookydonut posted:Red Alert triggers are way more complicated that TD Can you check Soviet 5 for me? The Win condition to be specific. I managed to "break" it on my run by killing the lander before the spare MCV can flee so they never built a base on the 2nd island. I killed every enemy unit on the map but it's not triggering the victory.
|
# ? Jun 8, 2020 16:16 |
|
axeil posted:huh, so apparently the Hard difficulty mode is completely busted. A Light Tank will beat a Medium Tank 1v1 and Grenadiers/Flamethrowers will utterly destroy things because turns out instead of giving the AI more cash or faster builds they buffed every unit and weakened yours.
|
# ? Jun 8, 2020 16:17 |
|
FrickenMoron posted:Can you check Soviet 5 for me? The Win condition to be specific. I managed to "break" it on my run by killing the lander before the spare MCV can flee so they never built a base on the 2nd island. I killed every enemy unit on the map but it's not triggering the victory. oooooooooooooooooooooh boy this mission is positively evil, I need to do a full post about it on my LP, gimme an hour.
|
# ? Jun 8, 2020 16:30 |
|
OneEightHundred posted:It's even more busted when a a lot of missions barely give you what you need. GDI 8 A you get a handful of prespawned vehicles and a barracks to fight off Nod building flamers that one-shot entire squads of infantry at once. On Normal you can engineer rush the con yard, but on Hard the stuff guarding the base entrance does so much damage that you can feed everything everything you start with to draw fire in the base choke point and it will all be dead before you can even get an APC half-way through. GDI 8 is a mission I remember playing on the N64 and it being just brutally difficult. No building vehicles or buildings against a mid-tech NOD with the full compliment of everything is maddeningly hard to do. I think it would legitimately be impossible without the Repair Bay. I'm not sure between this one and the Mobius one (where the civilians love walking in Tiberium and dying) which one is harder, they're both some of the hardest missions in the game. GDI 8 - Restore GDI Presence Near Salzburg versus GDI 8 - Protect Mobius in Bratislava FrickenMoron posted:Can you check Soviet 5 for me? The Win condition to be specific. I managed to "break" it on my run by killing the lander before the spare MCV can flee so they never built a base on the 2nd island. I killed every enemy unit on the map but it's not triggering the victory. I remember this mission being insanely hard too. axeil fucked around with this message at 16:35 on Jun 8, 2020 |
# ? Jun 8, 2020 16:31 |
|
axeil posted:I remember this mission being insanely hard too.
|
# ? Jun 8, 2020 16:41 |
|
axeil posted:GDI 8 is a mission I remember playing on the N64 and it being just brutally difficult. No building vehicles or buildings against a mid-tech NOD with the full compliment of everything is maddeningly hard to do. I think it would legitimately be impossible without the Repair Bay. That RA mission was actually one of my favourite Soviet ones, however I'm 100% with you on how terrible those other two GDI missions are.
|
# ? Jun 8, 2020 16:45 |
|
I never thought GDI 8A (the 'repair the base' one) was anywhere near as hard as 8B. Those loving civilians. For 8A just pick off the various nods in the NE area and then get a rocket launcher or two to shell their base so they charge into your defenses. 8B is just bullshit because RNG can just make you immediately lose unless you can manage to wall in the civilians. And I always thought GDI 12 (either) was worse than either of those. Spookydonut, if you don't mind, how do the triggers work for Blackout? I took out the power base thing at the start and then the obelisk immediately to the west randomly reactivated and shot my harvester while I was setting up which was a rather rude surprise. I thought those were supposed to stay offline (at least longer than that) but maybe my memory from 20+ years ago isn't that great.
|
# ? Jun 8, 2020 16:58 |
|
Vlex posted:That RA mission was actually one of my favourite Soviet ones, however I'm 100% with you on how terrible those other two GDI missions are. This mission always took me forever as a kid; I was always too slow so the AI would manage to build a massive base on the island, and the only way I could win was to build a fuckton of subs to clear the waters then build a fuckton of tanks to D-Day the island. The Allied naval advantage is largely useless in the grand scheme of things, but on that map in particular it really hammers home how garbage the Soviet subs are
|
# ? Jun 8, 2020 17:12 |
|
|
# ? Jun 8, 2024 09:02 |
|
How are you supposed to beat the Nod Mission (8?) where you have to capture a gdi base? as soon as you capture it youre under constant siege from air strikes and other poo poo while you have absolutely no money and your harvester gets destroyed.
|
# ? Jun 8, 2020 17:15 |