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Shock Therapy https://www.youtube.com/watch?v=hWJVT5utaiU Shock Therapy Recently, we've been alerted that a group of villages at the border have begun to sway towards the Allied cause. This must not be allowed. Make use of our new shock troopers, and set an example for other potential defectors! [This space left intentionally blank.] Location: Unknown, Unknown Objective: Destroy the villages and all allied presence in the area. Briefing: A small border town has been voicing support for the Allied cause. These people are no longer soviets, but enemies to our great empire. As enemies, they must be destroyed. Take Stalin's elite shock troopers and show them the iron might of the Soviet army. No doubt, the rabble will seek help from the minute allied influence in the area. Whatever pathetic support they can muster, it will not be enough. Crush them all -- let nothing stop you. Author's note: Another wonderful mission with plenty of triggers, a rather open-ended design, and also a great introduction and pseudo-tutorial on the capabilities of the Soviet Shock Trooper. N/A N/A
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# ? May 8, 2019 02:13 |
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# ? Jun 10, 2024 11:07 |
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Love missions like these, that are designed around showing off the capabilities of a certain unit and besides StarCraft 2, you generally don't see this kind of mission design, which is a shame. Double so with making it fairly open ended, although missing setting off certain triggers until much later also shows off the issues these kind of missions can have as well. In any case, besides the trigger issues, this seemed like a solid mission and shows off well the power of Shock Troopers in even modest numbers. Nice that they actually fill in a major gap in the Soviet roster and are not too gimmicky/forced into a super narrow role, like Allied Thieves for instance. Hope that the rest of the Soviet missions keep up the quality.
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# ? May 8, 2019 03:33 |
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Finally, you're conducting shock therapy! With electricians in the field, you now have an option that isn't just spamming heavy tanks. Let the Joules flow!
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# ? May 8, 2019 03:39 |
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As that video showed, shock troopers are drat fragile and prone to killing themselves. They pack a mean anti-tank and anti-structure punch, though.
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# ? May 8, 2019 10:35 |
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The Mechanics and the Shock Troopers with their more comedic lines feel like proto-versions of the more lighthearted style they went for later in the RA series.
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# ? May 8, 2019 10:50 |
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Ill take your word for it, but I can't confirm since I'm not there yet.
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# ? May 8, 2019 11:34 |
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I'm still a few pages out from catching up with this thread, but great job so far showcasing all of TD and RA! Some of these missions definitely bring back memories, especially the underground ones and some of the more difficult/straight up unfair expansion missions. I've got one question which is why are you not using the hotkey T for repairing? Many times in your videos you're trying to find the repair button only for a building to blow up in the meantime. From memory, it's T for repair, Y for sell, and U to toggle the radar.
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# ? May 8, 2019 13:55 |
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u brexit ukip it posted:I'm still a few pages out from catching up with this thread, but great job so far showcasing all of TD and RA! Some of these missions definitely bring back memories, especially the underground ones and some of the more difficult/straight up unfair expansion missions. Because I'm a dummy who can't remember hotkeys.
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# ? May 8, 2019 14:08 |
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ah yes, my favourite unit from RA
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# ? May 8, 2019 16:45 |
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Shaw-King!
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# ? May 8, 2019 16:57 |
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Let's Make A Steal https://www.youtube.com/watch?v=jXmsN9U3z2Y Let's Make A Steal The Allies are constructing a new vehicle prototype, termed the "Phase Transporter". Whatever it is, we should attempt to steal it and learn what we can from it. To that end, you have been granted Volkov and Chitzkoi. Good Luck! [This space left intentionally blank.] Location: Unknown, Unknown Objective: Steal the plans and the prototype for the "Phase Transporter". Do not return without it! Briefing: Our spy has informed us of a new technology the Allied forces are developing. Stalin wishes to acquire it. Use Volkov to steal this prototype, and make sure they will not be able to reproduce it. Destroy the production facility after stealing the plans for the vehicle, and then bring Stalin his new toy. Do not fail us. Author's note: I dislike the end of this mission, mostly because I feel like I don't know what the "proper" method is of avoiding those blocking units. Otherwise, not bad, but not great either. N/A N/A
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# ? May 10, 2019 02:14 |
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The Aftermath versions of The People's Heroes are sadly heavily nerfed whenever they're controllable. Volkov loses his anti-tank gun and armour and Chitzoi's HP are greatly downgraded (he probably loses armour as well). This is clearly making them vaguely usable in more serious missions (their Counterstrike appearance seems to be more a sort-of comedy one-off than anything else), but it is a bit of a shame. I always wondered how on Earth Volkov and Chitzoi came about. Just someone feeling silly that day in Westwood and having a free mission slot in the expansion, I guess.
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# ? May 10, 2019 10:06 |
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It is possible to save at least some of the prisoners. The grenadier can destroy the chainlink fences to bust himself and the others out, and it's possible to kill the guard who's scripted to run to the computer from inside the prison area. It requires a lot of micromanagement though, and your grenadier is easily killed. I tried it a few times when I played through RA recently, but didn't manage to save them all.
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# ? May 10, 2019 10:35 |
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Rectus posted:It is possible to save at least some of the prisoners. The grenadier can destroy the chainlink fences to bust himself and the others out, and it's possible to kill the guard who's scripted to run to the computer from inside the prison area. It requires a lot of micromanagement though, and your grenadier is easily killed. I tried it a few times when I played through RA recently, but didn't manage to save them all. Might be easier if you do the grenadier glitch or does the infantry run to the console if he takes any damage?
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# ? May 10, 2019 13:02 |
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Jobbo_Fett posted:Might be easier if you do the grenadier glitch or does the infantry run to the console if he takes any damage? Not sure, but the grenade glitch sounds like it could make it easy to pull off either way if you know where the guards are and it lets you target inside the fog of war.
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# ? May 10, 2019 17:05 |
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Well, that was a surprisingly short mission and kinda average mission, although the image of Chitzkoi jumping up and activating the various consoles is pretty funny. Shame that both of them were so heavily nerfed, especially Chitzkoi, poor cyber-dog. As for the end of the mission, only thing I can think of is luring the pursuing Allied tanks up and around the base in a loop, as it looked like the Phase Transporter was just slightly faster then them.
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# ? May 11, 2019 01:34 |
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I know Tiberian Dawn was last thread but I finally put some time on C&C for the N64 at a goon meet and jfc I'm glad I never tried that for the thread. 3 hour long vids guaranteed.
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# ? May 11, 2019 03:07 |
The phase transporter doesn't even work, it'd have been easier if you could actually cloak it.
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# ? May 11, 2019 07:36 |
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Have they fixed the formation move bugnin the version your playing? Or willnit be shown off at the end?
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# ? May 11, 2019 13:08 |
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fluppet posted:Have they fixed the formation move bugnin the version your playing? Or willnit be shown off at the end? Uhhhh *sweats profusely* Uhhhhhhhhhhhhhhhhhhhhhhhhh *closes thread*
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# ? May 11, 2019 14:15 |
It's even described in the official readme file from Aftermath. Something like "we may as well document it here and promote it to a feature". (If you create a group with different unit types and press F to mark it to stay in formation, all units will move at the speed of the fastest in the group. So you could group a minelayer with a mammoth tank and get the mammoth moving at minelayer speed.)
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# ? May 11, 2019 14:24 |
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fluppet posted:Have they fixed the formation move bugnin the version your playing? Or willnit be shown off at the end? See below. Kanfy posted:Regarding the indoor missions like Allies 013, something I don't think was mentioned was that if you're really having trouble keeping your infantry alive, the rarely-seen Formation command can occasionally come in handy to keep them in a line when moving down a hallway for example. I tested out the formation function in the version from CnCNet.org that I use, and it works. The Hotkey is "C", for whatever reason, even though hitting "F" does produce a sound in-game, as if to confirm the action.
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# ? May 11, 2019 15:40 |
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Red Alert actually has an undocumented waypoint-based movement mode, too (hold Q when giving multiple move orders in succession).
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# ? May 11, 2019 15:46 |
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Loxbourne posted:Red Alert actually has an undocumented waypoint-based movement mode, too (hold Q when giving multiple move orders in succession). Its in the CnCNET readme, but yeah, should also be functional. The readme actually states units will shoot + move at the same time, so there's a bonus!
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# ? May 11, 2019 15:50 |
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So nothing of note happens if say a dog or apc are in formation with a mammoth tank anymore?
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# ? May 11, 2019 15:56 |
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fluppet posted:So nothing of note happens if say a dog or apc are in formation with a mammoth tank anymore? Just tested dogs and mammoth tanks in Top O' The World. No issue noted. What "should" have happened, if it was bugged?
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# ? May 11, 2019 16:20 |
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Jobbo_Fett posted:Just tested dogs and mammoth tanks in Top O' The World. No issue noted. Presumably he was hoping for the mammoth tank to copy the dog's movement move and begin gaily leaping o'er cliffs and streams.
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# ? May 11, 2019 16:36 |
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Loxbourne posted:Presumably he was hoping for the mammoth tank to copy the dog's movement move and begin gaily leaping o'er cliffs and streams. Lmao, I'd love that
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# ? May 11, 2019 16:44 |
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Jobbo_Fett posted:Just tested dogs and mammoth tanks in Top O' The World. No issue noted. You used this be able stick a buch of units in a formation and they would all travel at the speed of the fastest unit Or at least thats how i remember it
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# ? May 11, 2019 18:03 |
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Test Drive https://www.youtube.com/watch?v=gdHMCI-ndjM Test Drive After Volkov's successful operation, it is time to discover this new acquisition's abilities in a real scenario. Destroy the communications for a nearby Allied base to allow us to send in more reinforcements, so that we may rid this area of the Allied dogs. [This space left intentionally blank.] Location: Unknown, Unknown Objective: Test the Phase Transporter on a nearby Allied base, and bring it back in one piece! Briefing: Stalin wishes to field-test a newly acquired vehicle against the Allied dogs. This vehicle is capable of bending light around it's hull, "phasing" out of the visible spectrum. Take this vehicle, and infiltrate the Allied base. For this test, destroy their radar dome and tech center, bringing their communications down. Once you have done this, reinforcements will be sent in to wipe out the base. If you do not return with the vehicle intact, do not return at all. Author's note: An interesting level spent learning how the Phase Transporter works, but sadly we don't ever get to build any. Regardless, aside from needing to chase down everyone on the map, its an enjoyable romp with a unique vehicle. Name: Gen. Topolov Aliases: Unknown Affiliation: Soviet Occupation: General in the Soviet Forces Voiced/Played by: Alan Charof General Topolov wastes no time in detailing the Allied plans and what he expects of you. Also hates the Allied horonosfiere. Probably drunk on a regular basis, while on duty. ; Phase Transporter [STNK] Prerequisite=weap,atek Primary=APTusk Strength=200 Armor=heavy TechLevel=-1 Sight=5 Speed=10 Owner=allies,soviet Cost=800 Points=25 ROT=5 Tracked=yes Passengers=1 Cloakable=yes SelfHealing=no The Phase Transporter is a special unit given to the player for unique scenarios only, despite this, a simple edit could give the player access to it (Change out the TechLevel number). Its a rather cheap unit that could easily develop into an engineer + damage capture out of nowhere, especially if multiple were built. It doesn't self-heal, but this is modified in some(?) scenario(s). ; M.A.D. Tank [QTNK] Prerequisite=stek Primary=none Strength=300 Armor=heavy TechLevel=10 Sight=6 Speed=3 Owner=soviet Cost=2300 Points=60 ROT=5 Tracked=yes Crewed=no There's not much for me to really say about the MAD tank. Its costly, and doesn't come with the range as seen in the missions. As for its weapon stats, see below: MTankDistance=20 QuakeUnitDamage=45% QuakeBuildingDamage=40% QuakeInfantryDamage=0 QuakeDelay=120 Use infantry, seems to be the answer. Or Chrono tanks to get the drop on them!
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# ? May 11, 2019 18:45 |
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Shame that the Phase Transporter is a unique unit and not buildable, as it looked like a pretty cool unit, a tanky Stealth Tank with single unit transport, great way to get a commando-style unit into a base, as shown in the video, although lets hope that was just a generic commando and not Volkov. Otherwise RIP cyber commando to tank treads, just like poor, poor, Chitzkoi. The mission itself looked pretty solid, with a nice progression, similar to some previous commando-style missions, but it works quite well here as well. The lack of notice about reinforcements showing up if the AA Guns went down seemed kind of annoying, especially since the player would probably not think to stick around and level the base due to fear of the swarms of tanks and infantry that would show up. That info could really have been mentioned as part of the briefing, but at least they were not super critical to the mission. And yeah, that is a noticeable issue with a lot of these missions, the lack of radar really hurts at times. Giving the player an off-map radar and power plant would really have helped reduce the tedium of pixel hunting for that last random infantry hiding under a tree, which also seems to be another constant issue as well.
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# ? May 12, 2019 01:21 |
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Don't Drink The Water! https://www.youtube.com/watch?v=8rMF0vg2elc Don't Drink The Water! Popular support for Comrade Stalin appears to be waning in certain locations, with even an entire province displaying signs of unrest. While we prepare to subdue such blatant disregard for Stalin and the Soviet people, a task force has been sent to destroy a facility producing a new Allied weapon. All we know is that it is Chrono-based, and that is more than enough reason to destroy it! [This space left intentionally blank.] Location: Unknown, Unknown Objective: Find a way to transport your MCV to the large island, assault the enemy base, capture the research facility, and wipe out all Allied forces on the map. Briefing: The Allies are developing a new Chrono-based weapon at a nearby facility. Crushing them would be a simple matter, but they are well defended, and all our attempts at assault have met with defeat. Time for a new approach. Capture the Chronosphere, and use it to send an MCV to the large island. Once there, capture the research facility, and destroy the base. Use the supply truck to poison the water supply via the waterfalls above the town. With the base dead, it will be easy to capture the Chronosphere. Author's note: One of my favorite openers to a mission, with a great set of triggers that remain memorable to me decades later. Slightly marred by the bad economy you're set up with. Name: Gen. Topolov Aliases: Unknown Affiliation: Soviet Occupation: General in the Soviet Forces Voiced/Played by: Alan Charof General Topolov wastes no time in detailing the Allied plans and what he expects of you. Also hates the Allied horonosfiere. Probably drunk on a regular basis, while on duty. Drinks heavily to dull the pain of being a war criminal. N/A
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# ? May 12, 2019 20:10 |
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That was a pretty impressive mission, and yeah, that whole opening was really well designed with some great trigger-work. Those silos in the Chronosphere base looked like they were meant to be captured, which would have given you all of the credits they were holding, and would probably have greatly helped in the early build up and help deal with the slightly unfavorable eco. situation up north. Really liked the design of the Allied base, although it also felt fairly soft and didn't hold up under any serious assault. Weird that the AI didn't repair/rebuild their power though, maybe that was disabled in order to stop them from rebuilding in the southern Chronosphere base? And also shame that the end game of the mission was the unfortunate unit hunt, could of sworn that RA1 was a lot better about stuff like that. Besides those small things though, looked to be a quite fun mission.
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# ? May 13, 2019 01:05 |
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Situation Critical https://www.youtube.com/watch?v=s-wU6k2c7Uo Situation Critical Blyat! Radicalists have infiltrated a biological weapons facility and are planning on using it in a foolish attempt to shorten the war. Disable the defenses to allow for Volkov to escort a scientist, disarm the weapon, and destroy the facility. [This space left intentionally blank.] Location: Unknown, Unknown Objective: Neutralize the biological weapon and destroy the facility. Briefing: A radical faction of our forces has stolen a biological weapon, threatening to use it on Allied emplacements. Since the weapon is highly unstable, it could destroy us all if released. The facility must be destroyed, but the weapon must be neutralized first. Destroy the island's defenses, then use Volkov to assist our scientist in reaching the bio-research center. If either are killed before the weapon is neutralized, the mission is a failure. Once the scientist completes his mission, destroy the base. Author's note: A quick and dirty mission, but entertaining and light on difficulty. The only blemish here is the fact that, for whatever reason, my subs would not submerge. This wasn't an issue in the original game. N/A N/A
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# ? May 13, 2019 18:27 |
The rule seems to be, if you have nothing but subs left then your subs can't dive. The same thing has been happening with enemy subs surfacing once you've destroyed everything else on the map.
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# ? May 13, 2019 19:07 |
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nielsm posted:The rule seems to be, if you have nothing but subs left then your subs can't dive. The same thing has been happening with enemy subs surfacing once you've destroyed everything else on the map. Actually yeah, I think we saw that in the first allied mission for Aftermath, which makes sense. Weird that they didn't put an off-map building in CnCNet's version, because it def wasn't a thing in the original
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# ? May 13, 2019 19:11 |
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A very quick mission but I am sorry to inform you that yes, that IS the Aftermath version of Volkov.
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# ? May 13, 2019 20:29 |
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This mission sure doesn't mess around, as that timer seemed incredibly tight and left very little room for error. Shame that Volkov seems to have left his super rifle back at base though, that pistol looked barely stronger then a basic infantry weapon honestly, based on the number of shots needed to drop enemy infantry. And yeah, having an off map radar and power plant on all of these commando style missions would have been a major boon, and in this one, your Subs not being able to dive just leads to trail and error with Tesla Coils. Still, not a bad mission at all, just one that demands a lot more perfection then most.
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# ? May 14, 2019 00:59 |
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Brothers in Arms https://www.youtube.com/watch?v=gBlxRxaNSN0 Brothers in Arms Word has reached us that a pair of prominent arms dealers may be playing both sides of the conflict. This is unacceptable. Spy on them to discover their true intentions, and report back to high command with your findings. [This space left intentionally blank.] Location: Unknown, Unknown Objective: Discover the Arms Dealers' true intentions, and deal with them as necessary. Briefing: The Molotov brothers, prominent arms dealers for our comrades in foreign lands, are suspected of having dealings with the Allies. Such an idea is preposterous, but the Molotov brothers have access to sensitive information, and we must know the truth of the matter. Use your spy to infiltrate the compound and observe the brothers activities. If they are indeed involved with the Allies, return to your drop-off point, signal for reinforcements, and deal with them as all traitors are. Kill them. Author's note: I absolutely love the setup, but despised the way the scenario plays out. Its just so... Tiberian Dawn'ish in its layout that I vividly remember disliking it back in 1998/99. N/A N/A
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# ? May 14, 2019 19:49 |
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# ? Jun 10, 2024 11:07 |
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Yeah, can definitely feel the TD vibes in the level layout in this one, which is a real shame as it drags down what would be quite a cool concept. Having to deal with a dual Soviet/Allied enemy is a great concept, but is incredibly let down in execution. Having that classic TD trap of, "Oops, went right instead of left and down your base is in a utterly horrible spot" design coming back strong is not fun to see. Oh well, they all can't be winners I guess...
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# ? May 15, 2019 12:40 |