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#1 Guest_Rico_*

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Posted 14 July 2005 - 01:56 PM

G'day guys, I see pics of the GDI Dropship and Mammoth Mk1, but i cnat build it ingame, how do i get them avaliable? What maps do i need to play etc? :p

#2 FS-21

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Posted 14 July 2005 - 02:19 PM

GDI dropship was deactivated in this version due to the TS warfactories change that I made in this new version (during old betas I used auxiliar graphics to allow air vehicles like Kirovs, hinds, Dropships ).

The Mammoth tank can be built if you capture an abandoned TD war factory & a Tech center.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#3 Guest_Rico2_*

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Posted 14 July 2005 - 02:22 PM

No, not my Dropship ;) .
Will you have it buildable in the Helipad soon in an update?
Thanks for the Mammoth info, ill hunt them down :p

#4 FS-21

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Posted 14 July 2005 - 08:36 PM

In a future I would like to do TS war factories (in RA2 style) with possibility of build hinds, kirovs & in the GDI case, Dropships.

Edited by FS-21, 14 July 2005 - 08:37 PM.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#5 Crazy Carl

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Posted 14 July 2005 - 08:40 PM

Now, question: What if a Nod or GDI player captures Soviet/Allied/Yuri technology? Does it just magically rise out of the war factory?

Actually, this is already part of a bug in the game. I have seen allied and soviet refineries open the front door while a kirov magically rises through the roof! Haha.

#6 FS-21

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Posted 14 July 2005 - 09:38 PM

Due to the prerequisites & side tags in those air vehicles can't be created in a TS war factory if you not force it (i.e. creating Kirovs or hinds each 5 or less seconds forcing to exit in another warfactory intestead the primary soviet factory ^_^).

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#7 Guest_Dr. Leo_*

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Posted 15 July 2005 - 03:04 AM

Hi, FS-21, I just want to say that I'm absolutely amazed at what you did with this mod! And great job with the AI!

Just a few questions: are some maps incompatible with the mod? Some 3rd party maps work with Reloaded, and others don't, causing an internal error just before the map finishes loading. I've turned off short game, and tried with different sides, such as RA2 sides only, or a mix of TS/RA2 sides, but they always crash. Most of the maps work fine, though.

Will destroyed buildings leave survivors in the future?

Reapers use their infantry bomb against grounded Orca Fighters instead of their regular missiles, but use regular missiles against grounded Orca Bombers.

Some eva voices are missing, like 'new construction options' or 'new rally point established'. I can't remember if you mentioned this earlier, but are you intending to use CABAL/TS EVA voices? I'm not trying to be demanding with this, because I know this is a lot of work, but I think it would be cool if they were in the game!

Do the GDI or NOD sides have anti-spy units?

Sorry for all the questions, but I didn't see any of these in the FAQ. I've been waiting for your mod for years, and I'm really happy with it. Congratulations for such splendid work!

#8 Crazy Carl

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Posted 15 July 2005 - 03:49 AM

Well, I know that Cabal and EVA voices are included in the mod files, because I extract them and like playing the Cabal laugh over and over.

And the GDI/Nod Viceroids work as a more powerful Dog type unit, and are able to sniff out spies. They also work well for early rushes! They attack infantry, vehicles, and even buildings. Plus they are wicked fast.

Edited by Crazy Carl, 15 July 2005 - 03:51 AM.


#9 FS-21

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Posted 15 July 2005 - 10:18 AM

Hi, FS-21, I just want to say that I'm absolutely amazed at what you did with this mod!  And great job with the AI!

Just a few questions: are some maps incompatible with the mod?  Some 3rd party maps work with Reloaded, and others don't, causing an internal error just before the map finishes loading.  I've turned off short game, and tried with different sides, such as RA2 sides only, or a mix of TS/RA2 sides, but they always crash.  Most of the maps work fine, though.

Will destroyed buildings leave survivors in the future?

Reapers use their infantry bomb against grounded Orca Fighters instead of their regular missiles, but use regular missiles against grounded Orca Bombers.

Some eva voices are missing, like 'new construction options' or 'new rally point established'.  I can't remember if you mentioned this earlier, but are you intending to use CABAL/TS EVA voices?  I'm not trying to be demanding with this, because I know this is a lot of work, but I think it would be cool if they were in the game!

Do the GDI or NOD sides have anti-spy units?

Sorry for all the questions, but I didn't see any of these in the FAQ.  I've been waiting for your mod for years, and I'm really happy with it.  Congratulations for such splendid work!

<{POST_SNAPBACK}>


Yes, only exist a conflict "Desert" Maps (needs to be converted to be played as TS map). Another thing is that I never tested TX maps in C&C:R (maps with Terrain Expansion) but I think that will exist any type of conlfict with TS terrain.

Destroyed buildings will leave survivors but in an C&C:R expansion that I have planned to be compatible with the Rock Patch (currently this feature isn't done in the patch).

Thanks by the Reaper bug... I can't belive that I made this type of mistake (because I remember that I fixed in the past an armor bug of this Orca) & the game never crashed thanks by the WW programmers that have by default 100% in all values ;)
Will be fixed in the next update.

'new construction options' voice was disabled due to a common bug in mods & of 2 possible solutions to fix that I got the more quickly & easy to the modder (me ^_^ ).

CABAL/TS EVA voices are used in LAN & On-line games when you are a GDI or Nod side (they are called taunts).

Anti-spy units for Allied & soviet sides are dogs, to Yur side Yuri clones & I don't know if another psychic units can to do the same work, to GDI & Nod sides are Visceroids.

Thanks by the & remmeber that all constructive comment/bug report is welcome in this forum :dry:

And the GDI/Nod Viceroids work as a more powerful Dog type unit, and are able to sniff out spies.  They also work well for early rushes!  They attack infantry, vehicles, and even buildings.  Plus they are wicked fast.

<{POST_SNAPBACK}>


This can be solved in 2 ways:
1º) Increasing the production time of the unit.
2º) Leaving the unit as HI-Tech infantry (prerequisite=Tech Center)
I'll try first with the 1º option, if rushes that you say contine being very effective then I'll choose the 2º.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#10 Guest_Cmdr_*

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Posted 15 July 2005 - 10:39 AM

Have the RA2-Sites the possibility to detect invisible Units und underground Units?
Nod and GDI have the Mobility Sensor but what about the other?

#11 Guest_Cmdr_*

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Posted 15 July 2005 - 10:50 AM

Please add that the Visceriod needs at least the Radar-Center.

#12 Crazy Carl

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Posted 15 July 2005 - 02:23 PM

Actually, maybe just wait til War Factory and Radar for the Viceroid. So basically, it has the same Pre-Reqs as the Tech Center but you don't actually need a tech center. And maybe a refinery should be a Pre-Req for them, since they are made from Tiberium.

#13 Guest_Dr. Leo_*

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Posted 15 July 2005 - 05:36 PM

"Yes, only exist a conflict "Desert" Maps (needs to be converted to be played as TS map). Another thing is that I never tested TX maps in C&C:R (maps with Terrain Expansion) but I think that will exist any type of conlfict with TS terrain."

Thanks for the info, the maps that weren't working were all Desert maps. I tried the urban TX map Below Sea Level, and it worked just fine, with FS/RA2 sides. The tunnels even worked just fine. I of course have the Terrain Expansion installed, so it doesn't seem to conflict with Reloaded. As expected, the Desert TX map Desert Pacific by Cannis did not work, but this time, it let me start the game, where I saw glitched numbers and letters on the ground, and after a few seconds the game crashed directly to Windows (not even an internal error message was given).

In summary, non-Desert TX maps appear to work with Reloaded.




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