Bulldozers
#1 Guest_Bachsau_*
Posted 30 March 2004 - 11:05 AM
So I think, you can set the Construction Yard as a bulldozer, and then make it build in a radius of itself. If the base gets bigger, build more C-Yards!!
#2
Posted 30 March 2004 - 12:29 PM
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#3
Posted 05 April 2004 - 12:18 PM
Thats a no-go...
I mean, you could buils 15 frikkin' Obelisks right next to you NME's CY.... hehe
#4
Posted 05 April 2004 - 04:43 PM
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50% discount if I actually like the product
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#5
Posted 07 April 2004 - 08:58 PM
#6
Posted 08 April 2004 - 02:14 AM
Caution: Linked material may be hyper cute or hyper cool depending on content.
This space for rent - 10$ per week
50% discount if I actually like the product
Free if I'm really bored and really like the product
#7
Posted 08 April 2004 - 03:18 AM
#8
Posted 08 April 2004 - 09:52 PM
#9 Guest_Guest_*
Posted 09 April 2004 - 02:02 PM
1.The Structure can be deployed anywhere on the map, thought it can be made so it wont build-up if it isnt close to the Cy.
2.I havent figured out a way to make the structure actually cost something.I mean - you will deploy it...but for free and thats a VERY bad side.
#11 Guest_Guest_*
Posted 31 May 2004 - 06:14 PM
In TD, a building could only be placed within 2 squares of an EXISTING building. That existing building could be a sandbag, so sandbags were frequently used to build further away from other buildings, by building sandbags every 2 squares until you got where you wanted to place the new structure. CY didn't have ranges that buildings could be built inside of... (Other than the 2-square range I mean).
#12
Posted 31 May 2004 - 06:27 PM
I'm pretty sure there is no way you can create a 100% accurate representation of the TD build system, so don't expect to get one.
#13 Guest_Guest_*
Posted 31 May 2004 - 06:33 PM
How much code does EA provide for Generals? I assume it's not on the level of most FPS games where the entire gameplay code is provided... but would it be enough to force Generals into a square-based system, with no building rotation?
I mean, how can you do sandbags without a square-based system? The things have to connect properly.
#14
Posted 31 May 2004 - 06:37 PM
In Worldbuilder (the map maker) they are just lengths of wall that you hav to position next to each other, not the way it works in previous C&C games.
AFAIK there was none of the code supplied for Generals, since you don't need the code to mod it.
#15 Guest_ImmoMan_*
Posted 31 May 2004 - 07:54 PM
But I'd like to know how you can extend the range at which a builder unit can build stuff. It will certainly be useful for ReGen.
#16 Guest_Guest_*
Posted 31 May 2004 - 11:27 PM
#17
Posted 01 June 2004 - 10:53 AM
Red Alert was the one where you could build away from existing buildings.
#18 Guest_Guest_*
Posted 01 June 2004 - 03:00 PM
#19 Guest_ImmoMan_*
Posted 01 June 2004 - 05:15 PM
#20
Posted 05 June 2004 - 02:00 AM
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