Command & Conquer Year 2000 - present. |
- Year 2000 - present.
- it reminded me of an obelisk of light
- A grower not a shower v02
- The Mystery of "Bret Zhopa" solved by Kane himself!
- The true Nod 8B Experience.
- I made the GDI Commando Helmet from C&C 3
- When you mirror the buildings in YR they look really weird and alien.
- He wants to turn a perfectly operational Tesla coil into an instrument!
- Loving the BBQs on this beautiful day
- The best deal
- Honest trailers
- How i always play Skirmish in Generals Zero Hour
- Can we do something about the GDI A10 AI?
- Mods keep turning themselves off
- News about Limited Run
- PSA: don't force a refinery if your spawn is far from ore
- Misterious boxes are appearing randomly in my country, what should i do?
- An Ivory Specter's Typical Base
- C&C:Remaster, no explosion effects in Skrimish/MP
- I have made a fascinating discovery for myself.
Posted: 02 Jul 2020 01:40 AM PDT
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it reminded me of an obelisk of light Posted: 02 Jul 2020 02:03 PM PDT
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Posted: 02 Jul 2020 01:05 PM PDT
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The Mystery of "Bret Zhopa" solved by Kane himself! Posted: 02 Jul 2020 07:29 AM PDT
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Posted: 02 Jul 2020 03:18 PM PDT
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I made the GDI Commando Helmet from C&C 3 Posted: 02 Jul 2020 03:06 PM PDT
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When you mirror the buildings in YR they look really weird and alien. Posted: 02 Jul 2020 06:40 AM PDT
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He wants to turn a perfectly operational Tesla coil into an instrument! Posted: 02 Jul 2020 03:21 PM PDT
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Loving the BBQs on this beautiful day Posted: 02 Jul 2020 12:22 PM PDT
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Posted: 02 Jul 2020 10:26 AM PDT
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Posted: 02 Jul 2020 03:27 AM PDT
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How i always play Skirmish in Generals Zero Hour Posted: 02 Jul 2020 05:23 AM PDT
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Can we do something about the GDI A10 AI? Posted: 02 Jul 2020 05:01 AM PDT So the AI blatantly cheats, it can make the later missions with limited troops extremely frustrating. Yeah losing a unit to an airstrike is fine, losing forces that are scattered around the map to a single airstrike is not. Here's a video of their outrageous behaviour. I really don't remember them acting this way in the original game, maybe I'm mistaken. [link] [comments] | ||
Mods keep turning themselves off Posted: 02 Jul 2020 03:11 PM PDT I have a small sample size of "test" mods left, 5x tiberium, rename to Hum-Vee, stuff like that. So I don't think there's any conflicts. Everything is unchecked. I check a few, and wait a sec. Then the whole thing will "refresh" and it'll all be unchecked again. Even if I "beat the clock" and check some mods then start playing a fresh mission, the mods aren't seeming to be working. I tested a simple one, the one where when you blow up a SAM site, no troops are supposed to spawn, but they are still spawning. I assume that isn't because the mod doesn't work. I'm very confused what could be going on here. Anyone else having any troubles with the mods? [link] [comments] | ||
Posted: 02 Jul 2020 11:17 AM PDT It's been a pretty long time since the lasts news about the Collector edition. Did someone heard something about it ? [link] [comments] | ||
PSA: don't force a refinery if your spawn is far from ore Posted: 01 Jul 2020 11:24 PM PDT I just tested this on North by Northwest. I saw a lot of people building a ref on that map straight after barracks and was wondering if that's more effective than what I do. Because what I do is building pps and barracks until I can place my ref next to the gems. So I was playing both games for 3 minutes (stopwatch) and wrote down my cash after both runs. Building a ref right away after barracks, then a WF + harvester, then 8 silos left me with 14200 $ cash. Building to the gems (2 barracks 3 powerplants - sell one barracks) then place ref next to gems + WF incl. harvester + 8 silos left me with almost 17000 $ cash. #Conclusion: After 3 minutes, I got a plus of almost 3000$ cash although I was spending more on basewalking in the beginning. DON'T build a ref if you're not next to the ore/gem patch you wanna harvest unless your going to mcv sell / tank rush. And if you're going for the basewalk, you probably want to spend a little more on infantry and try and harrass you enemy, because obviously he's going to get his first tanks out faster than you and you wanna delay that as much as possible. As of now, you should probably keep this in mind when you play NBNW or Bullseye. [link] [comments] | ||
Misterious boxes are appearing randomly in my country, what should i do? Posted: 02 Jul 2020 05:41 AM PDT
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An Ivory Specter's Typical Base Posted: 01 Jul 2020 11:19 PM PDT
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C&C:Remaster, no explosion effects in Skrimish/MP Posted: 02 Jul 2020 10:46 AM PDT Ever since the launch i had this issue, at the start it was random, some matches it would render explosions fine and other matches not but now for a while i haven't had a single skrimish or mp game where explosions,fire and parachutes get rendered when in remastered visuals. In original graphics they work fine but i noticed that in original graphics there's a different issue, some bridges get messed up artifacting errors in Skrimish/MP. I tried turning off the mod i use and verified the installation of the game, it found 2 files missing and downloaded them but that didn't do anything at the end. Any fixes? [link] [comments] | ||
I have made a fascinating discovery for myself. Posted: 02 Jul 2020 01:59 AM PDT Apparently, my C&C YR client decided to fix itself and run again, hooray! And i decided to go and mod some more of it, i.e. try and make the team colors all fancy, well my color coding in the special modded rulesmd.ini file that makes enemy AI much more smarter (THEY CAN DO NAVAL INVASIONS!!!) doesn't seem designate anything team-color wise (part of another rulesmd INi file i decided to splive into the enhanced AI mod), i dunno, im no ini coder and like 95% of you arent, but i have made trial and error to find my extra colors, and i found two of my modded colors so far, Brown and my oh-so-lovely White/Ivory. Maybe they do have different corresponding color ID's after all, if you can mod your own GameOptions.ini file in your Resources folder in your RA2 directory, (if you have C&Cnet installed, the folder will show up), try and see if my white and brown colors are in-game naturally or require my special rulesmd file to function. just replace the emboldened below to see if White and Brown will become your 9th and 10th color. ; The 8 (now 10) multiplayer colors. Syntax: <Name>=R,G,B,<in-game color ID> [MPColors] Yellow=247,247,59,0 Dark Blue=35,99,219,2 Green=7,193,3,3 Orange=255,126,25,4 Light Blue=126,246,252,5 Purple=128,0,128,6 Pink=255,192,203,7 Ivory=255,255,255,8 Brown=158,76,0,9 If it'll work on your ends, you'll now have two extra colors under your belt to be as, and the white color fits very well in winter environs. Images down below of the two extra colors in action [link] [comments] |
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