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    Thursday, August 13, 2020

    Command & Conquer After much pain and determination!

    Command & Conquer After much pain and determination!


    After much pain and determination!

    Posted: 13 Aug 2020 02:27 PM PDT

    Forget empty promises... only Kane can safe you!

    Posted: 13 Aug 2020 12:06 AM PDT

    Renegade X Firestorm - DevTalk #2: Level design & Q&A

    Posted: 13 Aug 2020 12:17 PM PDT

    Any else buy the remaster and just not really play it much after the first few days?

    Posted: 13 Aug 2020 10:08 AM PDT

    I liked the game, nostalgia is fun etc but it just seems hideously dated and not much compared to any other games that we can play.

    However, I'm glad to see posts of other people enjoying it.

    So, my question: are there others here that bought the game to support potential remasters of modern C&C games but don't play the original game much at all?

    submitted by /u/ViperStealth
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    Multiplayer state of KW?

    Posted: 13 Aug 2020 10:36 AM PDT

    Hello everyone.

    I was thinking recently on getting Tib wars and Kane`s wraith back. So, I wanted to ask you how the multiplayer of KW is right now. How many players still play the Multiplayer?

    I thank you for your response in advance.

    submitted by /u/III_lll
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    Remaster - Power bar minor bug

    Posted: 13 Aug 2020 02:17 PM PDT

    This is pretty minor, but if you point your mouse pointer at the power bar to see how much power you have while a damaged power plant is repairing, the value is always refreshing causing an annoying flicker that makes it nearly impossible to read.

    submitted by /u/AptoticFox
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    Map Editor feature request (for user-created single player missions)

    Posted: 13 Aug 2020 07:35 AM PDT

    Hello Jim, I appreciate you, your team and everyone at Petroglyph for constantly updating this beautiful remaster. I do have few more feature requests for map editor that I believe others would find interesting as well.

    1. rules.ini editing
    2. Enable PlayerControl for factions. Some missions rely on specific condition of faction that may need PlayerControl, but even editing MPR file with text editor program, Map Editor nullifies it when published to Steam
    3. Factions' IQ set to 0 as a default value. I couldn't stop laughing when units under PlayerControl were acting on their own even though I hadn't interacted with them once lol
    4. Adding linebreak code visible in Briefing text editing window. You know, just add a line of text under the textbox like; For linebreak, add @@. BTW, I thought @@ was a linebreak for Red Alert, but seems doesn't work that way anymore?
    5. Mouseover tooltip; Especially places like TeamTypes...
    6. Base Priority bug; when placing base to be produced later by an AI faction(setting priority other than -1 and turning off Prebuilt option), it saves under player control faction instead of one I chose. Making changes by Notepad then re-loading fixes this issue though.

    Any other opinions? I'd love to hear them!

    submitted by /u/PackamK
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    How do you get the Ion cannon blowing up the temple cutscene in the remasters?

    Posted: 13 Aug 2020 02:34 PM PDT

    I've tried Ion cannoning the temple in the mission but i get the cutscene where kane is crushed by debris. Is it mission specific? Because there are ofcourse 3 missions where you fight near the sarejevo temple. I don't know, if anyone's smarter then me please help.

    submitted by /u/Mitchell-14
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    Anyone willing to write rebalance suggestions for zero hour?

    Posted: 13 Aug 2020 06:38 AM PDT

    This game has always been one of my favourites but the balance has always sucked.

    I was playing recently against the AI and I know it cheats and in the base game the human player has a disadvantage. But I did find many things very dumb and counter intuitive.

    the unofficial balance patch does not address some design issues and other things. A good example is the scorpion rocket. It's good Vs tanks and infantry. That's already a big issue in a strategy game. A unit should never be good enough against everything. Same goes for the overlord tank, helix ,Comanche.

    The AI also doesn't need vision for artillery,so nuke cannons can decimate your forces and you can only counter them with suicide missions or at a loss. Such things don't make sense in a strategy game.

    So can any of you guys write balance suggestions to the game? I might release a balance mod that builds upon patch 1.6 for zh. But other mods are also okay if the makers give permission.

    submitted by /u/ChaosPredator
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    I could not bear after have been prompted by this AD about the GLA

    Posted: 12 Aug 2020 11:17 PM PDT

    KaneLives

    Posted: 12 Aug 2020 11:31 PM PDT

    I was playing rivals and this happened (my base at the right being destroyed, but i still won some how) it is probably not a bug, but i just wanted to share it

    Posted: 13 Aug 2020 01:48 PM PDT

    Ladder Feedback: Just ban engineers from entering APCs/Chinooks completely

    Posted: 12 Aug 2020 11:20 PM PDT

    I don't know where the proper channel to give ladder feedback on C&C Remastered is, so I'm writing this here and hopefully it gets noticed by Jim's team or gets forwarded to them.

    Thanks to Jim and his team we're thoroughly enjoying Season 2; bookmarks are fixed and the map pool is much better. One feedback I have though is the attempt to fix the APC+engie combo by making the service depot a prerequisite.

    At first, we all thought that this would resolve the issue since building the depot would introduce a delay and by then, most of the fundamental structures would be up. But after watching several Ladder replays between the top players and APC trolls, I found that it doesn't help much at all. I saw top players getting wrecked by a mere one or two APCs, and even one APC is by itself very difficult to stop. By the time the depot is up, the opponent would usually still have only one airstrip/factory with an additional two refineries (built to support a later additional strip/factory). So all that needs to be done is cheese that airstrip/factory. Furthermore, when the game gets stretched, this still means that it's possible to cheese the opponent's airstrip/factory while their vehicle teams are fighting it out.

    So I'd like to suggest that the only way forward is to prevent engineers from entering APCs and chinooks completely. While it might look absurd, it's the only way to ensure that those with real skill are at the top.

    submitted by /u/_RC1985_
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