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Sat, 2012-03-10 09:29
I've got to sit back in awe at this mod, truly a sensational effort!
I always wished for skirmish on the original CnC and now I've got it, with enhancements too! Brilliant additions.
Well done guys great job.
I always wished for skirmish on the original CnC and now I've got it, with enhancements too! Brilliant additions.
Well done guys great job.
Sat, 2012-03-10 10:50
#2
I'm showing people I know who used to play CnC95 so that they may partake and enjoy as well.
What time will you be online, I want to see how badly I get thrashed.
BTW any plans for something on RA?
Vlad
What time will you be online, I want to see how badly I get thrashed.
BTW any plans for something on RA?
Vlad
Sat, 2012-03-10 22:22
#3
Thanks, some extra publicity to get some more players online is always nice.
I don't really play online at specific times and I won't have time to play this weekend, so possibly I'll run into you some time after.
And no, I have no plans for RA2 because that games cell-size is way too big in comparison to the TD graphics. Aside from that the foundations of many buildings would be even smaller and vehicles would be like a tiny speck in the middle of a cell, all of the terrain graphics would either have to be remade or stretched out; stretching out graphics causes quality reduction (it'll look blurry) and I'm likely not even capable of remaking everything in higher detail (and what I can remake would take a lot of time). So for several reasons it's just not a practical idea unless all graphics are remade (which partially defeats the point of the mod, especially knowing there's already a mod which remakes all of TD's graphics for C&C3 in development).
I don't really play online at specific times and I won't have time to play this weekend, so possibly I'll run into you some time after.
And no, I have no plans for RA2 because that games cell-size is way too big in comparison to the TD graphics. Aside from that the foundations of many buildings would be even smaller and vehicles would be like a tiny speck in the middle of a cell, all of the terrain graphics would either have to be remade or stretched out; stretching out graphics causes quality reduction (it'll look blurry) and I'm likely not even capable of remaking everything in higher detail (and what I can remake would take a lot of time). So for several reasons it's just not a practical idea unless all graphics are remade (which partially defeats the point of the mod, especially knowing there's already a mod which remakes all of TD's graphics for C&C3 in development).
Sat, 2012-03-10 23:11
#4
I meant doing RA into the Ra2 (same as you have done with TD into TS) engine is that what you meant? Just so there is no confusion.
I love enhanced mode btw. Just need more maps, I'm a fan of huge maps with lots of tiberium and base expansion opportunities.
I love enhanced mode btw. Just need more maps, I'm a fan of huge maps with lots of tiberium and base expansion opportunities.
Sun, 2012-03-11 07:37
#5
Well, since RA1 uses the exact same graphics size and style as TD (it even shares a lot of the same terrain), the same issues I mentioned above would persist (mainly concerning the fact the cell-size is too big).
So if I'd do a to-RA1 total conversion, I'd use the TS engine and I'd use DTA as a base (it'd share the same terrain after all). Unfortunately the TS currently lacks certain necessary features, but depending on Hyper Patch those features might all eventually be added, so I'll have a shot at it once they are all added (don't expect that to happen within a single year though, since the number of features that are required is a decent list).
So if I'd do a to-RA1 total conversion, I'd use the TS engine and I'd use DTA as a base (it'd share the same terrain after all). Unfortunately the TS currently lacks certain necessary features, but depending on Hyper Patch those features might all eventually be added, so I'll have a shot at it once they are all added (don't expect that to happen within a single year though, since the number of features that are required is a decent list).
Sun, 2012-03-11 09:21
#6
Yea I had a look at that Hyperpatch the other day, some tough things being worked on. It will take a while.
Considering the limitations, you have still made a pretty much perfect mod! Although the Nod nuke is a little weak .
Considering the limitations, you have still made a pretty much perfect mod! Although the Nod nuke is a little weak .
Sun, 2012-03-11 12:21
#7
Nice to hear that you like the mod
About online playing, on weekends there's often people playing nearly all the time, on other days there's players usually only around midnight (GMT +0). I personally had 3 games yesterday, although I won't be having that much time in the upcoming weeks.
About online playing, on weekends there's often people playing nearly all the time, on other days there's players usually only around midnight (GMT +0). I personally had 3 games yesterday, although I won't be having that much time in the upcoming weeks.
The Nuke has been debated for quite some time. The largest issue seems to be that its damage is random; sometimes it can destroy a powerplant, sometimes it damages it for only half or so. However, it is quite reliable in destroying heavier base defences (Adv. Guard Towers and Obelisks), and can often destroy more important buildings like even the Construction Yard when used with other special weapons like Visceroids or the Ion Cannon (possible when playing 2v2s and such). Although the Nod nuke is a little weak
Many of our maps, while not having that much tiberium, were designed with expanding in mind (so you actually I love enhanced mode btw. Just need more maps, I'm a fan of huge maps with lots of tiberium and base expansion opportunities. need to expand if you want to have a stable economy). The problem with making huge maps is obviously that detailing them takes a massive amount of time, but we do have Tiber which is as large as the maximum map size with the TS engine (as far as I know anyway). I personally will most likely be focusing on future singleplayer missions / campaigns next (don't forget to try The Toxic Diversion if you're looking for something new!), after getting some improvements to the Launcher off the list of things to do.
Sun, 2012-03-11 16:07
#8
What's the Toxic Diversion?
Sun, 2012-03-11 16:18
#9
The campaign I've made for Classic mode and that is included in DTA. For more information, read this: http://dta.ppmsite.com/node/190
Sun, 2012-03-11 21:24
#10
If you guys need help with story or anything campaign related then feel free to ask me.
Can't wait for the campaign.
Can't wait for the campaign.
Sun, 2012-03-11 21:31
#11
The Toxic Diversion is already included in DTA, to play it just open Classic mode and click on New Campaign.
We do have more singleplayer maps and campaigns in progress though, but tbh most of the help we'd need would be in making the actual maps. And we can never get too much feedback about our work. So far I've mostly heard that The Toxic Diversion has been either awesome, too hard or both.
We do have more singleplayer maps and campaigns in progress though, but tbh most of the help we'd need would be in making the actual maps. And we can never get too much feedback about our work. So far I've mostly heard that The Toxic Diversion has been either awesome, too hard or both.
Sun, 2012-03-11 23:32
#12
Damn I haven't used FinalSun in too long. Might have to brush up.
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After getting some practice you should also try playing online, although there's not always players online (there appear to be 5 players online at the moment however). Maybe I'll catch you there some time (I haven't been playing much lately though).