Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Thu Oct 26, 2006 12:47 pm Post subject:
A little bit of C&C nostalgia...
Subject description: New missions for C&C: TD that I've made
Here are two Tiberian Dawn missions that I have created with the help of XCC Editor. I've tried to make them a challenge and interesting to play, but the decision if they're good or not is up to you (I've tested them so many times while editing I couldn't force myself to play at least one to an end ). More info can be found in the readme inside the package.
Sorry there are no screenies, I couldn't figure out how to make them in TD, and external progs don't work for me
EDIT: I have devised a method of getting screenies with the help of Photoshop, so here you go
divided.gif
Description:
Screenshot from "A Brotherhood Divided"
Filesize:
117.39 KB
Viewed:
2025 Time(s)
winter.gif
Description:
Screenshot from "Winter of Discontent"
Filesize:
149.63 KB
Viewed:
2025 Time(s)
CCMiss.zip
Description:
This is update #2, with lots of things fixed in "A Brotherhood Divided" (see below)
_________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more Last edited by MrFlibble on Fri Nov 03, 2006 5:59 pm; edited 3 times in total QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Thu Oct 26, 2006 4:26 pm Post subject:
To make screenshots in TD or RA, press Print Screen ingame, alt-tab out, paste the clipboard picture in Paint Shop Pro and load the color palette into it to fix the colours.
If you don't have PSP, download the old PSP 3 from there too. File is psp311.zip
(This is a trial from before the time these things stopped working after their trial period. I've been using it for years )
Make sure to check the option to keep the palette indexes ("maintain index") when restoring the screenshot's color palette (Colors -> Load palette). _________________ Last edited by Nyerguds on Sun Jan 17, 2010 2:17 pm; edited 2 times in total QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Thu Oct 26, 2006 7:32 pm Post subject:
Um, it's just a directory listing... what's not functional about it?
Anyway... I finished Winter of Discontent. Really nice mission, I must say, although a lot of enemies get stuck trying to attack the northern outpost.
And I learned Stavros' lesson is also true in TD... "Their weakness is power. Black them out and nothing will stop you!"
The other one... well, it seems pretty impossible so far. When I finally get into the southeast base, suddenly they seem to start PRODUCING units to attack me... wtf? I only got some very small groups of reinforcements...
I hadn't lost any units at that point, but even then it's completely impossible to survive long.
I hoped I'd get engineers when destroying the SAMs... not stupid chem warriors. Fat lot of good they do against ARTILLERY.
oh, btw, although it's easier to make a mission hard, I don't really like tricks like hiding infantry under civvie buildings, and on rocks where they normally can't be. WW never did that in their missions. _________________ QUICK_EDIT
I realy like the outfit of the second mission, Winter of disconnect, but like Nyerguds pointed out, some of the units get stuck in the northern cliffs near the Tiberium patch, though that made the mission a bit easier
I got pissed of when my 11 medium tanks blew of the southern base, but due having two Con. Yards, they quickly re-build it. I needed over 15 tanks to clear it down completely, build my stronghold inside it (mostly to repair the tanks), and then wipe out the northern base.
The best tactics are, like Nyerguds wrote, black out their power (Destroy the powerplants in the southern base, and leave the Ion Cannon alone), and "lure" the enemy harvesters with infantry(for example, grenadiers) near your base (well, I lured them near my tanks, away from their base). That way they wont be able to produce any units (unless you go and destroy their refinery so they can build a new one and get a free harvester with it) as long as you get rid of every harvester they try to produce from their war factory (In this part I had some funny luck. The enemy managed to produce a harvester from their northern war factory, however, due to the front of the factory being so full of tanks and hum vees, the harvester came out from the back of the building, and got stucked there. The AI didn't build anymore of them, as long as I didn't destroy the factory or the harvester ). _________________
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Fri Oct 27, 2006 1:04 pm Post subject:
You have a transport helicopter... once the power is down, the AGT's are down, and you can just calmly drop engineers in both bases, taking them over one building at the time
I actually kept alive one of the enemy power plants in the base I took over, because attacking it always lured all units out of the enemy bases _________________ QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Thu Nov 02, 2006 11:44 am Post subject:
I'm happy that you like my misisons.
Quote:
some of the units get stuck in the northern cliffs near the Tiberium patch, though that made the mission a bit easier
Unfortunately I haven't found a way to prevent AI-controlled units from trying to get to areas blocked by cliffs Even while all of the "mountain patrol" units are owned by the Special side, not Goodguy, the GDI units still try to hunt the player's initial forces.
Quote:
The other one... well, it seems pretty impossible so far. When I finally get into the southeast base, suddenly they seem to start PRODUCING units to attack me... wtf? I only got some very small groups of reinforcements...
I hadn't lost any units at that point, but even then it's completely impossible to survive long.
I hoped I'd get engineers when destroying the SAMs... not stupid chem warriors. Fat lot of good they do against ARTILLERY.
The autocreate and production triggers are timed. I thought I put plenty of time before they kick in... As for the bases, I meant that the player should first cross the bridge and secure the northwestern outpost. Engineers and some other useful stuff will be available then.
Quote:
I don't really like tricks like hiding infantry under civvie buildings, and on rocks where they normally can't be. WW never did that in their missions.
Well, I did a bit of experimenting I like the idea of units hiding in reinforced civilian structures This was actually suggested by Nod mission 10 (Kill Dr Chan), where grenadies are hiding in the Tech Center and a Powerplant. As for the rocks, there shouldn't really be a problem with that. It's the mountains, and soldiers climbed the cliffs to get to higher ground _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Thu Nov 02, 2006 7:04 pm Post subject:
Update!
All right, here's a small update - check the title post for downloads. Mostly it's tweaks and fixes aimed at improving the performance. A quick overview:
In "A Brotherhhod Divided", I have increased time before production and autocreation begins. Also some enemy attack teams have been weakened a bit.
I "Winter of Discontent", I have fixed a graphical probelm with some overlapping trees, corrected one trigger and edited unit waypointing so that the enemy will (hopefully) attack the accessible base and won't try to get past cliffs. _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
Joined: 28 Feb 2005 Location: 3,000,000 years away from Earth
Posted: Fri Nov 03, 2006 6:05 pm Post subject:
Update #2
I'm posting another update, the "Brotehrhood Divided" mission gave me quite a work! It seems that at some point the AI grabs every preplaced unit it has and sends against the player if one of AI's bases is under attack. So there wasn't any premature autocreating or production. To prevent this, I simply removed as many preplaced units as possible, leaving only those that guard the immediate bases.
Also, now the player will receive engineer reinforcements depending on which base they decide to invade first. No more "stupid chem warriors"! (and no more artillery to mow 'em down )
"Winter of Discontent" is mostly the same - there's just a couple of minor fixes.
Enjoy! _________________ I am MrFlibble. Just MrFlibble. From the Potato King to Uncle Arnie to MrFlibble. I am his right hand. FED2k Forums - Westwood Studios' Dune games and more QUICK_EDIT
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