|
Search found 99 matches |
Author | Message |
---|---|
Topic: Multiplayer idea/question. | |
ajcross Replies: 18 Views: 22955 |
Forum: Mission Authoring Posted: Wed Jul 14, 2004 2:16 pm Subject: Multiplayer idea/question. |
Use decorative trees, the crashed ship, or wall dots to mark the "flag area" | |
Topic: How many objectives? | |
ajcross Replies: 5 Views: 7946 |
Forum: Mission Authoring Posted: Tue Jul 13, 2004 8:14 am Subject: How many objectives? |
There are supposed to be 40 per side. | |
Topic: Random number generator. | |
ajcross Replies: 17 Views: 19055 |
Forum: Enhancement Requests Posted: Mon Jul 12, 2004 9:54 am Subject: Random number generator. |
A random number generator can be simulated by having triggers add to a counter whenever a unit crosses an area. The easiest spot for these are at base entry points, in front of prebuilt galaxite proce ... | |
Topic: "M" request | |
ajcross Replies: 3 Views: 6984 |
Forum: Enhancement Requests Posted: Mon Jul 12, 2004 9:46 am Subject: "M" request |
On color devices, I could see the Minimap turning grey for areas that you have no units.
It would definitely make counter strike tactics almost impossible. You don't know if they are high, low or ... |
|
Topic: VOTE NOW!!! Best Single Player Missions? | |
ajcross Replies: 53 Views: 44310 |
Forum: General Discussion Posted: Mon Jul 12, 2004 9:28 am Subject: Re: Let's do the math |
Well, let's see...there are 1049 members total:
10 have 100+ posts, and two of those are spiffcode guys So, you end up with 8 active members, and you got how many votes? Who's the hold out? ... |
|
Topic: Allies in multiple steps | |
ajcross Replies: 2 Views: 5900 |
Forum: Mission Authoring Posted: Tue Jun 22, 2004 9:42 am Subject: Allies in multiple steps |
I have hit this problem too.
Set 'side' [enemy|ally] of 'side' Where [enemy|ally] specifically turns the ally on or off |
|
Topic: Power levels | |
ajcross Replies: 1 Views: 4859 |
Forum: General Discussion Posted: Tue Jun 22, 2004 9:15 am Subject: Power levels |
HQ's have their own power supply.
I suppose Research is a bug, but it already takes half a minute already. I forget if a bullpup in a Galaxite Processors work slower. |
|
Topic: An Alliance | |
ajcross Replies: 4 Views: 19384 |
Forum: Mission Sharing Posted: Sat Jun 19, 2004 11:24 pm Subject: An Alliance |
I, uh, totally broke this mission.
I, uh, sent a Dominion to their mining operation and used offensive rocket towers to totally cut off their credits. |
|
Topic: Portal | |
ajcross Replies: 44 Views: 83930 |
Forum: Mission Sharing Posted: Thu Jun 17, 2004 10:54 pm Subject: Portal |
Hmm, a reducing trigger?
A trigger to increase a PortalNumber pvar. A trigger to reduce a Counter pvar every second. A trigger to spawn troops whenever Counter is zero. Triggers for each P ... |
|
Topic: Persistent Variables - When do they go away? | |
ajcross Replies: 10 Views: 12734 |
Forum: Mission Authoring Posted: Thu Jun 17, 2004 10:30 pm Subject: Persistent Variables - When do they go away? |
Condition: pvar1 is at least 20000
Action: subtract 20000 from pvar1 Action: Add 20000 credits for Side1 Action: Preserve trigger You will want another condition if you want to use this for mult ... |
|
Topic: Tides of Battle [VM1v08.pdb] By Verdagon | |
ajcross Replies: 8 Views: 29834 |
Forum: Mission Sharing Posted: Thu Jun 17, 2004 9:32 am Subject: Tides of Battle [VM1v08.pdb] By Verdagon |
Just leave one eagle or something almost dead, which will keep more units from spawning.
That is an interesting tip. The best pick is to let the Security Guard from the spawned group live to consta ... |
|
Topic: Army Formations | |
ajcross Replies: 8 Views: 13424 |
Forum: Enhancement Requests Posted: Wed Jun 16, 2004 8:41 am Subject: Re: I agree |
but at least make the default to attack while in motion
This has been brought up before. There are certain scenarios and tactics that require you to move into or past the enemy. For instance, Andy ... |
|
Topic: Tides of Battle [VM1v08.pdb] By Verdagon | |
ajcross Replies: 8 Views: 29834 |
Forum: Mission Sharing Posted: Wed Jun 16, 2004 8:34 am Subject: Tides of Battle [VM1v08.pdb] By Verdagon |
I finally got around to playing this mission.
Layout: Simple. The center channel could have used some wiggle to make taking out towers more interesting and to make my troops string out. Difficul ... |
|
Topic: Calderas Gold v1.1 | |
ajcross Replies: 25 Views: 67400 |
Forum: Mission Sharing Posted: Tue Jun 08, 2004 12:18 pm Subject: Calderas Gold v1.1 |
I would be interested in seeing your statistics at the end of the mission, if you don't mind posting them.
Well, I made a mistake on this last try. I tried to cut off the south exit of the NW base. ... |
|
Topic: Calderas Gold v1.1 | |
ajcross Replies: 25 Views: 67400 |
Forum: Mission Sharing Posted: Tue Jun 08, 2004 9:52 am Subject: Calderas Gold v1.1 |
2b. Now using Rocket Towers instead of Troopers. Build towers three squares from enemy towers. Move Cyclops behind them to attack towers. Again switch to cyclops as they advance. This may be a lot eas ... | |
All times are GMT - 7 Hours |