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Just checked, the Chinook in TI doesn't deploy troops unless you tell it to.
Found another image with the Apache in similar positioning to the original Hind icon and rockets firing Nyerguds.arsaneus-design.com
Didn't TI have a workaround?
Could the Longbow be given a new icon in a future update? Since it doesn't feel right with the RA1 Hind one. Maybe based off of Vignette1.wikia.nocookie.net
Fog of War
Multiple Factory bonus
Attack Neutral Units
Also what do you think about the Hunter-Seeker option? Also do other players detect options changes if you host with this client that are not in the current CnCNet client?
In OpFor multiplayer, both teams have the Black Mesa flag instead of the OpFor team having the army flag.
Is it possible to enable the Weed Eater with No Superweapons on to be able to remove veins? Or have an option to only disable the Hunter-Seeker?
Also additional units don't seem to spread out at game start unlike in regular TS.
Will multiplayer options in the CnCNet client currently missing in the current version be added?
Sandpit, GDI and Nod.
Crashed while spectating an AI game:
Reason for it was that the RA sounds have a little bit more variety since the TD sounds feel like modifications on the same base sound.
Also even RA fans would face off against a GDI or Nod AI with the campaign or random AI factions turned on in Skirmish and not all features from RA being in the mod the TD factions feeling more developed would be a reason for them to try them out.
Getting the same problem as the other guys with the options, doesn't happen with other mods.
Also getting Join Game missing.
Is it a known bug that the AI might start building the wrong type of power plant? I saw Nod building some RA ones.
Any plans for more updates?
I thought they might have bigger hitboxes than the TD infantry which would have a gameplay effect, but never checked.
Also could the reverse of the replace RA cannon sounds with TD sounds be possible? To replace the TD sounds with RA ones?
Last, are there plans to lessen the CPU usage of the launcher? It seems to use a decent amount of power sitting idle in menus like the New Mission menu, CnCNet, the Skirmish menu, and Statistics. The renderer also seems to make text blurry at lower resolutions.
Could it be possible for players to plant traps in PvP games?
Is it possible to add RA sized infantry as an option?
Any reason why the Longbow uses the Hind picture?
Also I think the faction info needs to be updated with the Sensor Array needing a radar building.
I was wondering why you could only build one carrier since that didn't seem to make sense with how weak the drones were either.
Couldn't there be infantry only naval transports, or is there some engine limitation?
Is it unfixable that sometimes a harvester might end up in the water? Saw this happen with an AI.
Will the GDI aircraft carrier be made less awkward somehow? It can only base one drone and unlike a land based Helipad the drones can't just land around it and wait to be reloaded, so 4/5 then fly to the nearest piece of land which can be pretty distant on a naval map.
Also are naval transports possible?
Are you supposed to be able to only queue up 2 A-10s with 3 runways or is that some sort of engine bug?
Destroyed all the buildings and Short Game was on so it should have ended, was with one AI too.
Happened in both games I had, here are the saves:
Some issues with flickering on the client, no tooltips on options is a bit annoying, but biggest issue run into so far is skirmish games don't seem to end after destroying the AI.
Here's an image:
Bug: Text entry on the save game screen is doubled until you click on it.
Haven't played it in a long time, but will the mod default to gl_round_down 0 and gl_texturemode GL_LINEAR_MIPMAP_LINEAR? It's been 17 years, I think computers can handle the texturing and trilinear filtering these days, though it's too old for Valve to care.
I've noticed it doing what you were doing, the spectating hard AIs. I usually have the game at max speed if that makes a difference. The best performing I found was GDI, it seems to pummel whatever side it goes up against with air attacks, mainly because its A-10s always manage to eventually destroy the enemy Construction Yard. The sides are somewhat more balanced if I have multiple AIs on each side, but I don't feel like it's a perfect solution.
Are there going to be any adjustments to the skirmish AI in the future? I noticed that it doesn't seem to play some factions as well as others, worse performing was whenever it was Allied since it never builds Light Tanks and waits until the Medium is available, by which time they are usually being overrun.
Hey devs, there seems to be a bug where if you try to connect to CNCNet, but exit out and try to load a game, the game starts up but hangs at a black screen. It seems to be fixed if you start a skirmish game and then load from there, or if you access the options menu from the game launcher.
Nice to see that Nod's suppliers have a money-back guarantee.
Why haven't you announced the new release here yet!?