Commander of Nod's northern forces, programmer, game designer and a lunatic-level crazy backup dancer who enjoys swimming in the cherry blossom -colored sea. Creator of the CnCNet client that is used by almost every active Tiberian Sun and Red Alert 2 mod. Co-leader of Dawn of the Tiberium Age and Twisted Insurrection. Author of most of DTA's maps and missions as well as the lovely AI. Enjoys all cute things and large groups of enemy units to wipe out. !!! If you need help with a certain mod that uses the CnCNet client, contact the authors of that mod. Don't ask for help in my personal profile. Other comments about anything else than support requests are welcome.

Comment History  (0 - 30 of 1,008)
Rampastring
Rampastring @ Dawn of the Tiberium Age

I haven't really looked into the carryall logic, but I'd guess it's fairly complex to the point that it'd take me quite a while to really figure out how it works (which means it's not worth it).

Based on some logging that the game does when performing carryall-related actions, I'd guess it also took Westwood some effort to get it right. And that's with full access to their own, freshly written and commented source code.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

The CnCNet spawner fixes the infantry airtransports.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

The Spy Plane could maybe be remade with Drop Pods, but it might not be beneficial for the balance as it is. It could fit better with a bigger support power addition, and the engine really limits our possibilities for that.

IIRC the TS engine has a leftover of the GPS satellite logic left, it is used for map reveal / reshroud crates. With some effort I could _possibly_ toggle it on when a specific building is built (and off when a specific building is destroyed). But we'd also have to consider the balance with that; it'd basically make scouting less important for the Allies, especially on large maps.

The Chinook dropping off infantry one-by-one is indeed rather annoying, and it could be avoided with a separate infantry transport. I don't think it's fixable.

I'm not entirely certain if a naval repair bay is doable, but I think so. We decided on implementing repair ships instead though.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

You can play coop with AIs if you host your own LAN or CnCNet game. Note that the AI doesn't understand mission objectives, and it also can't handle many of the situations it's thrown into in missions. That means that while the AI will be of help in some missions, in many others it'll just charge brainlessly into the enemy and get itself killed.

You'll really find the experience better with other human players. So if it's possible, I really recommend asking some friends for a game or looking for people on CnCNet. I'm personally playing there once or twice a week and know several other people who do so as well.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

There are capturable neutral structures on some maps.

We can't implement proper support super weapons on our current engine, but future hacks might make them possible, so I don't rule them out in the long run.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

It's a TS engine limitation, or at least we haven't found a way to fix it yet.

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Rampastring
Rampastring @ Gatling Tank

It's clear you haven't really played against other human players, or even AI with optimal tactics.

The Allies have demo trucks too.

Microwave tanks are relatively fragile, so they can be taken out with rocket launchers and even massed tanks (or A-10s). Not to mention they're useless against infantry, which is actually used unless the enemy has a large bunch of artillery. If you manage to kill the Microwave tanks, Nod is at a big disadvantage in direct combat against a GDI army.

Lategame Nod is indeed strong with the SSM, but the Nod technology tree is also the most expensive of all factions. Other factions only have 3 tech tiers, while Nod has 4; they need to get the Radar, Research Lab and the Temple of Nod to get that SSM. That's a couple extra thousand that the other sides can spend on units. The SSM is easily dealt with by a single A-10 unless it's protected by bikes, which lose in direct combat against GDI Medium and Mammoth tanks (against Hum-vees it's a fairly close fight too), which opens you up to a direct attack by GDI.

Also, while the Nod arsenal is very versatile and effective in theory, their lack of power in direct combat makes them very micromanagement-heavy compared to the other factions, which makes them hard to play effectively. In a typical late-game fight you need to manage the SSM, the Cyborg, microwave tanks, bikes, buggies, and possibly light tanks and even artillery. That's a lot of control groups and too much for most people to handle.

The XO is stat-wise the most powerful unit in the game. It has a lot of HP, very high damage against everything and the railgun that can multiply its damage in many situations. It's pretty far from just "a strong tank".

Termites are a risky investment. They're useful for surprise attacks, but they're also very fragile in mobile mode and cost a lot compared to their stats. In most games against skilled players they're too expensive to be used often. It's also relatively easy to defend against them by using sensor arrays so you can detect them in time and then move in units to destroy them once they pop up.

In comparison to Termites, you simply cannot detect Chrono tanks in advance as they teleport into your base, deploy and undeploy in a few seconds and proceed to destroy your Construction Yard or a refinery. Countless high-level online games have been decided by Chrono tanks attacking refineries and destroying the opponent's economy. An alternative use for Chrono tanks is using them for fire support similarly to the Tesla tank; their range is slightly higher than that of standard MBTs, and they hit hard. They're not particularly terrible against infantry either, as they take only two shots to kill most infantry.

GDI's well-roundedness is indeed a double-edged sword. They have a hard time fighting Soviet directly, but still have faster units that makes map control and hit-and-run attacks easier for them. They also indeed can't be exactly deceptive against Allies and Nod, but they have a raw power advantage against those factions and A-10 strikes and Carryall'ing the XO in the enemy base to quickly blow up structures with the railgun are still often effective tactics. Also, the MSAM isn't effective against SAM sites as it's a heavily armored single-cell building, but it kills lighter units and can kite tanks. It can't escape 1TNKs or bikes, but that's why it should be protected by Medium or Mammoth tanks.

The Heavy APC is indeed rarely used, but it has been used in online games before to do Shock trooper and Rocket infantry attacks. It's slower than a regular APC, but has more HP and can carry 8 infantry instead of 5. It can be used for moving infantry more conveniently and safely over longer distances. Maybe it could get a price decrease however.

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Rampastring
Rampastring @ Gatling Tank

Allies can harass harvesters with light tanks. They're not as great as bikes for it, but the speed bonus they have over regular MBTs is significant. Light tanks have poor armor, but they also fire faster than other MBTs and so have relatively high damage. Combined with their speed, this means that they can be used to quickly take out bases if you manage to surprise an unprepared opponent, while regular tanks would take longer to do their job, giving the opponent more time to build rocket infantry and such as a counter.

GDI indeed doesn't have a fast unit to harass harvesters with and they don't have a lot of mid-game options, but their arsenal overall is well-rounded. They don't have any major weaknesses; their units are fairly strong (only behind Soviet), fast (both their tanks and rocket launchers move at regular MBT speed), and deal decent damage.

Allies get more options late-game with Chrono tanks and Tanya. The same applies to GDI with Mammoth tanks, XO and A-10s.

While you can use A-10s against Harvesters, Harvesters really aren't their main target. The napalm AoE bombs can quickly reduce even larger armies to ash (especially larger armies of light-armored units like artillery and Tesla tanks), and 3 of them can destroy any signicant base structure in the game, including the Construction Yard.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Our official Discord channel is on CnCNet's Discord server: Discord.gg

We also have another "less official" server reserved for active online players. If you're interested in playing DTA online, I could also PM you an invite link there.

Reply Good karma+1 vote
Rampastring
Rampastring @ Dawn of the Tiberium Age v1.176

Hey,

We've updated the download in an attempt to fix the problem. Please try downloading it again now.

Alternatively, you can try going into your DTA directory, then to the "Resources" sub-directory, and from there starting clientogl.exe.

Reply Good karma+3 votes
Rampastring
Rampastring @ Dawn of the Tiberium Age

Pretty much what Bittah said. Build multiple MCVs and War Factories to increase your production speed, build extra refineries to keep your economy up, then build units and defences at all times. I personally held the southern base entrance with a lot of Tesla Coils supported by a few Flame towers (Flame towers are great against bikes and buggies), a few Mammoth tanks and lots of V2s for taking out the SSM and Artillery. You also need some SAMs or rocket infantry for taking out aircraft, and a few V2s and flame towers for handling attacks from the west and east sides, possibly with another few mammoth tanks for backup.

Try to keep all base entrances in your control for as long as possible, including the very southern entrance near the river. You need that blue tiberium and also you need to defend the bottleneck, if you lose it too early it'll be impossible to defend yourself. You shouldn't lose any part of your base until the timer is near the end.

Because you get attacked by overwhelming forces from multiple directions at the same time, you need to micromanage your units very well. Lowering the game speed helps massively with this.

Also, save often.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

No. But depending on which mission you're talking of, I can give some tips. Are you talking about the Allied single mission "Desperate Grip" or the Soviet campaign mission "A Truly Desperate Grip"?

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Rampastring
Rampastring @ Dawn of the Tiberium Age

We would likely also add additional support powers to GDI and Nod if the Allies and Soviets had their Chronosphere and Iron Curtain. There's several ideas we could think of. Most likely they'd be more defensive than offensive in nature, though. No drop pods, but something like the field repair SW that GDI used to have in DTA could fit, and something like C&C3;'s Seed Tiberium could be a fitting example for Nod.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Unfortunately they're behind a wall of engine limitations. Hopefully in the future we'll be able to Chronoshift them in.

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Rampastring
Rampastring @ Multiple Factory Bonus

More than 6 factories increase the speed further, just as I already stated above.

Construction yards are factories just like everything else, they also give the same boost.

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Rampastring
Rampastring @ Gatling Tank

We don't actually have Yuri's blueprints; this was not inspired by Yuri's unit but by the Shilka, a real-life Soviet cold war AA vehicle. Naming it the Gatling Tank instead of Shilka just made sense for gameplay purposes as that's how most things in TD/RA are named (Light Tank, Medium Tank, Tesla Tank, Flame Tank etc.).

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Could we have a screenshot? Upload one somewhere and link it here / PM it to me.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Btw, could you provide me a log file (client.log) of the crash? The client saves error logs in the \Client\ErrorLogs\ directory inside your DTA dir.

I'm considering implementing a check for this specific crash (DXGI_ERROR_DEVICE_REMOVED) so that when it happens, the client will ask the user if they'd want to try the XNA version instead on next startup.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

I know. Hence why we have the XNA version and still support even Windows XP even though it prevents me from using newer .NET Framework versions than 4.0.

Going by specs the Intel HD 3000 should be able to run the client, but I'd guess there's some kind of driver issue that makes it crash with the latest version of MonoGame.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Despite that the game itself is old, the client is not.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

We used to have a phase transport for the Allies but we found that it was technologically clashing with Nod and what's worse, it was OP when paired with Tanya's C4. If the enemy happened to lack a sensor array you could blow up a building with Tanya, run back into the invisible APC, drive next to another building, blow that up and then run back to APC and so on until you had taken out everything critical.

While Nod stealth APC attacks also tend to be game-deciding, they don't have a C4 unit and so you have a chance to prevent your base getting destroyed even if you lacked a MSA.

As for naval vehicle transports, we'd add them but unfortunately the TS engine doesn't support them.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

What is your graphics card?

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Rampastring
Rampastring @ Dawn of the Tiberium Age

It's intentional for gameplay / balance reasons as the dog works as the main early scout unit for the Soviets. Due to its low HP it'd die instantly when walking on a piece of tiberium, which naturally hurt its usefulness in scouting.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

I at least find it much quicker to understand / and \ instead of Vertical and Horizontal.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

The helicopters don't have rotors because of Tiberian Sun engine limitations.

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Rampastring
Rampastring @ Tiberian Sun Client

IIRC it should be able to read nested MIX files. I'm not very familiar with the details on changes to MIX file reading though as while I made the client, the file structure modifications were made by Bittah_Commander. You could ask him.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Yes, it's not really a "regular" co-op mission but more like a challenge map; it's just a normal 4v4 comp-stomp multiplayer match but with the map layout specifically designed for coop.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Both sound like rare game engine bugs that we most likely couldn't solve.

For the repair facility, did you try moving the Termite out of the repair facility and then back?

The harvester animation would've likely fixed itself had you moved the camera away from the scene and then back.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Regarding the game itself, I'm cautiously optimistic. Neither EA nor Petroglyph are exactly known for making great RTS games, but it looks like they're really trying.

If the game is a success, I'll happily play it. It will also get more people interested in C&C again, which is an opportunity for DTA. (People who play C&C are more likely to be interested in trying out DTA than people who are unfamiliar with C&C). In the best possible outcome the remaster will bring in a whole new generation of C&C fans, which would also mean a much bigger "target market" for DTA.

On the other hand, if the remaster flops, it's likely the final nail in C&C's coffin. It's very unlikely that EA would ever try resurrecting it again after three failed attempts in a row (C&C4;, Generals 2 and then this remaster).

In other words, the remaster will define the future of C&C. I hope it'll turn out great.

---

Some people might also see the remaster as competition to DTA, and while that is kind of true, I'm not worried. While a succesful remaster would drain interest from DTA for a while, the C&C community could grow a lot from new members which would make DTA's player numbers higher in the long run. DTA also has enough unique and very high-quality content (mix of factions with improvements, unique terrain, high-quality and diverse multiplayer maps, singleplayer missions and co-op missions) that DTA will always offer something that the remaster won't.

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Rampastring
Rampastring @ Multiple Factory Bonus

Short answer: no, but I figured including the rates for 6 factories is enough for the image.

Long answer: depends on what you're building. There's a global "minimum build time" in the game that applies to every object regardless of its cost and your number of factories. Cheaper objects reach that minimum build time faster and as such get capped with fewer factories. For many (most? any?) objects it doesn't matter whether you have 10 or 20 factories. Some things most likely already cap at 6 factories, but I'm not exactly sure which ones. As an educated guess, most infantry and cheap vehicles such as buggies and humm-vees might already get capped, or near-capped.

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