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Prav posted:NOD's whole deal is subverting state control. PRC may well still be on the security council, but what does that matter if the countryside is full of people doing favors for NOD? This is especially important to think about because none of the maps (unless I'm blanking on something) have taken place in a very urban setting. Sure, there are cutscenes with more densely populated areas as targets or subjects but, we've only really encountered small towns and villages in-game.
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# ? Dec 12, 2018 13:55 |
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# ? Apr 24, 2024 06:28 |
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I always took the maps to mean the amount of influence NOD has in any given area, rather than government control.Jobbo_Fett posted:This is especially important to think about because none of the maps (unless I'm blanking on something) have taken place in a very urban setting. Sure, there are cutscenes with more densely populated areas as targets or subjects but, we've only really encountered small towns and villages in-game. There's something pretty cool about this that I appreciate today, but probably didn't when I was a kid. Sure, a lot of it is probably due to Westwood not having the tech to depict cities in a way that was realistic and believable enough for them to be comfortable with, but when the other poster pointed out that around this time IRL a lot of poo poo was going down in the Balkans it makes a lot of sense how things are depicted in C&C.
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# ? Dec 12, 2018 14:09 |
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FoolyCharged posted:I like how losing funding is played up as this big thing and then the commander just goes out and harvests all the money they use like normal. eh well, that's gameplay and story segregation for you
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# ? Dec 12, 2018 14:18 |
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chocolateTHUNDER posted:I always took the maps to mean the amount of influence NOD has in any given area, rather than government control. oh god, i'm getting nervous shakes from imagining urban maps mixed with this game's unit pathfinding
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# ? Dec 12, 2018 14:20 |
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drkeiscool posted:oh god, i'm getting nervous shakes from imagining urban maps mixed with this game's unit pathfinding It's not the best, but I would take C&C's pathfinding over Starcraft's anyday.
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# ? Dec 12, 2018 15:23 |
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wedgekree posted:Then again given production is somehow based on tiberium in-universe (I'm not sure exactly as to how mined ores translate to credits used to make forces outside of game mechanics) might have the idea of significant forward bases a la RTS physics to be a thing other than needing the equipment setup for them to be put in place and personnel put there. Well, considering that Tiberium hoovers up minerals, that probably includes both precious and rare metals. Nod refineries likely instantly ship them off to be sold so they can buy more weapons, in GDI's case, I imagine their merit probably also includes containing the spread of tiberium/cleaning it up, so rather than using tiberium directly for building with, maybe they get a performance bonus or something that they use to fund their actual warfare. chocolateTHUNDER posted:It's not the best, but I would take C&C's pathfinding over Starcraft's anyday. For me the Dawn of War games still win the anti-prize for lovely pathfinding any day of the week.
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# ? Dec 12, 2018 15:24 |
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chocolateTHUNDER posted:It's not the best, but I would take C&C's pathfinding over Starcraft's anyday. Remembering the utter horror of trying to get more then one Goliath or Dragoon up or down a ramp... *shutters*
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# ? Dec 12, 2018 15:28 |
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UED Special Ops posted:Remembering the utter horror of trying to get more then one Goliath or Dragoon up or down a ramp... *shutters* Yeah, ramps or sharp turns were the bane of Startcraft's pathfinding existence. Nothing like sending a bunch of marines around a sharp turn and watching them run around in a circle as they one by one figure out how to navigate a 90 degree bend!
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# ? Dec 12, 2018 15:32 |
chocolateTHUNDER posted:Yeah, ramps or sharp turns were the bane of Startcraft's pathfinding existence. Nothing like sending a bunch of marines around a sharp turn and watching them run around in a circle as they one by one figure out how to navigate a 90 degree bend!
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# ? Dec 12, 2018 15:38 |
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chocolateTHUNDER posted:Yeah, ramps or sharp turns were the bane of Startcraft's pathfinding existence. Nothing like sending a bunch of marines around a sharp turn and watching them run around in a circle as they one by one figure out how to navigate a 90 degree bend! Mhh hmm, have many a memory of units dancing back and forth for half a minute as they try to single-file sort themselves out to ever so slowly get down a single ramp. Least C&C1 AI seems to at least hug the terrain, so it might take a bit for them to get there, but there will be a minimum of dancing around doing nothing. Harvesers though, they just flat out break sometimes, as seen in several videos now, and are a whole other joy of AI pathfinding.
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# ? Dec 12, 2018 15:47 |
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PurpleXVI posted:For me the Dawn of War games still win the anti-prize for lovely pathfinding any day of the week. Oh yes, DoW1 definitely had the worst pathfinding in any RTS. Didn't stop me from loving the hell out of that game, though (especially Dark Crusade)!
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# ? Dec 12, 2018 15:52 |
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Come to think of it, the Engineer is also a pretty C&C specific mechanic. Other series have some ways to take over enemy units like Warcraft's Banshees or Priests in Age of Empires but those are all high end speciality units whereas in this game they're available from your tier 1 recruitment structure for both factions from the second mission of the campaign onwards and priced below all but entry level vehicles. Capturing enemy stuff is far more intrinsically tied to the core game loop than other games where it's more of a rare endgame ability.
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# ? Dec 12, 2018 16:05 |
Asehujiko posted:Come to think of it, the Engineer is also a pretty C&C specific mechanic. Other series have some ways to take over enemy units like Warcraft's Banshees or Priests in Age of Empires but those are all high end speciality units whereas in this game they're available from your tier 1 recruitment structure for both factions from the second mission of the campaign onwards and priced below all but entry level vehicles. Capturing enemy stuff is far more intrinsically tied to the core game loop than other games where it's more of a rare endgame ability.
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# ? Dec 12, 2018 16:08 |
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PurpleXVI posted:For me the Dawn of War games still win the anti-prize for lovely pathfinding any day of the week. Don't remind me, I played the last man standing mode so much in those and the most powerful enemy was the pathfinding or lack thereof.
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# ? Dec 12, 2018 16:10 |
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Can engineers take over offensive structures like SAM sites?
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# ? Dec 12, 2018 17:16 |
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8 Ball posted:Can engineers take over offensive structures like SAM sites? I don't think so - consider how most of them work! They're either totally automated and not something you could capture without disabling it, or manned by people (like the guard posts) which, again, can't really be captured without killing everyone inside.
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# ? Dec 12, 2018 17:53 |
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drkeiscool posted:oh god, i'm getting nervous shakes from imagining urban maps mixed with this game's unit pathfinding I hope its not spoilers to say that C&C Generals will allow you to see just that.
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# ? Dec 12, 2018 18:16 |
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8 Ball posted:Can engineers take over offensive structures like SAM sites? Nope, engineers cannot capture defensive structures.
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# ? Dec 12, 2018 18:19 |
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drkeiscool posted:oh god, i'm getting nervous shakes from imagining urban maps mixed with this game's unit pathfinding I've actually played skirmish matches in maps that have dense urban areas (I say dense, but TD only really has small civilian structures like houses and such), the pathfinding does okay most of the time. Those kinds of maps also show that TD handles collateral damage in street to street warfare fairly realistically too. After a couple battles urban areas get torn to shreds and most civilian bystanders don't last long.
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# ? Dec 12, 2018 18:39 |
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PurpleXVI posted:Well, considering that Tiberium hoovers up minerals, that probably includes both precious and rare metals. Nod refineries likely instantly ship them off to be sold so they can buy more weapons, in GDI's case, I imagine their merit probably also includes containing the spread of tiberium/cleaning it up, so rather than using tiberium directly for building with, maybe they get a performance bonus or something that they use to fund their actual warfare. I'm not sure that by this time GDI and the world at large have done more than just begin to realize the effects of tiberium. It seems to be a fairly recent thing judging by the sudden casualties from exposure and lack of public knowledge. If Möbius is giving any indication. Would help explain why Nod has control on a majority of supply; it has been impacting third world countries more heavily and as such the tiberium's problems have been out of sight for most of the more powerful nations. Or maybe not I dunno.
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# ? Dec 12, 2018 19:34 |
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keep in mind that ground zero for tiberium is rome, which makes the whole hypertoxic ecological disaster bit kind of a big deal
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# ? Dec 12, 2018 20:11 |
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I didn't see the GruntMods edition of Dune 2000 mentioned in the thread. It seems to be a lot more functional than the OpenRA version: it features all three campaigns (not just mission selects) and includes all the FMV's. With John Rhys-Davies! It runs flawlessly for me on windows 10.
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# ? Dec 12, 2018 20:24 |
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GDI Mission 06 https://www.youtube.com/watch?v=5ikb4ffO0AM GDI Mission 06 CZECH REPUBLIC Population: 10,400,000 Geographic Area: 30,449 Square Miles Capital: Prague Government: Republic Gross Domestic Product: $120 Billion Point of Conflict: Ostrava Military Power: National Guard Apparently, Nod is jamming communications and Carter needs our help. Or maybe the cut funding is messing with our comms? Location: Ostrava, Czech Republic Objective: Use the Commando to infiltrate the Nod base and destroy the... damnit. Briefing: Use a GDI Commando to infiltrate the Nod base. **** ** destroy the ********** so that the base is incapacitated. Get in, hit it, and get the **** out. Author's note: Another commando mission! Name: Commander Carter Aliases: Unknown Affiliation: GDI Occupation: Commander within the Global Defense Initiative Voiced/Played by: Bill Collins Author's note: We've had quite a bit of back and forth with Carter, and sometimes I wonder if he's supposed to be the main character with the GDI. Certainly more personable than Sheppard. TRANSPORT “CHINOOK” HELICOPTER ARMOR: MEDIUM COST: 1500 SECONDS TO PRODUCE: 100 RANGE: N/A WEAPON: NONE Provides field transportation for all infantry, rapidly deploying new troops into, or out of battle. This unit is basically an aerial version of the APC without the weapon. Author's note: Great if your opponent is missing air defense weapons in critical areas, and even better if you can combine it with attacks to distract. Its usually a one-way trip for this unit, when moving into an enemy base. COMMANDO* ARMOR: NONE COST: 1000 SECONDS TO PRODUCE: 67 RANGE: LONG WEAPON: SNIPER RIFLE AND C-4 EXPLOSIVE PACKS The Commando is part of the GDI Elite Forces Unit. This unit uses a Raptor 50cal. assault rifle with suppressor that is able to take out infantry units from extreme range. In addition, the Commando carries C-4 explosives. When placed in enemy structures, these explosives will level the target structure in seconds. Author's note: The lore text here is why I think that Nod has one Commando, whereas GDI has an entire team of them. GDI also started out as a SpecOps group. Maybe one of them defected to Nod? Its all headcanon, loosely based on text from the manual, which could just be an error/typo anyways, but I like the interpretation.
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# ? Dec 13, 2018 00:56 |
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I loving hated this mission as a kid
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# ? Dec 13, 2018 01:17 |
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Aces High posted:I loving hated this mission as a kid
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# ? Dec 13, 2018 01:29 |
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JEsus that looked painful to play through.
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# ? Dec 13, 2018 01:37 |
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Aces High posted:I loving hated this mission as a kid Fish Noise posted:loving same. Across multiple tries, like over half of the SAM sites would poop out a minigunner and welp that's damage on the commando I don't think anyone who played this game would feel any different. I don't think I personally ever got past this mission, and had to watch my more experienced cousin play past it instead. Still, Commando is a pretty cool dude, eh blows up buildings and doesn't afraid of anything. GhostStalker fucked around with this message at 03:12 on Dec 13, 2018 |
# ? Dec 13, 2018 01:38 |
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I hate replaying stuff like Dongs.exe or IWBTG and this mission seems especially bullshit.
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# ? Dec 13, 2018 01:44 |
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I seem to recall that if you pick a specific mission path through the game you can skip this level. Because I did beat the GDI campaign, and I don’t think I ever beat this level.
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# ? Dec 13, 2018 01:59 |
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Kibayasu posted:I hope its not spoilers to say that Jobbo_Fett posted:ABSOLUTELY NO SPOILERS AT ALL ABOUT ANYTHING! I would say that it is.
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# ? Dec 13, 2018 02:10 |
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Ahh GDI mission 6, how trial and error you are. I am almost convinced that the reason why NOD eventually rushes you if based on number of units killed, as I remember that when I beat this mission way back I didn't have NOD empty their base like that. And yeah, having units pop out of buildings destroyed by C-4 is a real dick move, and I saved before destroying each SAM Site just to try and minimize damage on the Commando from spawned infantry. Also, the way you got the commando into the base was the only way I managed to do it as well, tank the SAM Site hit and then hope you target the right building. Weird how those tanks were up that ridge though, I think all the tanks are supposed to be in that empty barbed wire fence area near the western base entrance.
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# ? Dec 13, 2018 02:16 |
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Commandos are fun. Too bad about the huge cost, since as fun as they are they are still not as useful as an Engineer (capping buildings and letting you start pumping out units in the enemy base or throwing up a cheeky Obelisk or Advanced Guard Tower) or vehicles. It's pretty embarrassing to have your elite supercommando squashed by a light tank because he simply can't kill vehicles for poo poo, or get shot by a cheapo infantry unit. The older C&C games rewarded massive blobs of tanks more than any kind of mixed unit forces, another strike against the commando.
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# ? Dec 13, 2018 04:12 |
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GDI Tutorial [Part 1]Mission 1 posted:Mission Tutorials
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# ? Dec 13, 2018 04:25 |
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Simply Simon posted:So due to an ad on a phone game, it has come to my attention that a week ago, there has been the first release in the C&C series since 2012 (which was a free to play MMO browsergame): I could right now download a free to play C&C MOBILE game. My excitement knows no bounds. https://www.youtube.com/watch?v=Uz_mcAxtI-M That's how it was announced. I missed bits and pieces of it, so I was wondering why on earth there are people shoutcasting a MOBILE game. Until the logo at the end. This is from EA's press conference.
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# ? Dec 13, 2018 04:33 |
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That is garbage and I am sad that it is in this good game's thread. Also for those who dont know that vid spoils some units and I know its a poo poo mobile game but please keep that in mind when looking up that video. Yes I know I prob wont get to the relevant games for quite some time, thats not the point tho. Jobbo_Fett fucked around with this message at 06:32 on Dec 13, 2018 |
# ? Dec 13, 2018 05:28 |
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GDI Mission 07 https://www.youtube.com/watch?v=geZGwATmdMs GDI Mission 07 CZECH REPUBLIC Population: 10,400,000 Geographic Area: 30,449 Square Miles Capital: Prague Government: Republic Gross Domestic Product: $120 Billion Point of Conflict: Ostrava Military Power: National Guard Author's note: No change is made to Czech Republic's information since the last mission. Carter is a little miffed that we blew up the comms center. Apparently, the real target was the airstrip... or the Nod base in its entirety? Location: Ostrava, Czech Republic Objective: Wipe out the Nod base in the area. Briefing: Previous mission objective not complete. Airfield was to be targeted. New objective: Build up a base and Destroy remaining Nod structures and units. Reinforcements will be provided. Author's note: The map is the same as the last, but the devs throw a curveball by starting you slightly to the left of the left edge of the last map. Name: Commander Carter Aliases: Unknown Affiliation: GDI Occupation: Commander within the Global Defense Initiative Voiced/Played by: Bill Collins Its unknown if Commander Carter is of an equal rank as the GDI Commander, nor if he's Navy, Army, or something else. Regardless, he and the GDI Commander have worked together on numerous occasions, to good effect. Is believed to be the originator of the "the naughties" [Sometimes said "Noddies"] term. Author's note: Carter mentions Tiberium poisoning, which seems odd. He's also annoyed at us for only taking out the building, losing a chinook helicopter, and a highly-trained special forces commando. Maybe you should invest in better comms infrastructure, you jerk! N/A
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# ? Dec 13, 2018 05:39 |
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Too bad you can't knock down trees, since that northern area would have been a much better position for the base, but since you are stuck building adjacent to each other (a trait shared by Warcraft 1, though it had a road system which was even more irritating to manage) the trees would break that up a lot. Really condensed, uneven, and ugly base designs offend my sensibilities, but there's just not much to be done about it in C&C 1. Meanwhile, the AI can start off with nice, well organized, and pretty bases... Wish artillery was more of a thing in C&C - Nod artillery has such short range that it's insulting, and the only other artillery-like attacks are superweapons. No bombarding the base from half the map away, which is my preferred style wherever I can do it!
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# ? Dec 13, 2018 06:27 |
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Have really mixed opinions on this mission. On the one hand its pretty cool expanding the map a bit to fit in a build up and destroy mission. And as a very nice touch, the building you destroyed on mission 06 will permanently be missing for this mission. Which means if the refinery was taken out, the mission becomes a bit of a joke as once NOD burns though its starting money it can't really do anything. Plus having a mission to finish up an incomplete objective from the previous one is pretty unique. On the other hand, the whole Tiberium field issue comes up massively, and you either build by the small field and have huge delays in income later on, or you fight through the numerous NOD units to your north to get access to the larger northern field, although as mentioned, the trees really make building further north annoying due to the build distance limits of C&C1. Plus you still have to hunt down all but the island SAM sites again, only now with some turrets added in as well. Also, looks like the map progression at the start of missions 6 and 7 have been reversed, but think that was mentioned earlier.
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# ? Dec 13, 2018 06:51 |
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Your clue about the airstrip is the number of asterisks in the previous mission description. I forget what happens if you do guess right, though.
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# ? Dec 13, 2018 07:49 |
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# ? Apr 24, 2024 06:28 |
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PurpleXVI posted:JEsus that looked painful to play through. I remember thinking I was a freaking genius when I finally beat this one as a younger homosapien. And then being ticked as crap at Carter yelling at me for screwing it up.
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# ? Dec 13, 2018 08:27 |