Showing all 310 replies.
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>>2298675
>Left-clicking to move
Not an issue for anyone I knew, including some hardcore Warcraft 2 vets. What was an issue that it felt sluggish and somewhat simplistic after playing Starcraft, and a lot of concepts ended up looking better on paper (which is why RA2 had to streamline or outright abandon many of them).
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>>2298060
I still want C&C:TD redone in Company of Heroes engine. I don't think you could carry over everything one to one, but I think the various units having more permanence on the battlefield and being better defined would really help shape the game's combat better.
Even something as basic as GDI having NATO-like squads of soldiers vs NOD having mercenaries and militants would help set the tone, not even mentioning what things would feel like with a combined arms force with a flame tank or mammoth right next them being backed up by Orca support.
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So, I seem to be retarded:
I started playing TD on OpenRA.
Just some light skirmishes against Cabal AI (no fucking idea if that is a strong or weak one).
When playing GDI, I basically dominate the battlefield.
Sure, I might lose some dudes in the beginning, but I quickly push back and through.
Now I tried NOD because I wanted to see what I can do with them, and as it turns out, I SUCK at NOD.
Yesterday I had a 40 minute match with the very same AI that led to me getting obliterated in the end.
Today I had another 40 minute match where I managed to verrrry slowly push forward, but it was a proper pyrrhic victory, as I actually lost more units.
tl;dr: how do I into Nod?
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>>2300638
>tl;dr: how do I into Nod?
The rocket troopers and trucks that turn into bunkers are a great way to overtime make a passive anti air defense and safe and defensive corridor.
Venom spam is greasy but having 6 hot keyed will usually fuck up most infantry spam to the point you only lose one or two. You can, in the vast majority of times sneak them in and around behind then enemy base and hollow out a few buildings before their killed, this can be used to draw units home, but you will always lose them.
The laser artillery is great, in groups of 3, but far enough away from eachother you have two groups of three. Hard to defend and lost easily, but if done right with micro its a game changer to have two sets.
You want to get used to the tactic of sending engineers in transport to grab and recover walkers and then sending them back to your war factory., keep a few in plain sight behind the Frontline just chillin, AI always targets them first though. Late game this is a huge deciding factor in if you get crushed or they make you stronger.
With GDI you do the same but heal them by the 2500 APC they have.
Flame tank is OP, but expensive and easy to lose if you dont send them in after enemy units are already engaged.
Sending a bunch on aggressive into a city after a diversion wave of attack bikes set to way point around the place (alt+click?) Is how you clear entrenched areas easily.
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>>2300638
Also with nod you have more AA options, but if you balance them correctly you have more resources for troops, versus the GDI expensive airforce and expensive dedicated AA unit.
Having a "mix" of units is more important as NOD, yiu cant just APC rocket trooper + sniper spam and drop minefields on the path the AI takes.
A few attack bikes and Iirc one of the upgrades gives a unit AA capabilities.
If your doing the bunker trick, once they gain experience I usually send them to the home base and/or a static defense somewhere behind the front lines to act as a hail Mary AA that gets you on your way home.
>effective with experienced AA infantry.
Bomb the fuck out of their harvesters until you get gud. Then it's second nature.
If you use an airforce make sure it's set to defend the area right before your units engage it, so that the timing of getting bombed is right before it enters your units range.
Never keep air units at home, and always hotkey them in groups of 4, but set them out to defend individually and spaced out so your bombing run is random, resupply is random.
I personally dont use the airforce for much except to scout and randomly bomb hidden areas of the map. Venoms are greasy when massed, but easily destroyed by rocket based splash damage to the point its not a viable tactic simply because they group up.
Sending them in small groups to distract while ground troops move in is a good use for them.
They are good for hunting harvesters that you see unguarded or in the first 30sec of them doing a base expansion.
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>>2298071
I enjoyed the gameplay though. Also the atmosphere is the best, can't be beat. EA taking over and killing off all the Tiberium flora for a gay bland desert should be enough for liquidation of the company.
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File: Dogma day afternoon.jpg (53.7 KB)
>>2296518
>playan
Currently stuck on ''Dogma Day Afternoon'' mission. The whole firestorm expansion is really fucking dark for some reason. Right of the bat we learn that GDI victory Tib Sun didn't mean shit. NOD is still there despite Kane's ''death'', Kodiak gets destroyed in a cutscene. Mcneil dies (In the Westwood canon, not the EA retcon) Chandra dies, Brink dies. Umagon turns insane, and Tratos gets assassinated three missions in.
>listnan
https://www.youtube.com/watch?v=KvNKLwhzkK0&list=RDKvNKLwhzkK0&start_r adio=1
This one is fucking great, especially from 1:58 onward.
>unit favan
Cyborg Commando. I allways loved to use him to obliterate every single GDI base on the map in ''Villianess In distress'' mission.
>it's summer 2002 again, right?
Oh god, why are you doing this to me?
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>>2296016
The campaign on hard depends 100% on luck and RNG instead of skill and it's insanely frustrating.
Update: I have now completed all 81 missions on hard. It was SO BAD.
Every mission was a WHAT WERE THEY THINKING moment. These are insane puzzles that require you to cheese and savescum like you have never cheesed and savescummed before. Awful AI and pathing, no build missions are pure torture because there's so much RNG and micro is almost impossible in this 1995 game.
It was nonetheless pretty satisfying when you slowly figure out how to sandbag into the enemy's base and destroy them from within. Do not be ashamed of sandbagging, believe me the game deserves much worse abuse and I would cheese more if I could. Music is fine. I really like the atmosphere too. A side note is you should always play on fastest because normal speed causes the enemy air strike to be much less frequent and makes the game easier, or so I heard.
When it comes to Red Alert, although a lot more people prefer this expansion, I find it much more boring than the base game. The puzzle element is no longer there. The pace is much faster. You can no longer chill behind the safety of sandbags, and now it's just tanks tanks tanks. The enemy can hoard army indefinitely and only attack with free spawns, and because of resource limit you can head into a dead end if you don't win fast enough. And again, tanks beat everything every game so it was just boring. The atmosphere is pretty boring too and I much prefer the original's sci and mystery element.
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>>2312365
Of course you couldn't micro on fastest dumbass
Sandbagging is also not required.
Air strikes are already harder in the remaster too because the behaviour got fixed and will now target your most valuable assets instead of whatever you have closest to the top left corner.
Instead of sandbag slop you should just break a section of their base and cap their construction yard and eco
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Been playing Dawn of the Tiberium Age. Pretty fun but man, some of those missions are ball bustingly hard.Ashamed to say I had to cheat on a couple of them.
>>2312365
Yeah, hard mode has some stupid bullshit modifiers that make the enemy way stronger than you. The Remaster team didn't make any accommodation for this and it shows. Best to just play on normal, as was intended.
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>>2296016
>playan
dawn of the tiberium age
>listnan
face the enemy 1
>unit favan
heavy tank
>>2299853
are you chinese? if yes, you'll love it.
>>2312811
its 6 euros bro, what do you have to lose?
ra2, yr, tib sun are still played on cncnet.
mp. openra if you want to play td, or ra1. the OG games, they're balanced like shit since theyre from 199*. tib sun too desu.
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>>2315694
>There is shareware copies that are full games for CnC1 and Red Alert (maybe Tiberian Sun too?).
Freeware. Yes, all of those games are available legally free of charge now. It's great for modding since the mods can distribute the game and the mod as one package. EA should do the same for RA2 as RA2 mods are annoying to get going.
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>>2321853
NTA, but it's really not. CoH for example has functional vehicles that has at least some synergy with the infantry mechanics, Iron Harvest has mechs with barely any functionality that do not synergize at all with infantry. And somehow mechs are the selling point.
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>>2321983
what do you mean? Some mechs can garrison infantry, some mechs spam bombs/artillery to clear areas for infantry, some mechs destroy walls and buildings to make way for infantry. Sure they don't exactly provide mobile cover for infantry but that's because they're on legs up in the air, the games are functionally the same down to capturing flag points on the map for score victory
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File: 1-35-scale-prism-tank-i-built-and-painted-v0-ws4vvo9pxbag1.jpg (772.9 KB)
>>2296016
>playan
nothin
>listnan
nothin
>unit favan
prism tank, build a dozen and slowly advance them, they'll wipe out anything that isn't airborne or far out at sea
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I have played CC1 and RA1 recently, had some fun and started Tiberian Sun but the GDI campaign is such a dogshit miserable experience. Half of the missions are some stealth bullshit. Maps are enormous but unit sight range is 10cm. 30m timers that last only 10min. Artillery everywhere that can snipe you from across the map and invisble enemy bases. Now I'm at Destroy Prototype Facility mission but air units just come to rape my units and I can do nothing about this.
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>>2323645
I think many of the stealth missions are optional, but yes, they're bullshit if you expect to complete them on the first try even if you know how the mission goes.
>air units just come to rape my units and I can do nothing about this
I'm a hover MLRS enjoyer. Honestly I feel like they're really slept on. The mobility is great for micro and many missions are designed so that water is the enemy's weakness.
The missions I dislike are the ones where Nod has a missile silo as super weapons can make the ground unbuildable if you don't make a concrete foundation.
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>>2323769
Just finished GDI campaign. Played only for the story but in the end I barely understood it because of the bad audio and lack of subtitles. It was also such a pain in the ass searching for every unit and having to destroy every building, even the electric fences, for missions to end. At least in previous games when the AI couldn't do anything anymore it sold everything and rushed your base so it was easier to clean up.
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File: Yuri_red_alert.png (682.4 KB)
>>2322590
>they'll wipe out anything
Lol? A couple of grizzly's Rhinno's would mop the floor with them.
>Now I'm at Destroy Prototype Facility mission but air units just come to rape my units and I can do nothing about this.
Let me guess. NOD Harpys just murder the fuck out of Umagon as soon as you get close to the main enemy base? The best strat is to capture the sub-terrain APC stationed in a small nod outpost, and then fleeing in it as soon as you discover the prototype facility (You will have to use your regular Mutant troopers as cannon fodder to reveal Banshee fighters). Hope this helps.
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>>2323769
>The missions I dislike are the ones where Nod has a missile silo as super weapons can make the ground unbuildable if you don't make a concrete foundation
Sooo... only a final mission. Because in other 2 missions with super weapons NOD only has a chemical missile.
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>>2323645
Westwood never really "figured out" level design. It's like they were just philosophically opposed to anything besides you having one base vs one enemy base with a couple token outposts. Hope you can get in before you run out of resources! It took till Yuri's Revenge to really get experimental with things, but even then they just locked down every base with Gatling Guns and Psychic Towers.
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File: Warcraft 3 - into the eternal kingdom.jpg (90.1 KB)
>>2325321
>Westwood never really "figured out" level design
The hell are you even on about? There was nothing to ''figure out'' because it was them who created this fucking genre. It was westwood who set the rules.
>Hope you can get in before you run out of resources!
The only westwood game where this is the problem is Dune II. Every next RTS game has revavable resources. Funny thing is, that Blizzard copied Spice patches from Dune II and turned them into goldmines in Wc1. They then stuck to the ''non-renevable resources'' formula to the end, with fucking Warcraft III.
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Currently playing through RA2 Allied campaign, something which I have never done before.
I have reached now what seems to be the last mission, and after Washington the game seems to have become a lot easier.
Usually there's one bigger onslaught at the start, and after that you're basically free to build up and blob into the enemy bases.
Also, air units are fucking useless with the range on the soviet AA
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>>2327719
nta but it could be any, a single laser fence post or a SAM site could hold back winning the mission, also there's one mission where there's a stealth power plant base in the corner of the map that's easy to miss
that's just how westwood made these mission, it's highly unlikely the mission glitched out
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>>2328945
>air units are fucking useless with the range on the soviet AA
just split your units and also overwhelm the AA. Flak just hits instantly, missiles have to reach their destination and that's why you have this feeling
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>>2330257
Try the latest cnc-ddraw: https://github.com/FunkyFr3sh/cnc-ddraw/releases
There is a vsync option but I would only recommend it as the last resort as it adds quite a bit of input lag. I'd try maxfps, windowed, and swapping between opengl/directx first. I have the vsync off and no tearing so something else is applying it.
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File: Screenshot 2026-02-01 180803.png (157.5 KB)
>playan
X-COM UFO Defense
>listnan
https://youtu.be/SbeF4FZiolc?si=6QKR5N9mz44Wk8D6
>unit favan
picrel
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File: TDR_Mammoth_Tank_Cameo.png (170.3 KB)
https://static1.squarespace.com/static/5cb8811d5239585cb782f0e0/5ce6de 5ceef1a1421222ecbc/5ce9e54ce4966b60 0dc6ef9c/1558832987273/06+Killing+M achine.mp3
For me, it will always be the undefeated Mammoth Tank
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File: 12345.gif (3.8 MB)
>>2296518
BAAAAAASEEEEED
https://youtu.be/IBp0Pu3NeOo?si=HbPbhK4v_p-DJDa7
https://youtu.be/4IB79iNCeb0?si=-grfLTYbSZEKDd-d
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I just discovered https://github.com/TheAssemblyArmada/Vanilla-Conquer
It's a sourceport for the original games, but unlike OpenRA, which is more of a modding and MP framework by now.
Has anyone used it and can give an assessment?
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>>2296016
>playan
RA3 Ressurection Mod 1.48 - a few days ago, it's finally eng patched
>listnan / watchan
Pic related, I'm just taken aback with this cutscene from act of war high treason, very peculiar to show the feet of the officers from task force talon. I do wish that game has rate-limited infinite resources like in cnc, games like that pic related and starcraft leaves a bad sight for my eyes because the resources are limited, but that's just me.
>unit favan
yuriko for ra3
>>2296098
>Feet
lol
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File: imagine if this were a gdi titan lol.jpg (574.3 KB)
>>2349096
The AI's pretty intense. I thought I could amass resources and have infantry as my inexpensive safety net
>>2349097
>What kind of psychopath does the second one?
I did that a bit during Tiberian Wars, since all three of the factions are quite canon for Twilight. GDI had their pyrrhic victory, Nod had their ideological (strategic?) victory, and the Scrin had their mining defeat.
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>>2355400
You have to damage a structure to 20% HP to capture it. Otherwise, engineers just suicide into the structure and deal damage. It's terrible because you can't do hail mary rushes into the enemy base with an APC and level their conyard, barracks, and refinery.
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I'm on the final GDI mission of Tiberian Dawn. It's so exhausting. Nod keeps spamming turrets in spots he shouldn't be allowed to build, and the chokepoints right into an obelisk of light just decimate my troops. Even trying an engineer rush to capture enemy buildings isn't helping because they just rebuild them right away.
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Is there a mission select mod that works for the CnCNet version of Tiberian Sun? Switching over to Vinifera Beta apparently corrupted all my saves
Alternatively, does anyone have a savefile for Nod9B: Protect The Waste Convoys? Either for the Live version or Vinifera
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>>2358588
I just switched over to the Steam version which is compatible with the mission select mod, I'll manage without the QoL
Even then, I got booted back to mission 2 after, which apparently happens for ini edits as well so I'm gonna avoid the hassle of doing that over and over
Surprised that for all the QoL in CnCNet there isn't just mission select built in, would be super handy
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>>2358596
>Surprised that for all the QoL in CnCNet there isn't just mission select built in, would be super handy
Yeah, it's something that's possible too, it's used in Tiberian Sun mods that use the same client but the base game doesn't have it.
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>playan
Firestorm - I've been putting off the Core of the Problem missions for a long time but I might have an idea of how to beat the Nod one. Otherwise, I've been trying to play the missions for TibDawn and Red Alert in the Remaster but I'm having my doubts about it despite getting pretty far.
Installed TibDawn using Nyerguds update or whatnot with the only hiccup being FMVs getting bugged occassionaly.
>listnan
Nothing right now, I need to sleep.
Rather like some of the Remastered tracks though.
>unit favan
Tough one that is, I'll say Colonel Burton for now because he seems like the best rendition of commando in terms of his abilities. But talking commandos, I also like Boris because he's got some nice range with his laser designator.
Haven't posted on /vst/ in a long time, funny new captcha system, also finished the China campaign for Zero Hour.
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I have been making my way through the games. Played the westwood games and had a lot of fun. Now I'm trying to play Tiberium Wars but it's somehow really boring. The missions feels short, and maps are small too.
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>>2360224
>Installed TibDawn using Nyerguds update or whatnot with the only hiccup being FMVs getting bugged occassionaly.
This is unfortunately normal. I suggest trying out Vanilla Conquer instead, it's a version that's compiled for modern OS's.
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>>2360728
TibWars & Kane's Wrath stray quite far from the classic C&C style so it's understandable to not be into it early on. It's a game that might grow on you over time, both Kane's antics and the Scrin invasion is what makes it shine to me.
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File: CNC3 TWKW Mod Resonance 0.3.01BT GDI and Nod Crawlers.png (2.5 MB)
>>2296016
>playan
kane's wrath resonance mod
>listnan
cnc thang
>unit favan
crawlers
Sharing mod guide:
>1, applying the 4GB patch to both the retailexe .dats of 1.2 and 1.3
(according the the "Kane's Wrath 4GB Patcher Setup, every time I delete and redownload the .dat files, I can only patch the 1.3 and worldbuilder.exes, I then used the 4gb patcher from NTCore to patch the 1.2 dat)
>2, installing the community patch, 4K Add-On Standard version
>3, set medium graphics settings in the unmodded kane's wrath
>4, added a "Mods" folder, included the "Resonance" folder with the renamed "config.txt" on its .skudef (I left the .Big files alone)
>5, added in the "CNC3EP1_english_1.2.SkuDef" the line: "add-config Mods\Resonance\config.txt" in the first, topmost line
>6, used steam > general > selected launch option "-win -xres 1440 -yres 900 -ui -runver 1.2"
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Wished the resonance mod worked in the vanilla tibwars, since it only uses three original factions. Surprised to see that the scrin here have no particular crawlers of their own, but if borrowing queues from those habitat or science or assembly walkers from The Hierarchy of Universe at War, it would be quite balanced. Haha! Anyways...
>playan
kane's wrath mod alien prophecies (campaign is unplayable in certain missions, especially regarding their almost unbeatable steel talon colossus, that thing's like a Titan but with guns, cannons, and missiles, which makes swarming them with rocket squads, attack bikes, and even venoms a herculean feat in itself.)
>listnan
This "iron summoner" donghua, fella awakened a hammer that can summon cybernetic troops, tanks, helos, jets, and artillery. Crazy stuff.
>unit favan
support crawler for air superiority as usual.
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>>2364243
>Dogma Day Afternoon is the ... most memorable mission
So true. IIRC it was the mission that got me into Tiberian Sun. I had played Red Alert before but it felt very arcadey compared to TS. TS was a spectacle and something more serious.
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>>2296016
Replayan Tiberian Sun after probably 10 years, so far haven't been filtered except in the mission to destroy Vega's base (did not expect a subterranean APC engi rush to take my conyard right at the beginning).
Then I'm going to replay C&C3 for the first time since it came out nearly 20 years ago, then play Kane's Wrath and RA3 (never played either). Then I'm going to replay C&C Generals/ZH and by then it will be a good time to replay the original C&C and RA.
The only C&C I will never replay is C&C4.
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Finally tried mental omega for the first time after mostly ignoring the shitposting around it for years. I was trying to get some comfy SP team skirmishes going but my team was getting hammered by a never-ending tide of units and I didn't understand why.
Today I tried to 1v1 the medium AI and after raping its harvesters on the opening with terror drones and tesla troopers I realized the AI just has some sort of infinite money cheat on as it keeps building unit after unit, rebuilding turrets, power plants, 3 battle labs, all while having no income.
lol, this is what all that shitposting was all about? I'm not that impressed.
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File: 20260401140446_1.jpg (615.4 KB)
I started playing C&C3 last week. I'm actually really getting into it. I used to struggle a lot to get into 3D RTS games but it hooked me. It helps that I like a >plot in videogames.
In C&C I used to only like Red Alert but its swung the other way, I really like the Tiberium series. I played a little bit of the first C&C back in the 90s but it was Red Alert that hooked me to the series. So I didn't actually complete Tiberian Dawn until 2021, after which I played Tiberian Sun but then I put off playing Tiberian Wars until recently.
I tried RA3 first last week but it wasn't hooking me.
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>>2370872
>Care to elaborate some more? Is this the mod that has all CnC units?
Yes
https://www.youtube.com/watch?v=m1Gmwz3of-c
>Is it made for Mental Omega trannies or can normal casuls have fun too?
It's a good half-way point. I'm finding the easy difficulty to be a nice casual challenge. The most annoying missions are the no-base ones, as-usual.
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>>2371837
I think the red alert series is wackier and cheesy ever since their Yuri bit (comically evil) as the allies feel just a humbly as they were from RA2 to RA3. Tiberium, especially Sun, Wars, and Twilight got mad serious especially when the GDI guys seem mad serious all the time. I'd like the inOps of Tiberium Wars, but the modding capabilities of RA3, (especially playing its world in conflict mod, like building your own faction unique oil derrick and bunker) makes RA3 easy fun.
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File: to tame a living god wic 2.91D EN RA3.png (1.4 MB)
>>2357745
>>2372904
Cool. Getting that faction-available and buildable oil derricks are the best. Makes most missions easy. By the by, been replaying the tokyo mission from the soviets, love using the reserve tactics because of pic related - the mod tank, the panther, and the artillery halftrack (unlocked allegedly via super reactor, battle lab, and VIP bunker respectively) and it definitely outguns many of the imperial units. So nice.
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File: GATE - Thus the PLA Fought There!.png (847.3 KB)
>>2370169
only if it has
>multiple build queues
>spammable bunkers
>spammable secondary resource units/structures
>spammable superweapons
Like pic related, lol - would love a GATE Jiteai mod for command and conquer if it exists
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File: Screenshot_20230112_023007.png (2.1 MB)
A modded cnc with metal slug factions would be nice, since there's the rebel army, the syndicate, and that peregrine faction. Kinda sad to find an actual mod for generals zero hour with pic related.
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File: CNCG ZH Light of Five Stars Mission 3 China.png (1.7 MB)
>>2375154
Antrax Bomb 'em, yep. Otherwise, infantry-clearing units like the dragon tank, microwave tank, toxin tractor. Was able to scale the economy by hacker spam, lol.
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File: apoc.jpg (419.6 KB)
>>2296016
>playan
Red Alert 3
>listanan
Black Magick SS - Scarlet Desires album
(Super Samurai goes insanely well with the Japanese faction holy shit)
https://www.youtube.com/watch?v=9rd8eSrsMdY
>unit favan
Mammoth/Apocalypse Tank. You can't go wrong with twin barrels.Give me back my missiles launchers in 3 damn you
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File: auf 20251209 WIP LBD Fight for Peace 5760x4200px.png (2.2 MB)
>>2296016
Playing >>2374139 pic related, the MBTs of the USA, Russia, and China can attack aircraft, so that's cool for that monster flexibility.
>>2375958
I played both, but wished there was a high-res playthrough of all the ages, I do remember of a nifty scifi faction called that novorussiya, also liked their airfield just autolaunching those planes for them bombing runs.
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surprised to see a zombie mod in zero hour
>>2374821
>metal slug
yeah they're neat ever since that metal slug defense / attack / attack reloaded bit that series is rich with units and factions. Hoping to see some interesting cnc mods that use other IPs, aside from star wars, think I saw a wh40k mod, but that is mad hard to find, even from both mod db and that red 2 net korea site, wew.
>>2379891
are there any cnc games that feature units firing on the move? I can only think of that fireports feature from the generals like the assault troop crawler / assault helix / humvee / combat chinook / battle bus as of late
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File: RA3 - Allies Havana - WIC 2.91D En.jpg (1.5 MB)
>>2373514
So much overpowered units here. No wonder it takes a lot of dollars and tiered buildings to unlock those op units. Pic related, this AC-130 is crazy for firing while on the move, and engaging air units. $12000 and 2:00 to build? Intense.
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>>2381874
Nproject is basically what zero hour should have been from the start.
>makes maps look slightly better
>maps that were removed from the final game
>boss general included by default
>has small amount of new units
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File: Screenshot 2026-02-14 165949 EU Air Sea Land Units.png (2.3 MB)
>>2296016
>>2349096
I like the EU units in that mod. Also to answer that question, finish the factions story, and it looks like by playing that WIC 2.91D EN, Soviets easier than Allies easier than the Imperial Japan.
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>>2382943
Sounds nice looks quite "vanilla" for me.
>t. Played VGO (easy is hard wth lol), Light of Five Stars (if China built that massive nuclear power station, shit explodes like Contra General Tao's Hadron Collider, lol) pretty much
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>>2376839
lol yep he looks like it
>>2378961
What's with the Veti's MCV mechanics? I really thought they would use a flying MCV for their Resurrection Gateway, not this permasplit type kinda evo with the Dominance Anchor.
>>2383743
Why is Hirohito looking low energy in this version? Also if that ad were made today, still the same lineup?
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>>2373770
what was the harvester glitch about? heard the latest patch did some blanket changes also affecting the campaign, like:
>reduced credits
>cranes not being able to build advanced base defense
That sort of stuff. Does suck, lol.
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>>2362212
What the heck. Hate how modding used to be so effort intensive when installing them. Gotta love the simplicity of mod launchers that were available for CNC3 and RA3 (I think of that resurrection mod launcher), but KW and Uprising surprisingly doesn't have easier mod launchers. Freaking AVs or Endpoint Securities (which are a bitch to go through blocklisting/safelisting or even switching off) making at least command post (for KW) kinda impossible to install, oof...
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>>2385687
Oh right, of course a direct hit's ideal. Thought the lighter and faster the unit, the better they are at firing on the move. I think that the medium and mammoth has longer reload and firing time compared to other ground units.
>>2385688
There's rarely civilians in skirmish maps, and when building on top of civilian vehicles, moderately surprised how they move out of the way for the building to be built. They strangely stay in place when a tank rolls over them, though.
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File: VisualRealityMod-CNCZH_VEC-v201306'JU11T.png (3.5 MB)
>>2384960
I'd like to think that bigger buildings have more armor values and can produce more or batches of units than the smaller ones, whether it's a barracks, war factory, airfield, and naval yard. Realism does look nice, helps with the immersion, but have strong units and buildings are real cool.
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>>2383515
>Resurrection mod
How did they managed to import the tiberium mineral field in RA3? I feel the eco gathering is quite mighty superior there than the ore mines. At least using 3+ collectors does make the economy grow mighty quickly.
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>>2387100
Secondary resource units/buildings are still the best way to kill the ai. Just turtle until you are gaining money faster than you can spend it. As long as he doesn't have anything like artillery or superweapons to break a stalemate they can't do anything
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>>2387103
>Secondary resource units / structures
Yep. That gameplay advantage there makes turtling and steamrolling easy.
>Earning more than spending
In personal skirmishes, I always thought that it would be better to have around 20k credits or lower so that each barracks / war factory / air field / naval yard / MCV constructing power or base defenses means the eco is used efficiently. I think there has been only one mod that incorporates that All campaign relevant factions having:
>bunkers (apparently garrison clearable)
>secondary economy support structures after building the refinery (or earlier, lol)
>spammable super units
Quite surprised the AI of that mod is effectively gatekept from using those subfaction special units and structures in gameplay, especially when they have better eco + combined arms manuevers later in game. Also, they have better luck in the unit crate pickups, some unbuildable units with seemingly half map range and are a bitch to kill is way dangerous than being able to spam second eco and turtle till able to steamroll in skirmish sessions like it
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>>2387654
That's the World in Conflict mod in RA3, it's cool to see those features also compatible with the soviet allied and imperial campaigns. secondary evo and bunkers that can store 10 infantry is really overpowered.
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File: old man thinking.jpg (197.5 KB)
>never had any major issues playing all the old C&C games as a kid (except that one commando mission in C&C where I didn't know what to do)
>replaying them again decades later
>get stuck on several missions and have to restart several times
Fuck defending the Kodiak. These old bones can't handle it.
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File: MirceaOfRivia.jpg (464.6 KB)
https://www.youtube.com/watch?v=C-rVenXdW3g
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>>2392039
>The last time I played I imposed a challenge on myself to not use Titans and this mission was the most difficult one.
I remember handicapping myself in Soviet missions in RA1/2 by limiting myself infantry and conscript rushes.
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>>2392354
>>2392703
>"Gonna be very honest, IonShock, released 2 years ago, nobody cared cuz it wasn't free, apparently my work is not worth 3 usd, so project died after 2 years of sacrifices. Made Retro Generals, same result, nobody cared my 3d artist and the coder moved on to other stuff, I finished with what I had. Made Brutal Yuri, loved it, everyone else yawn... if its not free we do not care. So I decided since I'm not making anything and no one cares... I'll make somethin wild just for fun, see where that takes me. Truth is, it looks like if I'm not that talented for people to spend 3 bucks, why should I finish anything, I'm making things how I like them and if others like them too great if not, oh well. I'm just having fun with AI and making crazy stuff."
lmao.
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>>2392309
It’s more like they scripted things that nobody would care about or barely affected the mission. Fucking Tib Sun side quests leave me forever salty with the way they imply you get extra units or something in the next mission, just for the train carrying the units to derail and they all die.
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>>2395997
Yeah, three of them
>right after Firestorm (militants may still have some better shit for personal protection from the last war)
>mid-TibWars (should be hooded thugs)
>a good bit after TibWars (would make sense because Nod got some tech developed but also irrelevant because cyborgs)
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File: Hammerfest_Base_TS.png (1.3 MB)
>>2296518
>rescue hammerfest base
That map was really memorable.
>>2310292
>GDI victory Tib Sun didn't mean shit.
Good guy wins usually mean nothing changed other than the bad guy not winning.
>NOD is still there despite Kane's ''death'',
Not the first time it happened, not the last either.
>Kodiak gets destroyed in a cutscene. everyone dies or goes insane
Yeah that kind of sucks but they probably couldn't get the actors to reprise their roles, and it's a war on an apocalyptic planet so people dying kind of happens.
Don't forget even C&C3 starts with Nod nuking the Philadelphia and entire GDI high command, leaving you with Michael Ironside and Lando Calrissian fighting over command.
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>>2325321
>Westwood never really "figured out" level design.
holy fuck no, if there's anything every Westwood C&C game excelled at, it was single player level design. Every time the mission was difficult, there was a catch, like some hidden crate to help you, or some part of the map where you can fight with relative impunity, or a side quest to give you extra units. Like the first mission in Yuri's Revenge with soviets where you could recruit Rexy and bring him back to the present.
Most commonly, enemy bases have a weak point like a back door you can get into via troop transports, or a direction where they hold crucial infrastructure (power plants) you can take out first to nix enemy turrets making the attack easier.
Which is, you know, something you have to figure out in a STRATEGY GAME. They are not modern garbage titles where you can just do a frontal assault and be expected to win.
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>>2329069
>there's a stealth power plant base in the corner of the map that's easy to miss
>that's just how westwood made these mission, it's highly unlikely the mission glitched out
It also makes sense because Nods chief strength is stealth, so you really, really should get those mobile sensor arrays.
in other words: skill issue.
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>>2396389
>Good guy wins usually mean nothing changed other than the bad guy not winning.
True, Tiberium still pretty fucked up the world after 3. It feels like all factions achieved victory in their own way, like that global conquest mode in Kane's Wrath, namely:
>GDI defeating most of Nod
>Nod eliminates almost all of GDI High Command and can acquire ascension via the Scrin Tower
>Scrin Wins because they still look forward to harvesting ichor in a sequel that will never come
Something about having a military, or a technology or an economic victory, and having that instead of a clear total win or lose for the good guy faction vs the bad guy faction vs the space fleas from outer space
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>>2397797
In that case, do you always seem to replay particular missions multiple times because it's cool? I do that when there's a certain technology level that's locked, like the support superweapon and the superweapon (especially when the max tech tier is unlocking the Battle Lab) much like that:
>China 2 in Generals Zero Hour
>GDI Croatia in TibWars
>Havana in RA3
I wonder what are the other missions like it?
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>>2396394
Replay Tib Dawn and Red Alert 1 and say that with a straight face. Tiberian Sun has token backdoor entrances, but they are still ultimately just 1v1 matches or dogshit no-build commando missions.
I don't think you face multiple factions in a single level (besides Dune II) until the second to last level of Soviet Red Alert 2.
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>>2398825
>Replay Tib Dawn and Red Alert 1 and say that with a straight face.
I did, on hard mode, when the remasters came out. Even the stupidest missions in Tib Dawn had some trick to it. There were either hidden crates to help you out, or the enemy base had exposed power plants, silos, or a chokepoint you could put lasers to. Commando missions allowed you to lure enemies away to either bypass them or cheese them (TD had a Nod mission where your path was blocked by mammoths, you could just lure them off the bridge they guarded and circle around). Red Alert 1 was straight up easy afterwards.
>but they are still ultimately just 1v1 matches
Yeah, here's the average Nod mission in TD: you start with 2 rocket troops and 1 infantry, you have to kill 2-3 tanks and 5-6 enemy infantry (grenadiers mostly) to make it to an abandoned base. When you reactivate that, a signal flare shows up and a troop transport helicopter lands. You have 0 money so you have to sell the MCV to be able to build two engineers. Load them to the transport, cross the river (blind) to reach a GDI base protected by rocket troops and take it over with the engineers. Then either do a 1v1 fight vs the other GDI base, or use the troop transport (if it survived) to enter from an unprotected angle and sneak engineers in; making the mission far easier since the AI now can't rebuild buildings (or you can start turret camping their barracks).
Or there's my favourite where you have to sneak into a GDI base, cap an orca helipad, and destroy a civilian village with it over the river (avoiding the rocket gunboat), but that's an optional mission.
>or dogshit no-build commando missions.
Those are the best, especially in Tib Sun and RA2 where you can promote units. Often you also get bonus units midway through as well, or get limited base production, or straight up capture a full base.
I think you just have a skill issue.
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File: .png (905.5 KB)
>can't turtle or play defensively
>can't spam secondary resource units/buildings that give you free money infinitely
>GLA gets undodgeable viral missiles that poison and kill vehicles instantly
your mod sucks. plain and simple.
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>>2399815
kek, I would like another generals mod, I am just surprised that there are so much obscure mods (or replays of them) in youtube especially the likes of:
>That one Homeworld naval mod mission
>Vietnam Glory Obscured
>That resident evil one
>TWO WW2 mods
Aside from the usual Contra, or Shockwave Chaos, or Rise of the Reds, or even that Chinese Light of Five Stars.
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>>2392703
>unfinished mods
Man, I am still salty from not being able to experience the likes of that ra3 paradox mod, and that european conflict / deep impact mod. oh, and also pic related. ww2 mods lol even knowing there are other ww2 rts
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>>2405191
Classic modder scopecreep and bloat. Could have finished one by just having 2 factions in a single theater and expand from there but they just always have to cram in whatever they can think of.
Also isn't that a modern Leopard 2
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>>2405503
>scopecreep
that kills game mods so frequently. At least the art and assets are nice to look at.
>modern leopard 2
that orange tank sure did stuck out like a sore thumb. Sure is cool, just like the ufo from the top right (wished it was a hanebu) german wunderwaffe does have that Yuri Faction energy to them.
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>>2407754
they made an addon for a community update called hanpatch which adds easter egg units to each side and they're all meant to be overpowered because the AI is nearly impossible otherwise. I would only recommend playing with limited superweapons turned on so they can't constantly kill your economy with one nuke/particle beam/solar burst after another. Russia is supposed to never be on the defensive but you really have no choice with how goddamn hard it is
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>>2407776
>OP superunits
>Who are also easter eggs
Very cool! But the only way to gatekeep the AI would be to make it only available as a one-time subfaction choice upgrade, like that RA3 World in Conflict mod (especially its 2.91D)
>>2407855
>Contra
rushing for super units is the best strat, since spammable secondary economies. Honestly amused with the changes in the X version:
>Nuke General's Nuke Hunters have a higher rank requirement, but at least their speaker towers are now watch towers so he's not rushed to death that quickly
>Superweapon General has two paths, conventional and experimental - looks very boss like with the two choices, like another faction within another faction
I like contra for their units, but not so much for its general's promotion hard requirement for the tech up. Wished they had mission campaigns, and glad that Tank General is the easiest among the generals because his Sniper Cannon, T1 Arty, has the shortest range of all the T1 Artys of all the other generals.
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>>2407754
Kirovs have front mounted turrets in the official game art, they just never actually been able to use them inside the games.
Personally I would have them double as troop transport instead of just bombers. Not that it would be super useful but it would be hilarious if they could drop paratroopers, or lower a rope ladder and have flak and tesla troops descend to defend it.
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>>2408111
>Good in contra
Their 0-star general can produce secondary economy units, also spammable black markets for gla and spammable internet centers for china.
>Rotr secondary economy
Kinda bummed that glad can only build one black market (even though they got the bounty for enemy kills for free,) having spammable markets is preferable. Thought gla's "power is optional" and faster econ thru bounty + scraps would make them quite stronger if they removed the black market hard limit, but that's just my preference for the faction.
China also has those internet trucks, so those function just as similar as the russian arms dealer trucks, unless Russia, once econ scaled, can dominate easily with having more varied ground units than any other rotr faction.
>>2408305
>Front-mounted turret kirovs
Like anti-air defense? Could imagine them as a sort of bulkier helixes, literally true overlords of the skies
>As heavy air transport
Sure if they're just as fast as those troop transport planes, but if they're slow, it would be better for them to haul groups of vehicles, since vehicles are greater in attack and defense than just infantry.
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>>2408438
>Like anti-air defense?
probably? it would make sense. old WW2 bombers had similar turret bunkers on their bellies too. Realistically it's probably just a design fluff.
>Sure if they're just as fast as those troop transport planes, but if they're slow, it would be better for them to haul groups of vehicles, since vehicles are greater in attack and defense than just infantry.
I was thinking of the Red Alert 2 intro where you have massive fleet of Kirovs flying into New York. They fly between buildings, so they can't exactly bomb anything but the streets. So it would make more sense if they carried a larger group of infantry, a large fleet of Kirovs could be used for invasions, not just mass destruction.
Also consider that the Allies in RA3 also have a slow heavy bomber which can be loaded with infantry to paradrop. So it wouldn't be unprecedented.
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>>2408438
They build limited black markets because in zero hour they could be spammed infinitely and it was just bullshit to deal with on top of the GLA player gaining money with each kill. Most say that in rotr China has the best eco since hackers scale over time and are cheapest but I still think Russia's is better since hackers require too much input from the player. Once heavy anti air vehicles start being spammed there's simply no way to stop Russia's economy. China's you can wipe out with a10 strike/anthrax bomb once they start building hackers without vans, but with Russia you can't even touch their base because Grumble range is fucking crazy.
Still it's really rare to see a game go longer than a half hour so the Russia player usually always has less units no matter what
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File: workers and the local market.png (969.0 KB)
black markets and workers are definitely the backbone of a global liberation effort.
Full: >>>/vg/567741820
>>2408442
>larger group of infantry
so the infantry drop is like that paradrop power, or the disembarking of infantry like in the allied nighthawk transport / generals us chinook, or it's like a rappel down ala combat drop (just like the previously mentioned us chinook?)
>slow heavy bomber
>and a troop transport
the century bomber?
>>2408780
>gla black markets can be scaled infinitely
>this compounds to the bounty generals power
lore-wise that should fit for a resourceful rebel faction, but that econ kneecap makes them weaker than even the ECA and China.
>Russian Grumble range is [expletive] crazy
Out of all the heavy AAs? They're incredibly strong and fast for their size. I saw its overpoweredness through the S-300 vehicle from that RA3 WIC 2.91D EN mod, it destroyed even the stadiums where the kirov launched from (specifically that one Allied Havana mission)
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File: s300 and smerch the aa and anti surface super units.png (1.7 MB)
>>2408780
>Grumble range is fucking crazy
Especially after unlocking them in the highest tech tier. I remember spamming spies just to keep my econs good, but kinda bummed how the residual explosion even killed the stadiums, lol.
>>2411331
You still need RA2 and YR expac for MO though. I wonder if they really fixed their easy campaigns, not unless it's harder than like the normal-hard-brutal difficulty present in vanilla CNCG.
>dorf is forever away
I hope it has infinite resources like ore and oil derricks, also multiple build queues like CNC3 and RA3
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>>2412360
Were there successor mods (or spiritual successor mods) for Generals Shockwave? Still a bummer at the start, no support for the vanilla ZH campaigns. Also surprised the faction specific generals that made their appearance in the vanilla campaign is just GLA, especially Toxin (USA 5) and Stealth General (GLA 2).
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>>2408199
Didn't RA1 took place in an alternative WW2 so no NSDAP faction to be a common enemy for the allies and the soviets? Anyways, to answer your question, there should be ore fields and ore trucks doing their thing - the former spitting out gold while the latter collects them normally.
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>>2415255
>Didn't RA1 took place in an alternative WW2 so no NSDAP faction to be a common enemy for the allies and the soviets?
Well yeah, but this is specifically a ww2 (as in our ww2 with nazis and stuff) themed mod for CnC
>there should be ore fields and ore trucks doing their thing - the former spitting out gold while the latter collects them normally.
Yes but I was wonder how the trucks do that? They don't have those grinder things that CnC harvester have on the front
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>>2415262
Realistic WW2 would then replace those ore fields (especially when the ore driller extracts the gold or metal from the underground) to be picked up by the ore trucks - as supply centers (hoping indestructible logistics outposts) that can be captured by engineers for that steady income stream. Realistically speaking, no miner and open ore field would exist in our WW2, so this would fundamentally change the econ dynamics of a modded WW2 RA2 mod, so I'd much rather give my disbelief extended detention simply to enjoy the allure of NSDAP wunderwaffe casually slapping the sherms and the t34s silly.
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What's a good mod for a 3d CNC that has a decent amount of single player? I often find myself doing the Generals challenge for ZH mods over and over but am sick of it. I went to do the RA3 Uprising challenges again but am a bit tired of that too.
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>>2416643
There’s RedDeadSmeg’s campaigns and missions for Tiberium Essence mod but their quality and narrative constantly shifts from good to bad from mission to mission, and then there’s a whole plot line about ZOCOM being Die Waffen SS and holocausting the forgotten for no apparent logical reason that would actually make sense in the context of C&C lore even with EA’s retcons and meddling in mind
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>>2416643
Best you can do is keep dicking around in Generals challenge with whichever mods you haven't already tried out of Shockwave, RotR or Contra.
There is like some kind of curse on 3d rts when it comes to singleplayer mods
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File: rise of the east china faction vehicles.jpg (227.3 KB)
>>2417165
The overlord's alright, almost always I choose the gatling then speaker tower for added anti-air and anti-light units along with the passive healing. Not too fond of the Helix, those things are slow and they die quite easily than the combat chinooks.
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>>2422147
TI takes it to another level though, it's clear when the AI runs out of money as the attacks stop completely. In vanilla the agression curve isn't as steep. Advancements in C&C AI have been made since in DTA, where it cheats less and counters your units while doing micro too
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File: cheers mate.gif (855.1 KB)
>watch C&C speedrun
>that early NOD mission where you have to get an engineer into the tech center
>guy just rolls his MCV into the GDI base with his starting troops, deploys, sells, and rushes the engi into the tech center
Fuck, nearly 30 years and I'd never thought of doing that.
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