Together Retro: Command & Conquer

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ExedExes
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Re: Together Retro: Command & Conquer

Post by ExedExes »

MrPopo wrote:So there is a secret to handling the airstrikes. If you know it then they're absolutely no worry.
Being the glutton for punishment that I am, dare I ask how? It seems from my constant saving and reloading that I can move whatever they target and sometimes it seems they can fly around and hit whatever they actively choose on the fly instead of being on the GDI side as the player and you only have one spot before they fly out and if the units move fast enough you're out of luck. My issue is that they're targeting the construction yard and the power plants rendering my obelisk unusable. SAM sites do absolutely nothing - by the time they are out they get a couple hits and they already dropped off on their intended target and fly off. If you're lucky you can repair, but then 10-15 minutes later as you're trying to get stuff built they come back.
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Xeogred wrote:The obvious answer is that it's time for the Dreamcast 2.
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Re: Together Retro: Command & Conquer

Post by ExedExes »

After receiving the "anti-air strike" secret, completed missions 11 and 12. Now on final Nod mission 13 -- nukes are finally available. Nice to have. Hope to complete it by week's end.
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Xeogred wrote:The obvious answer is that it's time for the Dreamcast 2.
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Re: Together Retro: Command & Conquer

Post by MrPopo »

I believe it's "nuke is finally available." It's been a while, but I think you only get a single nuke.
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Re: Together Retro: Command & Conquer

Post by arnold_the_bartender »

MrPopo wrote:I believe it's "nuke is finally available." It's been a while, but I think you only get a single nuke.
That's right. In single player you can only charge a single nuke. Building another temple won't give you the option of charging up another one. Once the first nuke is launched, that's it. You can charge multiple nukes in multiplayer though, just like the Ion Cannon.


A little off topic but you guys might want to check this out if you want some Skirmish play (also works with CnCNet). It's built off the Tiberian Sun engine.

http://www.moddb.com/mods/the-dawn-of-t ... /downloads
What a maneuver!

My j00tube channel: http://www.youtube.com/arnoldthebartender
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ExedExes
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Re: Together Retro: Command & Conquer

Post by ExedExes »

Final mission follies:

From the "You launch a nuke at em and all of a sudden they get angry" file

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So yeah, the center path obviously isn't the way :lol:
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Xeogred wrote:The obvious answer is that it's time for the Dreamcast 2.
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Re: Together Retro: Command & Conquer

Post by MrPopo »

I see a lot of infantry attacking the faction that has flame troopers.
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Re: Together Retro: Command & Conquer

Post by ExedExes »

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Re-attempted today, and finished the Nod side. Took the left-most path and it was much easier. No 12 choppers of surprises and 3 GDI bases but one of them was isolated by a river and they provided 2 transport choppers for me to steal. Flame tanks and a well placed (single) nuke did it for me. This was a real challenge, and I gotta say Nod's ending was also good. This one was just as long an emotional month as last month's Wolf3D was. I didn't give up, I hung in there and did it.

NOW, next month, away from long PC games finally, and back to good old faster and much shorter console gaming!
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Xeogred wrote:The obvious answer is that it's time for the Dreamcast 2.
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Re: Together Retro: Command & Conquer

Post by Nyerguds »

Well... glad to see my patch is coming in handy. For 64 bit people, the patch website actually has a full game download. The CnCWorld download was nothing more than a rather outdated version of the full game download of my patch ;)

Oh, and the dinosaur missions, and all special N64 and PSX missions, are all in the New Missions menu, together with the Covert Operations.

Another handy note: If you're using cnc-ddraw (which is the default modus operandi if you use my patch), you can simply press ctrl+s ingame to make the game save a png format screenshot in the game folder. Since these use the game's native 256-colour palette, they're usually even smaller than jpegs, and they're lossless, so the screenshots look better :)
noiseredux wrote:so apparently RTS games are the most complicated thing ever then?
Hardly. Most of it is quite straightforward. Explosives are good against everything, machine guns and fire are mostly good against lightly armoured stuff and infantry, cannons are good against armour but have a hard time hitting infantry well enough to do good damage against them (this is mostly for balancing reasons). That's about it, really. You figure most of that out on the way anyway.
MrPopo wrote:-Laser - Effective against everything. Has an interesting fire mechanic: if a single shot does 1000 damage and the targeted unit only needs to take 500 damage to die it can apply that other 500 damage to another target. In practice this means that it can kill three infantry on a single charge, while a strong vehicle would spend the entire charge and may or may not die.
-Engineers don't have weapons of their own. Instead, they have two functions. You can send them into your buildings (icon will be a golden wrench) to instantly repair them to full.
Actually, both these points are only applicable to Red Alert 1. Engineers repairing structures were only introduced in Red Alert 1. The LASER only does 200 damage (except against boats, which it kills instantly through a special logic), and always needs to recharge for a new target. This makes it very vulnerable to infantry rushes, especially from minigunners (which are fast, and don't blow each other up like grenadiers tend to do).
Red Alert's Tesla Coil, on the other hand, can kill several several oncoming infantry units after a single charge since it fires in three consecutive bursts each time, making infantry rushing them a far less viable tactic. The RA Tesla's shots only do 100 damage, but due to the fact it fires three charges every time, its power is even greater than the C&C1 Obelisk.

To compare, the only thing that does 1000 damage is the C&C1 single player nuke, which, in the original 320x200 resolution DOS version, wiped out an entire screen full of buildings.
ExedExes wrote:Going to attempt mission 13 shortly (bio-chemical plant take out), and hope it won't be that bad. Can't wait to see GDI's new super weapon.
GDI 13 is far too easy. I was bored once when casually playing through and getting to that mission, and thought "Let's suicide all my units into the base, lose, and then abort when it asks if I want to replay."

To my surprise, I actually won. Rocket Launchers FTW :mrgreen:

I later replayed the mission in DOS C&C and recorded it with DOSBox (because it's easier than figuring out FRAPS) to post it on youtube as speed run:

alienjesus wrote:and both of my harvesters deciding to stop harvesting unless i told them where to go EVERY SINGLE TIME they unloaded made for a calamitous attempt at seizing their first base, and made me call it quits for tonight.
That means you don't have enough silos. They stop trying to unload if there is no storage space available to unload in. It's always advisable to build a few silos, to have that buffer, and to easily see your tiberium storage level.
ExedExes wrote:Final mission follies:
From the "You launch a nuke at em and all of a sudden they get angry" file
Actually, that's from the "Dozens of helis had their drop zone blocked all the time and now it suddenly freed up" file :lol:

In the case of this mission specifically, though, the Tiberium was what blocked the drop zone, so it's hardly your fault. Except for the fact your harvesting unblocked it ;)

It's always better to unblock it though; I've seen the game crash on such an overflow of reinforcements that don't know where to go.

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By the way... for some reason, I'm not getting any "post topic", "reply" or "quote" buttons on the entire forum. Not sure what's up with that. I got some "unable to clear cache" error when I went through the email verification confirmation page, so that could be related. I had to look at the urls of a similar forum to get into the reply page.
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ExedExes
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Re: Together Retro: Command & Conquer

Post by ExedExes »

Welcome to the forums patch guy, and a huge thanks for making it for C&C, it was a far better experience having used it and to play through it in the month of June.
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Re: Together Retro: Command & Conquer

Post by Nyerguds »

Thank you, and, glad you like it. Patching is still going on. Well, to be fair, the current version is pretty much finished; it's mostly the manuals holding me back. I'm a firm supporter of proper (and multilingual) documentation.
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