Search found 315 matches
- Sat Jun 04, 2016 4:36 pm
- Forum: Mapping and Modding
- Topic: Decreasing power requirements
- Replies: 21
- Views: 9812
- Sat Jun 04, 2016 4:28 am
- Forum: Mapping and Modding
- Topic: Decreasing power requirements
- Replies: 21
- Views: 9812
- Fri Jun 03, 2016 6:58 am
- Forum: Mapping and Modding
- Topic: Decreasing power requirements
- Replies: 21
- Views: 9812
Ok I think I got almost everything out, but now I'm getting this: Tiberian Dawn Mod at Version release-20160508 Operating System: Windows (Microsoft Windows NT 6.1.7601 Service Pack 1) Runtime Version: .NET CLR 4.0.30319.42000 Exception of type `System.AggregateException`: One or more errors occurre...
- Thu Jun 02, 2016 12:58 am
- Forum: Mapping and Modding
- Topic: Decreasing power requirements
- Replies: 21
- Views: 9812
- Wed Jun 01, 2016 10:04 pm
- Forum: Mapping and Modding
- Topic: Decreasing power requirements
- Replies: 21
- Views: 9812
- Wed Jun 01, 2016 10:25 am
- Forum: Mapping and Modding
- Topic: Decreasing power requirements
- Replies: 21
- Views: 9812
fix2: Inherits: ^BaseBuilding Valued: Cost: 500 Tooltip: Name: Repair Facility Description: Repairs vehicles Footprint: _x_ xxx _x_ Dimensions: 3,3 Selectable: Bounds: 64,34,0,3 SelectionDecorations: VisualBounds: 72,48 Health: HP: 600 RevealsShroud: Range: 5c0 Bib: HasMinibib: Yes Reservable: Repa...
- Wed Jun 01, 2016 5:15 am
- Forum: Mapping and Modding
- Topic: Decreasing power requirements
- Replies: 21
- Views: 9812
Ok al I did was copy everything from "fix" and changed this to fix2, then replaced the actor with fix2. But when I try to view the map the game crashes what have I missed? FIX2: Inherits: ^BaseBuilding Valued: Cost: 500 Tooltip: Name: Repair Facility Description: Repairs vehicles Footprint: _x_ xxx ...
- Mon May 30, 2016 6:33 am
- Forum: General Discussion
- Topic: Red Alert Balance Discussion [Release-20160508]
- Replies: 50
- Views: 25016
- Sat May 28, 2016 11:17 am
- Forum: Mapping and Modding
- Topic: Decreasing power requirements
- Replies: 21
- Views: 9812
- Sat May 28, 2016 10:50 am
- Forum: Mapping and Modding
- Topic: Decreasing power requirements
- Replies: 21
- Views: 9812
- Sat May 28, 2016 5:31 am
- Forum: Mapping and Modding
- Topic: Decreasing power requirements
- Replies: 21
- Views: 9812
Decreasing power requirements
I'm not much of a modder, and by that I mean none. Is it possible to decrease the power consumption for 3 neutral buildings so that when captured they don't eat up power?
And if it is, could someone kindly point me in the right direction to do that? Thanks.
And if it is, could someone kindly point me in the right direction to do that? Thanks.

- Thu May 26, 2016 10:59 pm
- Forum: General Discussion
- Topic: Are there more players around?
- Replies: 8
- Views: 3556
- Wed May 25, 2016 4:28 am
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 180849
I think technically what I'm suggesting for the orcas would hinder orcas. Instead of 2 missiles every 4 seconds it would be the full 6 every 12 seconds. The math works out the same if you don't let orcas attack during that time. Just with the full 6 every 12 seconds the orca is empty the whole time ...
- Tue May 24, 2016 5:43 pm
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 180849
I think I saw in Ra if you place a unit on hold the next type in the queue will start building, could this be changed so that is is like RA? Would it be possible to make shift+right clicking cancel all queued units instead of the 5? And lastly could the apache/orca refill all at once rather than the...
- Tue May 24, 2016 6:36 am
- Forum: General Discussion
- Topic: Tiberian Sun future gameplay
- Replies: 7
- Views: 3662
You'll forgive me because I'm new to these forums and it may take a bit for me to figure out how to do things. Consider how most RTS's play out currently. You have to divide your time across a bunch of game elements, from managing scouting to keeping up-to-date with all parts of the area you control...