Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Wed Nov 13, 2024 6:45 am
All times are UTC + 0
Explanation of settings in skirmish
Moderators: Dawn of the Tiberium Age Staff
Post new topic   Reply to topic Page 1 of 1 [4 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Kuzco
Guest




PostPosted: Wed Nov 16, 2016 11:55 am    Post subject:  Explanation of settings in skirmish Reply with quote  Mark this post and the followings unread

Hats off to everyone involved in this awesome project - only discovered it a few days ago and I'm hooked. Thanks in advance for what is going to be many hours of fun.

Now I've tried searching through the forums and readme for the answer to this but had no luck. Basically I'm wanting to know what each of the settings in skirmish mode mean - obviously some are self explanatory, but others (short game for example) I have no idea what they mean.

Probably been asked a million times so apologies in advance for the repetitive question

Back to top
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 16, 2016 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are supposed to be balloon popups explaining them. Seems in Skirmish (can't test online right now) they are not working.
Rampastring will surely fix them with the next update.

Anyway, to your question
Short Game: means a player loses when he lost all of his buildings, regardless how many units he still has left
Very useful when fighting AIs and you don't want to search the entire map for the last hiding minigunner.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Nov 16, 2016 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
There are supposed to be balloon popups explaining them. Seems in Skirmish (can't test online right now) they are not working.
Rampastring will surely fix them with the next update.

The tool-tips were actually never implemented for the new client in DTA 1.15. They're on my to-do list, but it's unlikely that I'd get them done for the next update.

Lin Kuei Ominae wrote:
Short Game: means a player loses when he lost all of his buildings, regardless how many units he still has left
Very useful when fighting AIs and you don't want to search the entire map for the last hiding minigunner.

It's also pretty handy when fighting against human players so you don't need to find that last Stealth tank of the enemy in some corner of the map #Tongue


---------------------------------------------------------------


Here's a complete list of all game options and what they do:

  • Short Game: Having only units and no structures left will cause the units to self-destruct and make the player instantly lose the game.
  • Re-Deployable MCV: Construction Yards can repack into a Mobile Construction Vehicle.
  • Crates: Collectable crates will appear in random locations on the map, granting credits, tiberium, units, unit powerups, air strikes, area heal, global heal or booby traps.
  • No Baddy Crates: No crates with potential negative effects will appear if crates are enabled.
  • Multi Engineer: Capturing a structure requires three Engineers instead of one.
  • Starting Reinforcements: You will receive a small group of controllable units about a minute after the game starts.
  • Build Off Ally: Allow building next to structures of teammates.
  • Production Queuing: You can queue the production of units by clicking their icons on the sidebar while a unit is already being produced so that they'll be built right after the current production has finished.
  • Crushable Infantry: Infantry can be crushed by heavy vehicles.
  • Visceroids: Infantry that die from walking over tiberium will become visceroids and some maps will already have visceroids present from the start.
  • Scrap Debris: Buildings and vehicles spawn harvestable scrap debris when they're destroyed.
  • Harmless Resources: Tiberium and tiberium trees will appear as ore and ore mines instead.
  • Extreme AI: The AI builds 2 of every factory and builds twice as many units and structures, twice as fast.
  • Turtling AI: The AI will focus on just building its base and will rarely attack at all.
  • Fast Resource Growth: Tiberium trees and ore mines will spawn tiberium so fast that more than 10 harvesters are able to harvest from a single tiberium tree or ore mine without being able to deplete the tiberium or ore around it.
  • Instant Harvester Unload: Harvesters instantly unload all tiberium/ore when they dock with the refinery, just like in Red Alert.
  • Silos Needed: Tiberium and ore are stored in refineries and silos with a limited storage capacity. Once they're full, you need to build more of them to be able to receive more credits.
  • *Destroyable Low Bridges: You can destroy low bridges by force-firing on them.
  • Revealed Map: The map will be entirely unshrouded when the game starts.
  • Growing Shroud: Shroud slowly grows (back).
  • Stormy Weather: A storm will be present throughout the whole match, during which you'll be bombarded by lightning strikes and meteors.
  • Turbo Vehicles: Many vehicles are much faster, just like in Red Alert.
  • Allow Ships: Allow naval yards and ships to be built.
  • Super Weapons: Players can use super weapons such as the nuke and ion cannon.
  • Ingame Allying (multiplayer only): Players can form and break alliances in the middle of the game by selecting a unit or structure of another human player and then pressing "A" on the keyboard.


* only few maps have low bridges on them, like A Path Beyond and Forest Fires. I'm not sure if they're used in more maps than those 2, actually. Most maps use high bridges instead, and those aren't destroyable even if this option is enabled.

_________________
CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered


Back to top
View user's profile Send private message ModDB Profile ID Facebook Profile URL
Kuzco
Guest




PostPosted: Thu Nov 17, 2016 12:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome, thanks so much for the replies! Appreciate it Very Happy

Back to top
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [4 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1793s ][ Queries: 11 (0.0083s) ][ Debug on ]