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> Hit and Run
Robo fish
post Jul 3 2007, 03:03 AM
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Ok I finished my WIP map. I changed the name because the first one made me think..well.... a little sideway.

Map details :

Name : Hit and Run
Faction : Nod
Size : 62 x 62


IMPORTANT:

THIS FILE HAVE A DIFFERENT .EXE FILE. YOU MUST BACKUP THE ONE THAT IS ALREADY IN YOUR DIRECTORY.

This is only an experiment of what I can when im messing around in the .exe.
Have fun

Download :

EDIT : For pictures check the other thread.

This post has been edited by Robo fish: Jul 3 2007, 03:06 AM
Attached File(s)
Attached File  Nod_Hit_and_Run_.zip ( 513.12K ) Number of downloads: 369
 


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Lin Kuei Ominae
post Jul 3 2007, 03:09 PM
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i guess it's for C&C95?
is the map playable without your changes as well?

This post has been edited by Lin Kuei Ominae: Jul 3 2007, 03:16 PM


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Robo fish
post Jul 3 2007, 03:15 PM
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You are running the DOS version I presume.
If so, no you won't be able to go trough as the normal light tank won't be able to deal with the mammoth tanks.
But maybe I can make a DOS version.


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Lin Kuei Ominae
post Jul 3 2007, 03:46 PM
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yep, DOS. But i've the SVGA version too, so no problem. roll.gif
But i don't like it that the map is only playable with a special exe. This way you're forced to change them all the time. sad.gif

It would be by far cooler, if you solve the problem of having just one unit with a lot of triggers.
Like: go to the church, contact from there some helicopters, wait till they make the way free.
Or: Head to our Airfield (Owner of Airfield=Multi6; Player=Nod; so Nod-red but not accessible) and wait for reinforcements, like a stolen A10 or incoming Transport planes bringing some Multi6 tanks that wipe out for you the Mammoth.
Or: go to the gdi radar centre, capture it, and then you get some new reinforcements, like a stolen Mammoth hunted by some GDI HumVees and M1A1.

This post has been edited by Lin Kuei Ominae: Jul 3 2007, 04:02 PM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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Robo fish
post Jul 3 2007, 08:02 PM
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Well like I said, it was only an experiment so I was kind of expecting those comments.
And for the ideas, they are quite good. I might try this too with my next map.


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Nyerguds
post Jul 4 2007, 11:30 AM
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um, you could just say WHAT CHANGES you made... in that case I can probably whip up a DOS patch.

But yeah, mod maps are generally a bad idea, since there's no support for such things in C&C1.

This post has been edited by Nyerguds: Jul 4 2007, 11:32 AM


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Robo fish
post Jul 4 2007, 02:13 PM
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QUOTE (Nyerguds @ Jul 4 2007, 07:30 AM) *
um, you could just say WHAT CHANGES you made... in that case I can probably whip up a DOS patch.

But yeah, mod maps are generally a bad idea, since there's no support for such things in C&C1.

Bah too bad. And the changes are that the light tank fire the obelisk Laser, have less armor and have less speed.


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Warlord
post Jul 8 2007, 04:37 PM
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[offtopic] Well its good to see the TD section is still alive, i thought it was dying for a miniute there [/offtopic]

[ontopic] Played this map, and won with about 2% health left lol.gif very good map smile.gif [/ontopic]


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GDI Master!
post Oct 9 2007, 04:17 PM
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QUOTE (Robo fish @ Jul 3 2007, 04:03 AM) *
Ok I finished my WIP map. I changed the name because the first one made me think..well.... a little sideway.

Map details :

Name : Hit and Run
Faction : Nod
Size : 62 x 62
IMPORTANT:

THIS FILE HAVE A DIFFERENT .EXE FILE. YOU MUST BACKUP THE ONE THAT IS ALREADY IN YOUR DIRECTORY.

This is only an experiment of what I can when im messing around in the .exe.
Have fun

Download :

EDIT : For pictures check the other thread.


Try to Not Mess Around With the .exe Files it just Slows Things down....

Do you Have The Map On its Own (The .ini file and The .Bin files) and could you post them on this thread?
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Tore
post Oct 9 2007, 05:05 PM
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This is an old topic.....

QUOTE
Try to Not Mess Around With the .exe Files it just Slows Things down....


What you are technically saying is that "Do not mod C&C95!" Also modding the .exe file does not just slow things down.......


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GDI Master!
post Oct 9 2007, 07:01 PM
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QUOTE (Tore @ Oct 9 2007, 06:05 PM) *
This is an old topic.....
What you are technically saying is that "Do not mod C&C95!" Also modding the .exe file does not just slow things down.......

Well whatever

I thought that it was impossble to change anything in c&c 95 apart from the map and that stuff, as far as i am aware u can't change the units and make your own units?

Am i Wrong? confused1.gif
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eXit
post Oct 9 2007, 08:48 PM
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You are seriously wrong, Nyerguds even created a mod for TD, CnC meets Starwars, i believe. But let's not keep this offtopic.
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Nyerguds
post Nov 14 2007, 10:31 PM
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lol... though in C&C2SW I didn't actually edit any units, just graphics and sounds tongue.gif

But yes, it's very possible, and Koen even integrated all the C&C95 data I found in his latest TibEd 1 build.

the only thing that's not possible is actually ADDING stuff. but when actually modifying existing stuff.. go nuts smile.gif

This post has been edited by Nyerguds: Nov 14 2007, 10:32 PM


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SeekSomethingNew
post Nov 15 2007, 11:57 AM
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Nyer, could you not just add new strings to the unit arrays? Should work IMO.


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Nyerguds
post Nov 19 2007, 02:45 PM
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Unit settings are in a code section, not a data section. It'd screw up all jump locations after the change.


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