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delta

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Posts posted by delta

  1. Hrm, going back to the auto-torpedo thing. Perhaps it won't be a problem if the damage is low enough that it won't allow a sub to win against a gunboat using it, but enough to let subs fight each other underwater? And like I said, it'd be a short-ranged weapon. Don't know if there's a way to keep auto-torpedoes from flying out of the water to hit aircraft, but then you can probably answer that one :p

  2. Doesn't the "defend harvester" logic only apply to each AI protecting its own harvester? Like, if you attack AI player red's harvester, AI player blue isn't going to come charging you with everything he has. I'm also pretty sure the AI doesn't tailor its strategy to any particular map or anything...it just seems to spam defenses as part of its cookie-cutter build.

    I've never seen 75 civilians at once...maybe 20-30ish? And most of them aren't shockies. Anyway, best defense against these guys is attack dogs since they completely bypass all armor and hitpoints and kill them in one hit no matter what (same goes for rogue Volkovs or Molotov Brothers). The dogs are weak and die in one hit, the the civs are almost always fixated on some other target and won't shoot them until it's too late.

     

    Also, speaking of vehicle armor, I think this prevents the medic from healing them (in response to someone's above post). I found I could get a nuke civilian from selling radar dome, but when I tried healing him repeatedly, nothing happened.

  3. I'd say ramps leading out of the water would look and function better than ladders. Or just teleport the guy back into the Sub Pen, like how Forest of Illusion has teleport zones. Or just forcibly place the player into the sub when they buy it, like it's done with the Cyborg Reaper in Reborn.

  4. Hrm, I've been playing some more skirmish matches in RA1 and saw some rather odd stuff. The AI actually built up to a tech center, trained a few Tanyas, and even a Phase Transport (which I have enabled). I was a bit worried that I'd be left having to hunt down a Phase at the end of the game after clearing out everything else, but it turned out that this particular AI got eliminated at some point so I guess his Phase died fighting another computer opponent. So yeah...never seen that before.

  5. I believe the gem field on KOTG is the only one that is not worth mining...that one's just too far away and entails substantial risk to boot.

     

     

    On another note, I loaded up RA1 for the first time in a good while. I sent my ore trucks to a gem field to mine, and the strangest thing happened...the gems disappeared when I mined them! :gonk:

  6. Not so much funny, as it is interesting and weird (and technically not skirmish either) but a really long time ago when I first bought RA1 back in '98-ish, I was playing through the second Soviet mission and after destroying much of the Allied base the enemy ore truck moved down to my base, started to harvest ore and then...dumping it at my refinery. I was still new to the game at the time, and thought to myself "Huh? Can enemy units surrender? Don't think the manual says anything about this. Oh well, if he's going to help me then I'll leave him alone." I didn't really check see if the money actually got deposited with each trip the enemy ore truck made though. After destroying the rest of the Allies, I wondered why the mission wouldn't end, scoured the rest of the map before looking back at my base and seeing the blue ore truck there. After sending all my troops back to base and killing it, the mission ended.

     

    I have never seen this happen since...though I'm wondering if anybody else has encountered this.

  7. You have to lead your shots in Arma? I would've assumed that enemy soldiers wouldn't move fast enough relative to realistic bullet speeds for that to be necessary, especially at the range you'd realistically use a pistol.

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