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报告翻译问题






@ Duckle up duckeroo, the vanilla AI for vehicles will target+shoot walls it doesn't own to clear a path, and the vanilla AI generally will accidentally shoot walls while targeting something else. The AI_VS_WALLS feature adds some additional situations in which the AI will target+shoot walls. (Infantry to clear a path, everything to unblock a target, everything if there are no better targets in range.)
@ Nyerguds, I think I need to incorporate that fix. You might consider changing the condition for the "Always prefer leader as fallback" stanza to (isleader || !foundLeader) in order to match the vanilla behavior in the "all busy, no leader" case preferring the last helipad.
"I finally deleted my temporary CFE PRP TD mod because, apparently, the newest stable version of CFE Patch Redux is the latest test build, and it is indeed a big improvement to version 1.8.
Thanks to Chthon for doing this amazing work."
https://github.com/Nyerguds/CnC_Tiberian_Dawn/blob/938905c2e9b929087b7c4dc9052c2bc9c1ca088c/CODE/AADATA.CPP#L615
Thanks to Chthon for doing this amazing work.
Have you seen the news?
https://www.reddit.com/r/commandandconquer/comments/1izmpmb/cc_steam_workshop_support_source_code/
The full source code for C&C and RA1 have been released! Do you think that that might make it easier for you to do what you want to do with this mod?
The AI will not build or rebuild their base if this mod is enabled.
Also, it shouldn't matter for compatibility, but use the test build off github rather than steam workshop.
Is this mod compatabile with the latest version of the game?
Thank you for still giving this game some of your free time. I'm super glad that you are still working on this, as your patches are essential for my enjoyment of the games.
Take your time and take care!
Sorry, it´s been a while. :-D
Works fine on my end now.
I did a diff of the source code in the game folder, vs the source code on github, vs the source code in the game folder in a backup from several months ago. There are only 3 changes:
1. Different line breaks on github (*nix style) vs game folder (windows style)
2. A number of comments referencing line numbers in a particular file are off by one.
3. Turkey's build speed modifier is disabled via #if (0) with a comment dated 1/18/2021 in RA's techno.cpp in the current game folder source code, but enabled in the github source and the old backup game folder source.
I suspect this might be a version control error at Petroglyph/EA, since the comment accompanying the only substantive change is dated almost 4 years ago.
I'd welcome any insights into whether this change is desirable.
btw, Chthon, note that the source code was apparently not updated on GitHub. But the version included in the game folder is correct.
Could do something like the Chan trigger; if the mission is 9 and the campaign is GDI, add an "xxxx = Destroyed,Lose,...,1" trigger that automatically gets linked to units unloaded from a reinforced chinook. Though then you'd also have to somehow make the turret destruction execute both the chinook reinforce and the "dstry trig 'XXXX'" I guess.
Unfortunately, ever since I've been using this I have also experienced a number of crashes both on my beefy desktop (7700series amd board & 4070ti) as well as my sub-requirement laptop (i3... integrated graphics :D). I haven't been able to reliably reproduce the issue, so as of now seemingly happens at random... sorry I can't be more specific here. Currently playing exclusively in skirmish, and happened in both 1v1 and team games.
I will have a look at it and perhaps get back to you.
I REALLY appreciate you replying and helping!
That is definitely not something I take for granted!
Have a great week!
Is there any way to solely include the support of megamaps from CFE Patch Redux into that?
In other words: What exactly makes megamaps work?
I would like to implement it into my configuration.