Posted: Sun Jul 20, 2014 9:38 pm Post subject:
Starting Funds In Skirmish Mode PB5
Subject description: Not enough starting funds in skirmish to fully enjoy the match
Can someone please tell me why I am constantly running out of cash? Seems like my harvesters don't have enough storage space to carry enough tiberium back to their refineries.....can the mod be updated to increase the amount of starting cash from 1000 to maybe 5000 or more? QUICK_EDIT
Build more refineries. Something like 5 refineries (with 5 harvesters - don't build any extra from the War Factory) should be sufficient most of the time. And 10 000 is a good amount of starting cash, leaving room for making an early rush but also forcing you to take care of your economy. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Sun Jul 20, 2014 10:16 pm Post subject:
You need to get 5 refs up asap. You could still rush with a couple tanks and an engy while you get your economy going. _________________ Destroy to create. All for the hunt to dominate!
Was that the same case with the vanilla game too? It's been quite a while since I've played Tiberium Sun.......
Yes, it was, for the most part. The only real difference is that some tiberium types are actually more valuable in TI, tiberium grows faster in TI, and having multiple factories gives you higher production speed in TI (having multiple factories had no effect on production speed in TS). _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
TI is much faster paced than TS and resource collecting is also much quicker as TS annoyed the life out of me for being such a slow build-up at times. You'll get it eventually! QUICK_EDIT
I think the downtime in harvesthing tib fields could be because of the 'tiberium spawner'.
Let me try to explain what I mean: When in TS you harvested a field, the tiberium tree would spawn a full tiberium patch. In TI, to make it a bit more realistic, there is a spawner which covers a large area, creating Tiberium via Debris. Since Tiberium created by Debris is always the first stage of Tiberium, it doesn't wield that much money - and somtimes the Tiberium spawned in this way will block the tiberium spawned by the Tiberium Trees.
Thats what I think anyway. Otherwise, when the field is completely full, it gives more money then in TS. _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
Something like 5 refineries (with 5 harvesters - don't build any extra from the War Factory) should be sufficient most of the time
Rampa, are you trolling the noobs?
Get two or max three refineries and two extra harvs each and you're good.
The unload time is so short that you could probably run even more harvs per ref. No need to build refs that simply aren't used for most of the time. _________________ Check out some TF Kane's Wrath action:
Tournament 3rd place. Vs. bikeRushOwnz in tournament. Ladder wars vs. bikeRushOwnz. QUICK_EDIT
2 harvs on 1 ref is always bad. 1 harv with a long route and on his way back can block for ages the other harv, which is standing already right next to the ref.
While building harvs, you block your warfactory from building something useful like tanks.
Refineries on the other hand can be build parallel, next to the tanks producing warfactory. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Twisted Insurection update PB5.007 available via the launcher. This update adds some extra credits options for Skirmish and Online players (as requested) and fixes some problems in GDI Mission 11.
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