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Starting Funds In Skirmish Mode PB5
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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isaac103
Civilian


Joined: 20 Jul 2014

PostPosted: 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
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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?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Jul 20, 2014 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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isaac103
Civilian


Joined: 20 Jul 2014

PostPosted: Sun Jul 20, 2014 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Was that the same case with the vanilla game too? It's been quite a while since I've played Tiberium Sun.......

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Sun Jul 20, 2014 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Jul 20, 2014 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

isaac103 wrote:
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).

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Jul 20, 2014 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

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!

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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Mon Jul 21, 2014 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Mon Jul 21, 2014 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
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? #Tongue


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.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 21, 2014 9:10 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Mon Jul 21, 2014 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't long distance harvest/leech fields and there's no problems.

Building refs blocks you from teching up, which is more important than getting a few low-tier tanks. Infantry can be used to fend off early rushes.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Jul 21, 2014 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

View the complete changelog here: http://ti.ppmsite.com/updates/changelog.txt

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