Tiberian Sun Firestorm Download

0 views
Skip to first unread message

Michelle Benitone

unread,
Aug 5, 2024, 12:56:54 AM8/5/24
to corwestdosim
Andbtw to destroy it with GDI simply use a ghost stalker. He kills it with 3 or 4 shots (don't get him too far away from it though, then his weird-railgun won't even hit the damn thing). The Orca Bomber may help too.

For Nod: wait till multi missile is charged, chem missile is charged, and the waste facility is full again, then fire the chem, the multi, and the second chem that jst charged from the waste facitlity. Happy Hunting!


Thats a lot of walls. And, if you want to attack, you got to go ALL THE WAY AROUND IT just to get to their base, which by then, cause it took you 5-10 mins to get around, they are fully aware of your attack.


If you're GDI, killing it effectively takes away one of any Nod opponents advantages. If you're Nod, you might want to keep it, but if there is one near an enemy Nod base, then kill it so he wont get his chem missile. Like the trick I described earlier with the missiles, its even nasteir to be on the recieving end of that. (BTW thats how I learned it-the hard way)


lol i found this one (dont flame for me reopeining) WTF 2 words ORCA BOMBER for gdi and NOD never nedds to kill em. The funnky tiberian mtant thats like a black sheep and throws tibeian shards Is it a sheep? and wtf are the blob thingys? always fun to wall 2 babys in together and let them join.


>If anyone could tell me what exactly firestorm is good for I would greatly

>appreciate it...Well.... In a game last night, my opponent sent in 10 Banshee fighters to

destroy a MM2 in my base... As they neared my base I turned on my

Firestorm, and took out every single one as they flew straight into it... :o)

--

UnknownJ[RS]

Rising Sun Network -

IRC: irc.linkline.com:7000 - #tsNewsgroup Rules and Guidelines:

1. Don't spam.

2. Binaries (all attachments... That includes VCards) are not permitted

3. HTML posts are not welcome in AGTS




> I tried the firestorm walls in multiplay today, and was under the

impression

> that it stopped missiles and the like. So whenever i heard "missile launch

> detected" I propped up my walls and waited. To my dismay, missiles still

> landed in the middle of my base, decimating all my little troops and

tanks.

> In the end, my my whole base was destroyed pretty quickly, due to the fact

I

> had spent so much time and money setting up my firestorm defences, rather

> than my real defences and army.




I have a suspicion it might work like this: stop both in single player, stop

neither in multiplayer, but I'm not sure exactly what happens in Skirmish.

I would assume that it stops neither, but....IMO, the firestorm SHOULD be able to stop missiles, otherwise its a kindof

expensive waste, particularly compared to the Stealth Generator.- Sheitan


Ah... Now i get it, i think. You know when the missile is flying

towards it's target? Well, a bit before hitting, it's flying altitude

decreases... Could this be why the firestorm lets things through/not

through? Although it's a pretty strange logic, would be better

reversed...--

Homies sumus, non dei.

-We are humans, not gods.ICQ: 26741225


Remove the No-spam thing for valid E-mail adress.




Isn't it so that the firestorm has a specific height, so when

something is targeted some distance behind the firestorm, the

projectile flies *over* the firestorm and lands on it's target. The

only thing you can do against it is:

1. Create a small base

2. Divide your base with firestorms so if one part is targeted, the

other part doesn't get hitJeroen

--

remove .nospam to reply


Well I've read the manual....a minute ago :), and it indeed says that

the firestorm has an infinite height. But hey, do you believe

everything Westwood says? I still don't know how the firethingy works

then.


Odd, since Rade said that it won't stop superweapons over 3 months ago.*imagines the complications with having an invulnerable wall that

stretches into infinity mixed with space-based satallites and battle

stations*Anyhow, I am fairly confident that it depends on the altitude.

Superweapons fly at "VeryHigh", above the FireStorm - but if they start

to descend early, they, logically, have to descend into it.




Go put your rules.ini somewhere disgusting... Go ask Presto, I knocked out

3 missiles in a row with the FSD in a multiplayer game, and he witnessed

them all. It's not a bug...

--

The Unknown James

Adjective Asshole and Proud of itNewsgroup Rules and Guidelines:

1. Don't spam.

2. Binaries (all attachments... That includes VCards) are not permitted

3. HTML posts are not welcome in AGTS

4. Don't bug us or you'll regret it...


And? So what? It's still a bug! If it says 'IgnoresFirestorm' in rules.ini,

surely that means that, so long as there are no bugs, it should always

ignore the firestorm! Yes, I have seen the firestorm knock out missiles too.

I have also seen the firestorm let missiles through.


Perhaps like meaning of the .ini tag changed like so much other stuff

did in the last stages of TS's development/"Testing" cycle. Perhaps the

tag means UsuallyIgnoresFirestormUnlessYourReallyRelyingOnThisMissle=Yes

--

Leon Coles

Quarak on the games nets

Posting Guidelines and TS FAQ's can be found at



3a8082e126
Reply all
Reply to author
Forward
0 new messages