The only command and conquer I remember is the one where the russians went back in time to assassinate Einstein and then returned to a world where they, the allies and the japanese were fighting for power. Not sure if that's the one you're basing your map on though, I don't really remember the details or most of the units from that game. On 1/27/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote: > I have heard of command and conquer. It was a big deal when it came out. I > never played it though. > I will take a look at it soon, it sounds like something austen was doing too > in his space map. > > al > "The truth will set you free" > Jesus Christ of Nazareth 33A.D. > ----- Original Message ----- > From: Craig Brett > To: ian-reeds-games@xxxxxxxxxxxxx > Sent: Saturday, January 26, 2013 9:04 PM > Subject: [ian-reeds-games] Command and Conquer > > > Hi all! > > No, I've not forgotten what list this is, it's just the theme of my > latest hairbrained scheme. Did anyone ever play or hear of the Command > and Conquer RTS series? Specifically Red Alert? > > Well, I've started work on applying units and stuff from that universe > into TB. This was also to perhaps look into how multiplayer might play > out in its early stages. An early proof of concept is ready already, > minus sounds, you can get it here: > > https://dl.dropbox.com/u/5405418/Command%20and%20Conquer%20Red%20Alert.zip > > I don't expect the AI to be great in these kinds of scenarios as is, > not without more flags, this would be more to show how multiplayer base > building style maps might play out. At the moment, I've only really put > in the infantry building buildings and 2 types of infantry per army. > But I'll keep chipping away at it. > > I was tempted to release my scripts (well, script and a little test > script), but there's no documentation and the only cool thing jiggers > up the AI as is (having skills toggle teams). I could probably work > some script magic on these temporary terrains thing if there was an > event I could bind to on turn end. Since these would be temporary, > though. I'd need a way to unregister unnecessary events too, I'm > guessing that is done similarly to normal javascript, Ian? > > I know I've slowed down a little, things have been a little busy here, > but I'm still checking back every day or two. Keep up the good work > all. > > Craig > > >