OFP mod for C&C

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OFP mod for C&C

Postby [3MD]Psycho on Sat Oct 24, 2009 7:06 am

http://www.cold-war-crisis.de

Dunno if anyones posted this before, but its been a few years so I figured this forum needs a post or so.

I havent had a chance to play it yet, currently DLing it since I finaly had time, but it's apparently a TC mod for C&C, that makes C&C into OFP.

Apparently main change, aside from units, is resources, they're done differntly, you start out with X ammount, certian buildings give moar, resource changed to oil. Vehicles need the gas, infantry are free(ish) or some such, so basicly infantry becomes a LOT more important. It also apparently has its own SP campaign too.

Will report back in a few days once Ive played it on if its awsome or not.

Now, just hope theyve added hueg maps.......... cause stock C&C generals maps are shit small (that, and hope they've fixed the HMMWV's troop carry capacity, Should depend on the type of HMMWV for realistic values, always assuming 1 driver/1gunner to start)
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Re: OFP mod for C&C

Postby [3MD]Psycho on Sun Oct 25, 2009 5:35 am

Ok I've played it some.

The 'campaign' I read about in some places is really just differnt missions. However they do do a pretty good job in taking the 1st american mission (the training one) and putting that into C&C.

The only complaint I have is the AI is too strong, I've played americans and the russians, and both sites the AI has a tendancy to attack you when they are still out of range to see you, thus you're always getting shot at just out of range unless you have a sniper around.

Also, the AI builds powerful units way to fast, and rushes with them nearly continualy at times. And that's on easy, I havent tried a harder setting yet.

Playing USSR is actualy a LOT easier, suprisingly, I've never managed to rank up more than once with the americans in the mod, the USSR forces always overwhelm me in mass numbers. Most recent test on that regard was a 2Vs1 match, me and an easy USA AI Vs a USSR Easy AI.

The USSR AI rushed HARD and raped the fornicate out of my ally, then proceeded to do the same to me (although my defenseve measures DID mean it took him a while.)

this mod does some things uniquely, and prehaps better.

You have ZERO power plants for buildings. Instead, you have oil dumps (which are basicly power plants). The oil dumps power all vehicles, the more vehicles the more oil on hand you need thus the more power plan... oil dumps you need to have constructed.personaly I think the mod would to a tad better if it had SOME limits on how much 'oil' you could have on hand (thus limiting your vehicle capacity to a reasonable level, forcing you AND the AI to make tactical use of them). Infantry uses just the standard use and forget supply cache, however you cannot collect resources as standard, instead you build a drop zone to have supplies sent in, or you capture oil derricks, or you capture the flag. Basicly, the flags work just like oil derricks, capture it and hold it (basicly, hold the area around it) and you'll get resources faster.

Moost all infantry have at least two fire modes, primary and secondary weapons, and you can also order them to go prone which increases accuracy, and stealths them (great for ambushes).

My main gripe comes with the Abrams and Bradley, as they are rather under powerd, just like in vanilla OFP. However the 113 becomes QUITE nice, as it has an upgrade option (each 113 you build you can buy it for sepratley) that adds a mortar attack in addition to the ma deuce.

If they tone down the AI's rush tendancy, this could be quite fun, as if it was slower paced you could take time and play with all the nice settings you can choose for various troops.

Still worth a DL, of course.
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Re: OFP mod for C&C

Postby [3MD]Psycho on Fri Oct 30, 2009 1:25 am

Ok well Ive deleted this one from my PC.

You basicly have to play rock paper scissors to beat it. For the americans that means starting out you use the little bird to counter the soviet tanks, and level up ASAP to get the cobra. For the americans until you rank enuf to build defenseve fortifications you're limited to using choppers to deal with rushes (without taking heavy losses, anyway).

Fortifing buildings is the key goal for infantry, the best setup is all AT units, and 3-4 snipers.

The russians defenseve fortifications give they an unbalancing edge as you can build bunkers to fortify, where the american defenseve structures have a weapon (M2, only good against infantry, TOW emplacement, rapes tanks, AA rapes Air, and Mortar rapes any ground forces within a decent range) but only 2 slots for units to get in. For the american defenseve structures, you're best advised to garrison it with the opposite of what its strong against. TOW emplacement, put snipers or machine gunners inside em. Inside the M2 place some LAW soldiers. Inside the mortar put snipers or law soldiers (or one of each).

But in the end, despite being pretty fornicating cool, the mods ruined by how the AI is supper agressive and basicly zerg rushes you starting early on, and unless you counter them early on you get raped. hard.
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