Thread View: alt.games.command-n-conq
19 messages
19 total messages
Started by Opticreep
Thu, 21 Oct 2004 00:11
Command & Conquer Generals... too fast!
Author: Opticreep
Date: Thu, 21 Oct 2004 00:11
Date: Thu, 21 Oct 2004 00:11
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Is there any way (cheats, hacks, mods, etc) to adjust the game speed during a single player campaign game? I can't believe this game disabled that feature on single player campaign, but enabled it for skirmishes. I prefer to play my strategy games strategically --- y'know, slow and methodical. Mouse dexterity and click speed should not be a factor in these games.
Re: Command & Conquer Generals... too fast!
Author: John Doe
Date: Thu, 21 Oct 2004 01:19
Date: Thu, 21 Oct 2004 01:19
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opticreep@yahoo.com (Opticreep) wrote: >I can't believe this game disabled that feature on single player >campaign, but enabled it for skirmishes. I prefer to play my strategy >games strategically --- y'know, slow and methodical. Mouse dexterity >and click speed should not be a factor in these games. Welcome to real-time strategy. Makes me wonder how I could ever take time to admire the look of chess pieces.
Re: Command & Conquer Generals... too fast!
Author: Jim Vieira
Date: Thu, 21 Oct 2004 01:49
Date: Thu, 21 Oct 2004 01:49
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"John Doe" <jdoe@usenet.is.the.real.thing> wrote in message news:Xns9588CEC5CC542wisdomfolly@151.164.30.42... > Welcome to real-time strategy. Makes me wonder how I could ever take time > to admire the look of chess pieces. Being able to adjust the speed wouldn't make it non real time. I'm not sure if I am mis-interpeting your response, but the original poster does have a point. If a game requires fast mouse speed and clicking, it's not as much of a "strategy" game. Sure, thinking fast is required. But making it such a clickfest will give an advantage to the player who is more dexterous, over a player who may be more strategic. Slowing it down a bit is still real time combat. The idea that the current speed is the "real, accurate" time/speed is ridiculous. These games often have very unrealisitic build times, movements speeds, etc.
Re: Command & Conquer Generals... too fast!
Author: NightSky 421
Date: Thu, 21 Oct 2004 02:10
Date: Thu, 21 Oct 2004 02:10
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"Jim Vieira" <WhiplashrAT@wiDOT.rrDOT.com> wrote in message news:IAEdd.29927$PH6.21420@twister.rdc-kc.rr.com... > > Slowing it down a bit is still real time combat. The idea that the > current speed is the "real, accurate" time/speed is ridiculous. These > games often have very unrealisitic build times, movements speeds, > etc. > Reminds me of Age of Mythology. I was actually happy when I uninstalled that piece of crap!
Re: Command & Conquer Generals... too fast!
Author: John Doe
Date: Thu, 21 Oct 2004 03:15
Date: Thu, 21 Oct 2004 03:15
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"Jim Vieira" <WhiplashrAT@wiDOT.rrDOT.com> wrote: ... > but the original poster does have a point. I think his (if I'm not mistaken) is expressed accurately/concisely like a perceptive person who is new to the genre. > Sure, thinking fast is required. But making it such a clickfest will > give an advantage to the player who is more dexterous, over a player > who may be more strategic. And clicking fast is not to be confused with thinking fast. > Slowing it down a bit is still real time combat. The idea that the > current speed is the "real, accurate" time/speed is ridiculous. These > games often have very unrealisitic build times, movements speeds, > etc. That's sounds like another good reason for user editable starting terrain. Of course you don't want construction of a large building to take years, but you want players to be able to build their own environment. User editable starting terrain would help correct that neatly, in my opinion. Messing with the speed control is unrealistic also. Why would you want lethargic moving units and long build times? Instead, why not use energy like in the real world. A player should be allowed to move quickly if he (or she) knows what he is doing. If he moves quickly and inefficiently, he should be penalized. That's where energy bars come in. Each player would have an energy bar which is filled at a predetermined rate. The capacity of the energy bars is also predetermined. A slow rate of energy flow into your energy bar and you're not going to do a whole lot and a short amount of time unless you have a large quantity of energy stored up. The total amount of energy which can be stored is determined by energy bar capacity. You can save energy for some later flurry of activity or you can use what you have to disrupt your opponent, long as you do it efficiently. That concept was implemented to some extent in Total Annihilation but it does not play enough of a role in the game, in my opinion.
Re: Command & Conquer Generals... too fast!
Author: Raymond Martineau
Date: Thu, 21 Oct 2004 05:19
Date: Thu, 21 Oct 2004 05:19
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On Thu, 21 Oct 2004 03:15:38 GMT, John Doe <jdoe@usenet.is.the.real.thing> wrote: >> Slowing it down a bit is still real time combat. The idea that the >> current speed is the "real, accurate" time/speed is ridiculous. These >> games often have very unrealisitic build times, movements speeds, >> etc. > >That's sounds like another good reason for user editable starting >terrain. Of course you don't want construction of a large building to >take years, but you want players to be able to build their own >environment. User editable starting terrain would help correct that >neatly, in my opinion. Editable terrain could be a bit too complex, and can lead to potential problems (e.g. a player who plateaus his base to make it unreachable by most common means.). However, a prebuild phase similar to Metal Fatigue works... >A player should be allowed to move quickly if he >(or she) knows what he is doing. If he moves quickly and inefficiently, >he should be penalized. That's where energy bars come in. Each player >would have an energy bar which is filled at a predetermined rate. The >capacity of the energy bars is also predetermined. A slow rate of energy >flow into your energy bar and you're not going to do a whole lot and a >short amount of time unless you have a large quantity of energy stored >up. The total amount of energy which can be stored is determined by >energy bar capacity. You can save energy for some later flurry of >activity or you can use what you have to disrupt your opponent, long as >you do it efficiently. I wouldn't be comforatble with this concept for an RTS. While it might work for individual units to simulate supply ranges and the like, it risks causing the player to be rendered helpless when they receive a sudden suprise attack. I do know that a proper implementation of energy might not have these kinds of problems - however, most developers don't know how to properly write an RTS. >That concept was implemented to some extent in >Total Annihilation but it does not play enough of a role in the game, in >my opinion. Actually, energy played a different role in TA. It was used as a secondary resource collected by solar/fusion plants rather than a limitation on what the player could perform.
Re: Command & Conquer Generals... too fast!
Author: Jim Vieira
Date: Thu, 21 Oct 2004 05:38
Date: Thu, 21 Oct 2004 05:38
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"Raymond Martineau" <bk039@freenet.carleton.ca> wrote in message news:fpben0tf5p5onf6p42na8rb4ue3fcodlbq@4ax.com... > On Thu, 21 Oct 2004 03:15:38 GMT, John Doe <jdoe@usenet.is.the.real.thing> > wrote: <snip> I didn't see the response from John Doe before you quoted him (damn news server). But I wonder, he sounded an awful lot like Mark Bender/LShaping/Full Name. Is that you old friend? :)
Re: Command & Conquer Generals... too fast!
Author: Monster
Date: Thu, 21 Oct 2004 05:53
Date: Thu, 21 Oct 2004 05:53
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dunno about slow, C&C is that kind of game where it is a race to get the most resources to build the most units, playing slow means you lose out, besides there really isn't much to do other than get your resource collection going, pumping out as many tanks as you can and destroying the enemy. "Opticreep" <opticreep@yahoo.com> wrote in message news:9e1f277e.0410201611.45775fe5@posting.google.com... > Is there any way (cheats, hacks, mods, etc) to adjust the game speed > during a single player campaign game? > > I can't believe this game disabled that feature on single player > campaign, but enabled it for skirmishes. I prefer to play my strategy > games strategically --- y'know, slow and methodical. Mouse dexterity > and click speed should not be a factor in these games.
Re: Command & Conquer Generals... too fast!
Author: John Doe
Date: Thu, 21 Oct 2004 07:41
Date: Thu, 21 Oct 2004 07:41
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Troll. "Jim Vieira" <WhiplashrAT@wiDOT.rrDOT.com> wrote: >Path: newssvr12.news.prodigy.com!newsdbm03.news.prodigy.com!newscon03.news.prodigy.com!newsmst01a.news.prodigy.com!prodigy.com!news.glorb.com!newshub.sdsu.edu!elnk-nf2-pas!elnk-pas-nf1!newsfeed.earthlink.net!cyclone.socal.rr.com!cyclone2.kc.rr.com!news2.kc.rr.com!twister.rdc-kc.rr.com.POSTED!53ab2750!not-for-mail >From: "Jim Vieira" <WhiplashrAT@wiDOT.rrDOT.com> >Newsgroups: alt.games.command-n-conq,comp.sys.ibm.pc.games.strategic >References: <9e1f277e.0410201611.45775fe5@posting.google.com> <Xns9588CEC5CC542wisdomfolly@151.164.30.42> <IAEdd.29927$PH6.21420@twister.rdc-kc.rr.com> <Xns9588E273AFCAwisdomfolly@151.164.30.44> <fpben0tf5p5onf6p42na8rb4ue3fcodlbq@4ax.com> >Subject: Re: Command & Conquer Generals... too fast! >Lines: 11 >X-Priority: 3 >X-MSMail-Priority: Normal >X-Newsreader: Microsoft Outlook Express 6.00.2800.1437 >X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2800.1441 >Message-ID: <MVHdd.179278$nA6.121256@twister.rdc-kc.rr.com> >Date: Thu, 21 Oct 2004 00:38:16 -0500 >NNTP-Posting-Host: 65.26.204.57 >X-Complaints-To: abuse@rr.com >X-Trace: twister.rdc-kc.rr.com 1098337004 65.26.204.57 (Thu, 21 Oct 2004 00:36:44 CDT) >NNTP-Posting-Date: Thu, 21 Oct 2004 00:36:44 CDT >Xref: newsmst01a.news.prodigy.com alt.games.command-n-conq:41160 comp.sys.ibm.pc.games.strategic:841000 > >"Raymond Martineau" <bk039@freenet.carleton.ca> wrote in message >news:fpben0tf5p5onf6p42na8rb4ue3fcodlbq@4ax.com... >> On Thu, 21 Oct 2004 03:15:38 GMT, John Doe <jdoe@usenet.is.the.real.thing> >> wrote: ><snip> > >I didn't see the response from John Doe before you quoted him >(damn news server). But I wonder, he sounded an awful lot >like Mark Bender/LShaping/Full Name. Is that you old friend? :) > > >
Re: Command & Conquer Generals... too fast!
Author: John Doe
Date: Thu, 21 Oct 2004 07:51
Date: Thu, 21 Oct 2004 07:51
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bk039@freenet.carleton.ca (Raymond Martineau) wrote: > John Doe <jdoe@usenet.is.the.real.thing> wrote: >> That's sounds like another good reason for user editable starting >> terrain. Of course you don't want construction of a large building to >> take years, but you want players to be able to build their own >> environment. User editable starting terrain would help correct that >> neatly, in my opinion. > > Editable terrain could be a bit too complex, Besides what you wrote below, please name something you think might be too complex. > and can lead to potential problems (e.g. a player who plateaus his > base to make it unreachable by most common means.). The same player might have trouble expanding and getting to energy sources, especially if the surrounding terrain is randomized. > However, a prebuild phase similar to Metal Fatigue works... I seem to recall downloading and trying the demo but did not play. How would that be any different than allowing players to prebuild at their leisure before the game starts? >> A player should be allowed to move quickly if he >> (or she) knows what he is doing. If he moves quickly and >> inefficiently, he should be penalized. That's where energy bars come >> in. Each player would have an energy bar which is filled at a >> predetermined rate. The capacity of the energy bars is also >> predetermined. A slow rate of energy flow into your energy bar and >> you're not going to do a whole lot and a short amount of time unless >> you have a large quantity of energy stored up. The total amount of >> energy which can be stored is determined by energy bar capacity. You >> can save energy for some later flurry of activity or you can use what >> you have to disrupt your opponent, long as you do it efficiently. > > I wouldn't be comforatble with this concept for an RTS. While it > might work for individual units to simulate supply ranges and the > like, I usually think of an army as being able to share resources. Dealing with supply ranges probably will over complicate things. Seems to me that is not as easy to understand as just looking at some of your units and figuring out how much energy they're using or figuring out how much energy you will need to build units or construct buildings. > it risks causing the player to be rendered helpless when they receive > a sudden suprise attack. I don't understand why. They would be more susceptible to counterattack after throwing a bunch of units at their enemy. But that depends partly on energy bar rate of fill and energy bar capacity. I think energy bars just reward efficiency which apparently is a missing component in real-time strategy. > I do know that a proper implementation of energy might not have these > kinds of problems - however, most developers don't know how to > properly write an RTS. > >> That concept was implemented to some extent in >> Total Annihilation but it does not play enough of a role in the game, >> in my opinion. > > Actually, energy played a different role in TA. It was used as a > secondary resource collected by solar/fusion plants rather than a > limitation on what the player could perform. Energy sources such as solar collectors and nuclear power plants fed the energy bar. Building construction and units consumed a certain amount of energy which drained the energy bar. When you ran out of energy, your aircraft would land, and your unit production and building construction would cease. There are Total Annihilation players in here who can correct me if I'm wrong. I can correct me if I'm wrong, since I still have the CDs.
Re: Command & Conquer Generals... too fast!
Author: Jim Vieira
Date: Thu, 21 Oct 2004 09:38
Date: Thu, 21 Oct 2004 09:38
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"John Doe" <jdoe@usenet.is.the.real.thing> wrote in message news:Xns95891B4F876wisdomfolly@151.164.30.48... > Troll. Ahh, it is you after all. Damn shame you are still such a bitter guy. So why do you change your name so much anyhow? > > "Jim Vieira" <WhiplashrAT@wiDOT.rrDOT.com> wrote: > > >Path: newssvr12.news.prodigy.com!newsdbm03.news.prodigy.com!newscon03.news.prodigy .com!newsmst01a.news.prodigy.com!prodigy.com!news.glorb.com!newshub.sdsu.edu !elnk-nf2-pas!elnk-pas-nf1!newsfeed.earthlink.net!cyclone.socal.rr.com!cyclo ne2.kc.rr.com!news2.kc.rr.com!twister.rdc-kc.rr.com.POSTED!53ab2750!not-for- mail > >From: "Jim Vieira" <WhiplashrAT@wiDOT.rrDOT.com> > >Newsgroups: alt.games.command-n-conq,comp.sys.ibm.pc.games.strategic > >References: <9e1f277e.0410201611.45775fe5@posting.google.com> <Xns9588CEC5CC542wisdomfolly@151.164.30.42> <IAEdd.29927$PH6.21420@twister.rdc-kc.rr.com> <Xns9588E273AFCAwisdomfolly@151.164.30.44> <fpben0tf5p5onf6p42na8rb4ue3fcodlbq@4ax.com> > >Subject: Re: Command & Conquer Generals... too fast! > >Lines: 11 > >X-Priority: 3 > >X-MSMail-Priority: Normal > >X-Newsreader: Microsoft Outlook Express 6.00.2800.1437 > >X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2800.1441 > >Message-ID: <MVHdd.179278$nA6.121256@twister.rdc-kc.rr.com> > >Date: Thu, 21 Oct 2004 00:38:16 -0500 > >NNTP-Posting-Host: 65.26.204.57 > >X-Complaints-To: abuse@rr.com > >X-Trace: twister.rdc-kc.rr.com 1098337004 65.26.204.57 (Thu, 21 Oct 2004 00:36:44 CDT) > >NNTP-Posting-Date: Thu, 21 Oct 2004 00:36:44 CDT > >Xref: newsmst01a.news.prodigy.com alt.games.command-n-conq:41160 comp.sys.ibm.pc.games.strategic:841000 > > > >"Raymond Martineau" <bk039@freenet.carleton.ca> wrote in message > >news:fpben0tf5p5onf6p42na8rb4ue3fcodlbq@4ax.com... > >> On Thu, 21 Oct 2004 03:15:38 GMT, John Doe <jdoe@usenet.is.the.real.thing> > >> wrote: > ><snip> > > > >I didn't see the response from John Doe before you quoted him > >(damn news server). But I wonder, he sounded an awful lot > >like Mark Bender/LShaping/Full Name. Is that you old friend? :) > > > > > > >
Re: Command & Conquer Generals... too fast!
Author: Opticreep
Date: Thu, 21 Oct 2004 11:16
Date: Thu, 21 Oct 2004 11:16
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John Doe <jdoe@usenet.is.the.real.thing> wrote in message news:<Xns9588E273AFCAwisdomfolly@151.164.30.44>... > > I think his (if I'm not mistaken) is expressed accurately/concisely like > a perceptive person who is new to the genre. > You are mistaken. The first real time strategic PC game I ever played was "Ancient Art of War" on the gray-scale CGA monitor. If you don't remember that game, then *you* are probably a little too new to the genre. > > And clicking fast is not to be confused with thinking fast. > Ah, but thinking fast should not be confused with clicking fast. I happen to think that mouse dexterity should have no impact on the effectiveness of an RTS player. In C&C:Generals, mouse speed has more to do with victory than strategy. It wouldn't matter if you had a good strategy in mind if you're not fast enough to execute it. Your opponent, who may have a simpler strategy (swarm! swarm! swarm!) will overwhelm you while you are trying to issue orders to multiple, small groups of units trying to make a simultaneous multi-sided assault on different areas of the map. With the ridiculous pace of C&C:Generals, a person could only concentrate on one area of the map at a time. Frankly, that's a very dumb way of making a "strategy" game. This pace of this game makes it practically a hybrid of arcade and strategy. Take for example the incident that lead to my original post. I had a dozen or so tanks and troop vehicles on their way to a waypoint. I scrolled down to my base for ten or fifteen seconds, just to issue a few maintenance commands (build power plants, build units, etc). When I scrolled back to my tanks, they were all gone! Not a single units left. I have no idea what happened because it happened so fast. It's insane. Strategy games ought to give you enough time to manage units and buildings effectively on more than one area of the map at a time.
Re: Command & Conquer Generals... too fast!
Author: Patrick B
Date: Thu, 21 Oct 2004 12:24
Date: Thu, 21 Oct 2004 12:24
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opticreep@yahoo.com (Opticreep) wrote in message news:<9e1f277e.0410201611.45775fe5@posting.google.com>... > Is there any way (cheats, hacks, mods, etc) to adjust the game speed > during a single player campaign game? > > I can't believe this game disabled that feature on single player > campaign, but enabled it for skirmishes. I prefer to play my strategy > games strategically --- y'know, slow and methodical. Mouse dexterity > and click speed should not be a factor in these games. I couldn't say if there were any cheats to slow it down. But the reasoon it is like that is because they wanted to make it easy to get into and easy to complete in a single sitting, fun & fast. Not only does it play faster but the super weapons are easier to build, and the paper-rock-scissors unit balance is more extreme. They may have gone a little too far -- some of the missions are over in 20 minutes -- but it's a fun campaign nonetheless.
Re: Command & Conquer Generals... too fast!
Author: John Doe
Date: Thu, 21 Oct 2004 19:32
Date: Thu, 21 Oct 2004 19:32
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opticreep@yahoo.com (Opticreep) wrote: >John Doe <jdoe@usenet.is.the.real.thing> wrote in message news: >> I think his (if I'm not mistaken) is expressed accurately/concisely like >> a perceptive person who is new to the genre. > >You are mistaken. I should have said "hers"? [kidding, but gender is what I was referring to] >The first real time strategic PC game I ever played >was "Ancient Art of War" on the gray-scale CGA monitor. If you don't >remember that game, then *you* are probably a little too new to the >genre. Yes I did play that, but my display was amber FWIW. >> And clicking fast is not to be confused with thinking fast. > >Ah, but thinking fast should not be confused with clicking fast. I >happen to think that mouse dexterity should have no impact on the >effectiveness of an RTS player. Many players agree with you. What confuses me is why they don't speak up when I present ideas which will reduce the frantic clicking. Usually the best I get is a little counter argument (which I appreciate) and then dead silence. In fact, people who complain about fast clicking do not discuss ideas of their own either. >In C&C:Generals, mouse speed has more to do with victory than strategy. It wouldn't matter if you had a >good strategy in mind if you're not fast enough to execute it. Your >opponent, who may have a simpler strategy (swarm! swarm! swarm!) will >overwhelm you while you are trying to issue orders to multiple, small >groups of units trying to make a simultaneous multi-sided assault on >different areas of the map. With the ridiculous pace of C&C:Generals, >a person could only concentrate on one area of the map at a time. >Frankly, that's a very dumb way of making a "strategy" game. This pace >of this game makes it practically a hybrid of arcade and strategy. I think of it as arcade strategy. Have fun anyway. >Take for example the incident that lead to my original post. I had a >dozen or so tanks and troop vehicles on their way to a waypoint. I >scrolled down to my base for ten or fifteen seconds, just to issue a >few maintenance commands (build power plants, build units, etc). When >I scrolled back to my tanks, they were all gone! Not a single units >left. I have no idea what happened because it happened so fast. It's >insane. Strategy games ought to give you enough time to manage units >and buildings effectively on more than one area of the map at a time.
Re: Command & Conquer Generals... too fast!
Author: TCipollina
Date: Thu, 21 Oct 2004 22:00
Date: Thu, 21 Oct 2004 22:00
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"Opticreep" <opticreep@yahoo.com> wrote in message
news:9e1f277e.0410201611.45775fe5@posting.google.com...
> Is there any way (cheats, hacks, mods, etc) to adjust the game speed
> during a single player campaign game?
>
> I can't believe this game disabled that feature on single player
> campaign, but enabled it for skirmishes. I prefer to play my strategy
> games strategically --- y'know, slow and methodical. Mouse dexterity
> and click speed should not be a factor in these games.
while this is not within the game, and it is very old (my files are dated
'97-98). it may suit your purposes:
"MO'SLO DELUXE is an enhanced version of Mo'Slo that allows slowdown
percentages from 0.1 to 99.9%, making it possible to run even the
oldest PC games and timing-sensitive programs on a fast Pentium PC.
Mo'Slo Deluxe also runs batch files transparently to the user, and
does not require you to enter the file extension of executables or
batch files. Includes a pause mode that allows changing speed percent
without exiting your program, and a quick-start option for loading
programs at full speed with slowdown after load.
For information regarding the latest versions of Mo'Slo,
Mo'Slo Deluxe, and other Dr.David's Utilities, please visit our
World Wide Web site at http://www.hpaa.com/moslo."
if the website is no longer valid, search on "moslo"
--
Fight Win Prevail
But Never Cheat
Re: Command & Conquer Generals... too fast!
Author: AVH
Date: Fri, 22 Oct 2004 10:59
Date: Fri, 22 Oct 2004 10:59
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On Thu, 21 Oct 2004 22:00:40 GMT, "TCipollina" <joesdad@stny.rr.com> wrote: > >"Opticreep" <opticreep@yahoo.com> wrote in message >news:9e1f277e.0410201611.45775fe5@posting.google.com... >> Is there any way (cheats, hacks, mods, etc) to adjust the game speed >> during a single player campaign game? >> >> I can't believe this game disabled that feature on single player >> campaign, but enabled it for skirmishes. I prefer to play my strategy >> games strategically --- y'know, slow and methodical. Mouse dexterity >> and click speed should not be a factor in these games. > >while this is not within the game, and it is very old (my files are dated >'97-98). it may suit your purposes: > >"MO'SLO DELUXE is an enhanced version of Mo'Slo that allows slowdown [snip] Won't work on windows games. If there isn't some kind of speed setting in the options menu, I'm afraid there isn't much to do. Of course, you could try to install some spyware, maybe that helps slow the computer ;)
Re: Command & Conquer Generals... too fast!
Author: K
Date: Fri, 22 Oct 2004 22:11
Date: Fri, 22 Oct 2004 22:11
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On Thu, 21 Oct 2004 03:15:38 GMT, John Doe <jdoe@usenet.is.the.real.thing> wrote: >Messing with the speed control is unrealistic also. Why would you want >lethargic moving units and long build times? He didn't state he did. You wrongly assumed he did, and you know what assumption is notoriously known for, ...don't you? :) Too fast, and the 'RTS' game is about nothing more than 'titillatainment' for the attention span deficient kiddie crowd, which share nothing in common with either tactics or strategy. To slow, and clearly, the proponents should be playing a turn based game. There is an ideal speed range that suits the tenor of any RTS game, and that is undoubtedly what the initial inquirer's question and subsequent refers to. In fact you're now being obtuse in attempting to uphold your initial idiotic statement of the thread, whose purpose was clearly self aggrandisement. One can only hope you play RTS better than you debate, though witnessing this display of 'prowess', one can understand why you relish the clickfest. >That concept was implemented to some extent in >Total Annihilation but it does not play enough of a role in the game, in >my opinion. This demonstrates only the level at which you play the game. Resource management is what this game is all. Bugs and flaws included, Total Annihilation is still THE best RTS game yet EVER to hit the marketplace.
Re: Command & Conquer Generals... too fast!
Author: TCipollina
Date: Fri, 22 Oct 2004 23:39
Date: Fri, 22 Oct 2004 23:39
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"AVH" <avhspamisbad@netti.fi> wrote in message news:hmphn0d6hlgl9c2it9h8ipns5ke1gsf2jg@4ax.com... > On Thu, 21 Oct 2004 22:00:40 GMT, "TCipollina" <joesdad@stny.rr.com> > wrote: > > > > >"Opticreep" <opticreep@yahoo.com> wrote in message > >news:9e1f277e.0410201611.45775fe5@posting.google.com... > >> Is there any way (cheats, hacks, mods, etc) to adjust the game speed > >> during a single player campaign game? > >> > >> I can't believe this game disabled that feature on single player > >> campaign, but enabled it for skirmishes. I prefer to play my strategy > >> games strategically --- y'know, slow and methodical. Mouse dexterity > >> and click speed should not be a factor in these games. > > > >while this is not within the game, and it is very old (my files are dated > >'97-98). it may suit your purposes: > > > >"MO'SLO DELUXE is an enhanced version of Mo'Slo that allows slowdown > [snip] > > Won't work on windows games. If there isn't some kind of speed setting > in the options menu, I'm afraid there isn't much to do. > the free version is for DOS only. The $25 version i mentioned above does slow windows games. sorry, i didnt realize there was a charge > Of course, you could try to install some spyware, maybe that helps > slow the computer ;) cute, very cute -- Fight Win Prevail But Never Cheat
Re: Command & Conquer Generals... too fast!
Author: John Doe
Date: Sat, 23 Oct 2004 03:29
Date: Sat, 23 Oct 2004 03:29
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K <iguana_bwana@hotmail.com> wrote: ><jdoe@usenet.is.the.real.thing> wrote: >>Messing with the speed control is unrealistic also. Why would you want >>lethargic moving units and long build times? > >He didn't state he did. You wrongly assumed he did, No I did not. >Too fast, and the 'RTS' game is [too fast]. > >To[o] slow, and clearly, the proponents should be playing a turn based >game. I doubt that turn based gamers would say that reducing real-time strategy game speed produces nearly the equivalent of a turn based game. Messing with the real-time strategy speed control is just a clumsy/crude way of controlling game speed, in my opinion. >There is an ideal speed range that suits the tenor of any RTS >game, and that is undoubtedly what the initial inquirer's question and >subsequent refers to. The original poster (Opticreep) wrote: Is there any way (cheats, hacks, mods, etc) to adjust the game speed during a single player campaign game? >In fact you're now being obtuse in attempting to uphold your initial >idiotic statement of the thread, whose purpose was clearly self >aggrandisement. Something that makes USENET fun (for me) is posting in context so others will know what I am talking about. >One can only hope you play RTS better than you debate, Let us debate ways to regulate the speed of real-time strategy. Since you like total annihilation, let's talk about whether to Use Total Annihilation's implementation of energy bars to help improve current real-time strategy. >though witnessing this display of 'prowess', one can understand why >you relish the clickfest. I have never written anything to that effect. >>That concept was implemented to some extent in Total Annihilation but >>it does not play enough of a role in the game, in my opinion. > >This demonstrates only the level at which you play the game. Does my comment sound like a scathing critique of Total Annihilation to anyone else? Heaven forbid. >Resource management is what this game is all. Bugs and flaws included, >Total Annihilation is still THE best RTS game yet EVER to hit the >marketplace. Maybe someone who isn't a fan of Total Annihilation will debate that with you. > >Path: newssvr11.news.prodigy.com!newscon03.news.prodigy.com!newsmst01a.news.prodigy.com!prodigy.com!newshosting.com!nx01.iad01.newshosting.com!newsfeed.icl.net!newsfeed.fjserv.net!newsfeed.freenet.de!fu-berlin.de!uni-berlin.de!not-for-mail >From: K <iguana_bwana@hotmail.com> >Newsgroups: alt.games.command-n-conq,comp.sys.ibm.pc.games.strategic >Subject: Re: Command & Conquer Generals... too fast! >Date: Sat, 23 Oct 2004 08:11:56 +1000 >Lines: 32 >Message-ID: <571jn017kt01029ts49d1dolf8qulrg4a6@4ax.com> >References: <9e1f277e.0410201611.45775fe5@posting.google.com> <Xns9588CEC5CC542wisdomfolly@151.164.30.42> <IAEdd.29927$PH6.21420@twister.rdc-kc.rr.com> <Xns9588E273AFCAwisdomfolly@151.164.30.44> >Reply-To: iguana_bwana@hotmail.com >Mime-Version: 1.0 >Content-Type: text/plain; charset=us-ascii >Content-Transfer-Encoding: 7bit >X-Trace: news.uni-berlin.de R5eebxQGaATOiS0DHU3RKQXTZU9lrdIubXuF3MOHTOsL9Hn9to >X-Newsreader: Forte Agent 1.93/32.576 English (American) >X-No-Archive: yes >Xref: newsmst01a.news.prodigy.com alt.games.command-n-conq:41170 comp.sys.ibm.pc.games.strategic:841199 >
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