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Re: Remove time limit from single player
Posted: 07 Jul 2009, 05:07
by marauder
guciomir wrote:
the best one:
3. when the time has run out, the oil derrics stop working. No more power, but the mission does not end.
That's a better idea than "you lose you just wasted 2 hours"
If you're going to have a time limit, only use it on shorter missions (no more than 30 minutes)
I tried again, played a little too aggressively and got my main tank force wiped out. I could re-built but then I'd just lose on time...
I think I'll just have to use the time pause cheat and take my time until I learn the game a bit better.
Re: Remove time limit from single player
Posted: 07 Jul 2009, 14:22
by themousemaster
Which stage are you on? MY guide re-write is 1/2 way done, if I've already covered the stage in question, it could help immensely.
Re: Remove time limit from single player
Posted: 11 Jul 2009, 21:14
by Buginator
For what it is worth, since they *designed* the game to use timers, then there is no chance that we are going to remove them anytime soon, unless someone wants to edit all the campaign scripts, and make it *much* harder.
You should also not use time toggle cheats, since it does NOT stop all the timers!
Re: Remove time limit from single player
Posted: 08 Sep 2009, 23:52
by Ilr
I guess I'll have to disagree with a lot of people here (but kindly request a link to those Mods which eliminate the Timer...plz?)
I Like Turtles!
I don't do it in multiplayer games b/c I'm respectful of other participants who generally hate being teamed with, or facing an overly defensive player. But in single player and campaigns especially, I love to take my time and amass while also exploring. If it's a balance issue, then might I humbly suggest the Reverse of a Count-down timer? ...IE: A timer that starts at 0:00 and counts up? And Every mission given a timer Multiplier that enhances the strength of all enemy units in the next mission so that the longer ya Turtle, the tougher the challenge ahead.
I'd also settle for anything just adds 30 extra minutes to every scenario ...I'm just trying to get back into the game at this point, not rush through it just to get started on hardmode
Re: Remove time limit from single player
Posted: 09 Sep 2009, 17:24
by icyflames
You can complete most missions within 10% of the allocated time, so if you're having to rush it might be worth changing tactics...
Re: Remove time limit from single player
Posted: 09 Sep 2009, 21:34
by Ilr
Well then I don't think you quite get my obsession with turtling then. My current tactic is time toggling every mission and building up a 360° enclosing wall of turrets around everything I own b/c I don't like it when the rest of my crap starts magically exploding just because the Scripters thought it would be cute to transport-land a bunch of units in a corner of the map behind my base that no real human being could ever realistically maneuver into. Why? B/c this damnednable A.d.d. of mine makes it impossible for me to even focus on the main objective once the rest of my crap starts magically exploding. I hear bells, whistles, and everything turns into shiny tinfoil. It's purely compulsive to the point I'd rather spend 2 hours prepping on one mission just so I can keep playing it at 1.0 speed for the rest of the chapter and don't have to play 0.3-slow'mo mode catch-up later.
And let's be honest with ourselves... generally ALL the challenge is right at the start of these "chapters" where the map designers place pissant bases around your crappy base(that they designed) with Mortars a blarrin', and units zerging in from every side. And they start you off with just enough $nergy to buy a Sub Prime Mortgage. That's as exciting as it ever gets... I designed a better "difficulty scaling" mission in my Sleep. And I'd show you it but I don't know how to convert these blasted wdg's and AI files to wz-*-whatsits