ROFLmod Final release + TGR RingMod

Discuss your new mods and themes here

Moderator: Defcon moderators

-=DREADLORD=-
level1
level1
Posts: 26
Joined: Mon Sep 02, 2013 2:59 pm
Location: Canada

Re: ROFLmod Final release + TGR RingMod

Postby -=DREADLORD=- » Tue Sep 17, 2013 10:50 am

Hello

I like this ftimer/coordinates utility, but I am unable to get a printout/display like you have.

With the link, even inputting the same coordinates ( from g10 to h20-5) I obtain no information.

Can it be used without the html? ie is there a standalone/offline mode available?
.
grzybiarz
level1
level1
Posts: 24
Joined: Fri Jun 21, 2013 10:06 am

Re: ROFLmod Final release + TGR RingMod

Postby grzybiarz » Tue Sep 17, 2013 12:17 pm

It is a stand-alone/offline thing. There is nothing fancy about it (only some javascript), it should be working on virtually any web browser. Just double click and go :).

PM me, if you have any trouble.
-=DREADLORD=-
level1
level1
Posts: 26
Joined: Mon Sep 02, 2013 2:59 pm
Location: Canada

Re: ROFLmod Final release + TGR RingMod

Postby -=DREADLORD=- » Tue Sep 17, 2013 9:06 pm

Still no joy.

I use WinXP (32) SP3, have the latest flash player, for my browser I used IIE8 and then tried it with Google Chrome.

Any suggestions?
grzybiarz
level1
level1
Posts: 24
Joined: Fri Jun 21, 2013 10:06 am

Re: ROFLmod Final release + TGR RingMod

Postby grzybiarz » Wed Sep 18, 2013 7:04 am

-=DREADLORD=-
level1
level1
Posts: 26
Joined: Mon Sep 02, 2013 2:59 pm
Location: Canada

Re: ROFLmod Final release + TGR RingMod

Postby -=DREADLORD=- » Wed Sep 18, 2013 9:33 pm

Great!

It worked, but only using Firefox.

Thanks
-=DREADLORD=-
level1
level1
Posts: 26
Joined: Mon Sep 02, 2013 2:59 pm
Location: Canada

Re: ROFLmod Final release + TGR RingMod

Postby -=DREADLORD=- » Wed Sep 18, 2013 10:27 pm

Works on my itouch :D , but the screen is tiny. :?

I have read through a lot of the posts, but I haven't come across anyone mentioning failsafe waypoints. These are specific waypoints that the bombers go to prior to launching their attacks so from there the bombers are funnelled ( like a bomber stream) in to overwhelm and attack the defences (silos, radar and airbases).

The key here is specific timing to be over the waypoints and then the defences as the nukes arrive over the cities. This can be calculated prior to starting a game, by using specific areas to place and position the CV's, airbases and silos.

From the Dedcon replays the bombing waypoints seem to be adhoc.

Has there been any threads on setting specific waypoints or gateways or discussion of bomber streams?

I'm thinking of using all the bombers (44) in waves operating off carriers to increase the range with the ability to return to the carriers and reload to take out the defences in waves while the silos are precalculated to take out only the cities.

By calculating the timings, the flight plans become more accurate ...... until the game starts and then everything goes out the window. :wink:
User avatar
The_Doctor
level3
level3
Posts: 323
Joined: Tue Jun 11, 2013 1:05 am

Re: ROFLmod Final release + TGR RingMod

Postby The_Doctor » Wed Sep 18, 2013 11:49 pm

-=DREADLORD=- wrote:Great!

It worked, but only using Firefox.

Thanks



Yeah welcome to hell :(
-=DREADLORD=-
level1
level1
Posts: 26
Joined: Mon Sep 02, 2013 2:59 pm
Location: Canada

Re: ROFLmod Final release + TGR RingMod

Postby -=DREADLORD=- » Thu Sep 19, 2013 12:43 am

Thanks, :? :wink:
-=DREADLORD=-
level1
level1
Posts: 26
Joined: Mon Sep 02, 2013 2:59 pm
Location: Canada

Re: ROFLmod Final release + TGR RingMod

Postby -=DREADLORD=- » Sat Sep 21, 2013 2:25 pm

Ok ...

This mod works very well for me.

I set my silos to specfic locations which I input into FTIMER and input major city locations. (prior to game start)
This gives me the times it takes from launch to impact, which I calculate backwards to know when to launch so that the nukes impact within seconds of each other.

Ths appears to work effectively and overwhelms the defences on the few tests I have done.

After 3 launches I go back to airdefence mode because the enemy targets my silos. :shock:

I also position my airbases and move my carriers to pre-planned position so that when the bombers launch they arrive over the same cities at the same time. I use the bombers for taking out non-city targets.

The only downside is the time taking to preplan and do the calculations.
User avatar
Endless
level5
level5
Posts: 1343
Joined: Thu Nov 19, 2009 10:38 pm
Contact:

Re: ROFLmod Final release + TGR RingMod

Postby Endless » Sat Sep 21, 2013 3:06 pm

-=DREADLORD=- wrote:Ok ...

This mod works very well for me.

I set my silos to specfic locations which I input into FTIMER and input major city locations. (prior to game start)
This gives me the times it takes from launch to impact, which I calculate backwards to know when to launch so that the nukes impact within seconds of each other.

Ths appears to work effectively and overwhelms the defences on the few tests I have done.

After 3 launches I go back to airdefence mode because the enemy targets my silos. :shock:

I also position my airbases and move my carriers to pre-planned position so that when the bombers launch they arrive over the same cities at the same time. I use the bombers for taking out non-city targets.

The only downside is the time taking to preplan and do the calculations.



Thanks! Keep up the good work! We'd never know anything without your scientific expertise!
-=DREADLORD=-
level1
level1
Posts: 26
Joined: Mon Sep 02, 2013 2:59 pm
Location: Canada

Re: ROFLmod Final release + TGR RingMod

Postby -=DREADLORD=- » Sun Sep 22, 2013 12:03 am

Hello Endless ..

You are experienced in this game.

What flaws do you see in my tactics and how would you exploit them?

Also, how would you improve on them?
User avatar
Endless
level5
level5
Posts: 1343
Joined: Thu Nov 19, 2009 10:38 pm
Contact:

Re: ROFLmod Final release + TGR RingMod

Postby Endless » Sun Sep 22, 2013 5:49 pm

-=DREADLORD=- wrote:Hello Endless ..

You are experienced in this game.

What flaws do you see in my tactics and how would you exploit them?

Also, how would you improve on them?


I've never played you so I wouldn't know.
-=DREADLORD=-
level1
level1
Posts: 26
Joined: Mon Sep 02, 2013 2:59 pm
Location: Canada

Re: ROFLmod Final release + TGR RingMod

Postby -=DREADLORD=- » Sun Sep 22, 2013 8:20 pm

Do you have any recommendations of games that you have played and recorded that are available on Dedcon?
User avatar
Endless
level5
level5
Posts: 1343
Joined: Thu Nov 19, 2009 10:38 pm
Contact:

Re: ROFLmod Final release + TGR RingMod

Postby Endless » Sun Sep 22, 2013 9:23 pm

-=DREADLORD=- wrote:Do you have any recommendations of games that you have played and recorded that are available on Dedcon?


No
-=DREADLORD=-
level1
level1
Posts: 26
Joined: Mon Sep 02, 2013 2:59 pm
Location: Canada

Re: ROFLmod Final release + TGR RingMod

Postby -=DREADLORD=- » Sun Sep 22, 2013 10:16 pm

Endless ....

As a player with experience what tactics/strategies do you find effective?

Or can you direct me to some posts or threads where you shared your experiences?

Return to “Mod Projects”

Who is online

Users browsing this forum: No registered users and 11 guests