Search found 737 matches

by Sleipnir
Sat Feb 09, 2019 8:46 pm
Forum: General Discussion
Topic: Unofficial pre-playtest 20190203
Replies: 24
Views: 774

Re: Unofficial pre-playtest 20190203

Playtest 20190209 is now available, so further discussion should take place in the playtest discussion thread.
by Sleipnir
Sat Feb 09, 2019 8:45 pm
Forum: General Discussion
Topic: Playtest-20190106 - Discussion
Replies: 22
Views: 946

Re: Playtest-20190106 - Discussion

Playtest 20190209 is now available.
by Sleipnir
Sat Feb 09, 2019 11:03 am
Forum: General Discussion
Topic: Unofficial pre-playtest 20190203
Replies: 24
Views: 774

Re: Unofficial pre-playtest 20190203

Thanks for the report Deathpoint!

Luckily that crash is already known, plus another one when starting games on certain maps with the explored map option enabled.
Both should be fixed in the next (proper) playtest build, which should be out tomorrow if all goes well.
by Sleipnir
Sun Feb 03, 2019 8:34 pm
Forum: General Discussion
Topic: Unofficial pre-playtest 20190203
Replies: 24
Views: 774

Unofficial pre-playtest 20190203

I have created a new build with a bunch of fixes and a couple of new features compared with the last test: Fixed queued orders not working for aircraft/helicopters Fixed unit stance UI glitch when capturing vehicles Fixed crash when C4ing an iron curtained building Fixed a rare crash that could occu...
by Sleipnir
Tue Jan 29, 2019 9:35 am
Forum: Mapping and Modding
Topic: Makefile not compiling
Replies: 2
Views: 90

Re: Makefile not compiling

You'll need to open a terminal window through finder / launchpad and then type `cd Desktop/<mod directory name>` to change into the mod directory. Once there, type `make` and then `./launch-game.sh` to run it. Double clicking on the makefile won't work.
by Sleipnir
Mon Jan 28, 2019 11:26 pm
Forum: General Discussion
Topic: Unofficial pre-playtest 20190203
Replies: 24
Views: 774

Re: Unofficial pre-playtest 20180127

I edited the first post to change "The important changes from Playtest 20190106" to "The important changes compared with Playtest 20190106" to make it clear that these are all new changes, not just copied over from the last changelog. It was established quite quickly after the playtest release that ...
by Sleipnir
Mon Jan 28, 2019 7:35 pm
Forum: General Discussion
Topic: Unofficial pre-playtest 20190203
Replies: 24
Views: 774

Re: Unofficial pre-playtest 20180127

Just to be sure, you are talking about the new behaviour in this pre-playtest, and not the buggy behaviour in playtest-20190106? The refinement mentioned was restoring direct feedback, like the cash ticks.
by Sleipnir
Mon Jan 28, 2019 7:23 pm
Forum: General Discussion
Topic: Unofficial pre-playtest 20190203
Replies: 24
Views: 774

Re: Unofficial pre-playtest 20180127

eskimo wrote:
Mon Jan 28, 2019 7:17 pm
Having no feedback on when youve clicked or pressed a hot key renders the sound confirmation near useless from a tactical perspective (if you like).
Hmm, but there is feedback...? (The standard button click sound)
by Sleipnir
Mon Jan 28, 2019 1:54 pm
Forum: General Discussion
Topic: Playtest-20190106 - Discussion
Replies: 22
Views: 946

Re: Playtest-20190106 - Discussion

The AI definitions for Naval AI never included ground units, both the last release and playtest define that it should only build naval and aircraft. If it did used to build other things, then that was a bug that I don't remember ever seeing reported and apparently has now been fixed. Whether or not ...
by Sleipnir
Sun Jan 27, 2019 10:57 pm
Forum: General Discussion
Topic: Unofficial pre-playtest 20190203
Replies: 24
Views: 774

Unofficial pre-playtest 20190203

An updated 20190203 build is now available. Changes are listed in red below. The next playtest will include big changes that may cause unexpected bugs or player riots, so i'd like to get some pre-release feedback from forum-goers so that we have a chance to adjust things before the official second ...
by Sleipnir
Sun Jan 20, 2019 12:58 am
Forum: General Discussion
Topic: Trouble in fullscreen
Replies: 2
Views: 128

Re: Trouble in fullscreen

Inside your documents folder is an OpenRA folder, and inside that there will be a file called settings.yaml. Delete this file to reset the game back to its default settings.
by Sleipnir
Sun Jan 13, 2019 6:38 pm
Forum: General Discussion
Topic: HELP! how to download
Replies: 2
Views: 129

Re: HELP! how to download

The official AppImages are 64 bit only, but in principle you should be fine if you compile the game yourself from source. Take a look at the instructions on https://github.com/OpenRA/OpenRA/wiki/Compiling for a starting point.
by Sleipnir
Sat Jan 12, 2019 3:38 pm
Forum: General Discussion
Topic: I consider to quit permanently
Replies: 11
Views: 912

Re: I consider to quit permanently

Custom factions are one of the few (possibly even the only) thing that can't be changed from maps. This is because factions require changes to the mod's UI (flag definition and sidebar styling), which maps are not able to override. The resource center has a button in the sidebar to update custom map...
by Sleipnir
Wed Jan 09, 2019 8:29 am
Forum: General Discussion
Topic: End of 2018 RA balance changes
Replies: 41
Views: 1886

Re: End of 2018 RA balance changes

We also agreed other neutral structures will need a buff, and probably something creative. My personal idea is a new buff from owning a hospital, which grants a 10% bounty on your own units killed. You can think of it like the hospital saving lives (value). We could also remove the heal potentially...
by Sleipnir
Wed Jan 02, 2019 7:25 am
Forum: General Discussion
Topic: 03b dead end: getting funds for a naval transport
Replies: 1
Views: 184

Re: 03b dead end: getting funds for a naval transport

This is a bug, which will be fixed in the next playtest/release version. Money crates are supposed to give $2000, not $500.