Search found 87 matches

by wusche1
Sun Nov 24, 2013 3:59 am
Forum: General Discussion
Topic: Cold War Crisis
Replies: 0
Views: 4138

Cold War Crisis

Disclaimer: I just stumbled over one of my all time favourite games and decided to make a shameless adversisement for it. Even if most of you wont play it, it is for sure worth looking at the gameplay elements of this mod. Sometimes it is good to have an eye on other projects. For me, one of the mo...
by wusche1
Tue Oct 15, 2013 1:53 pm
Forum: Competitions and Events
Topic: OpenRA 2v2 and 1v1 League
Replies: 4
Views: 4876

I wonder if there is a way to implement a ranked, passworded server for OpenRA. That might be a solution that will work for a small community - at least for a while.
by wusche1
Tue Oct 15, 2013 1:46 pm
Forum: General Discussion
Topic: [OpenRA] Limit base-walking by reducing freedom of building
Replies: 24
Views: 22303

... Again, it is about the general gameplay. Games like Starcraft do not suffer from basewalking, since they have mechanisms in place that do not allow the construction of defensive structures in enemy bases (e.g workers, build time). It is absolutely justified to run a couple of iterations with th...
by wusche1
Sat Oct 12, 2013 8:41 pm
Forum: General Discussion
Topic: [OpenRA] Limit base-walking by reducing freedom of building
Replies: 24
Views: 22303

Basewalking isn't hard to counter at all. I see no issue with it. The question is not only whether one can stop a coordinated/sophisticated base walking attack, but also if it is this type of gameplay what defines the OpenRA gaming experience. It is far from easy to defend against basewalking attac...
by wusche1
Thu Oct 03, 2013 11:05 pm
Forum: General Discussion
Topic: [OpenRA] Limit base-walking by reducing freedom of building
Replies: 24
Views: 22303

[OpenRA] Limit base-walking by reducing freedom of building

Right now, many games in OpenRA suffer from the fact that excessive base walking is used to overpower a player. I propose to implement an option, switched on by default, that limits the building behaviour of the player to the one currently observed in OpenCnC - possibly even with a smaller build rad...
by wusche1
Fri Sep 27, 2013 8:34 am
Forum: Mapping and Modding
Topic: Jungle/Caribbean Tileset (work thread)
Replies: 40
Views: 58189

This looks beautiful. I will definatly be tempted to go back to the map editor once this is out! (=
by wusche1
Wed Aug 21, 2013 3:54 pm
Forum: General Discussion
Topic: [WIP] Time resolved map statistics
Replies: 8
Views: 6276

Or use the utility enhancement Dan proposed at https://github.com/OpenRA/OpenRA/pull/3669 Good idea - but this needs to go into the next playtest before I can use it. In the meantime: Here is the sqlite3 database after 70 days of recording. Number of days measured: 70 Number of recorded maps: 444 D...
by wusche1
Fri Jul 26, 2013 12:21 pm
Forum: General Discussion
Topic: [WIP] Time resolved map statistics
Replies: 8
Views: 6276

Try to use https://github.com/Holloweye/OpenRA-Content-Website/wiki/Map-API and upload the standard maps distributed by OpenRA there, too. Upload the standard maps? Hmm. That is quite a lot of stuff to upload - especially if it has to be by web formular, and might make a chronologic mess with the c...
by wusche1
Thu Jul 25, 2013 12:10 pm
Forum: General Discussion
Topic: [WIP] Time resolved map statistics
Replies: 8
Views: 6276

bump for attention. Can anyone deliver?
by wusche1
Thu Jul 11, 2013 8:01 pm
Forum: General Discussion
Topic: [WIP] Time resolved map statistics
Replies: 8
Views: 6276

Hi, the statistics have been recorded for about a month with a downtime of 10 minutes in total. In order to evaluate the statistical data, I would need the following information for every map_hash that is in the current stable version (20130514), preferably as ';' seperated text file, one entry per ...
by wusche1
Wed Jul 03, 2013 5:01 pm
Forum: Mapping and Modding
Topic: [MOD] [RA] TORA -- the Empire of Japan comes to RA
Replies: 32
Views: 29163

Just wondering, Have you thought about using a Voxel Editor tool instead of a Normal 3D Modling tool? for the genoration of the sprites, might return a more 'Proper' looking image than a 3D model No, I have not thought about it. I did not even know that they existed - although it is quite obvious t...
by wusche1
Tue Jul 02, 2013 8:34 pm
Forum: Mapping and Modding
Topic: [MOD] [RA] TORA -- the Empire of Japan comes to RA
Replies: 32
Views: 29163

I also had a thought about ballons, and I very much like the idea of infantry based mortar unit in-game (deployable). I also like the motocycles - these japanese military vehicle design often had strong influence from the other major axis power. But again, if one wants to take up this project I sugg...
by wusche1
Mon Jul 01, 2013 3:23 pm
Forum: Mapping and Modding
Topic: Aircraft Carrier
Replies: 31
Views: 40974

Ok, tha was my last try. Microbit was right - it is hard to get the graphic style of RA right when using 3D modeling/rendering software.
by wusche1
Mon Jul 01, 2013 11:15 am
Forum: General Discussion
Topic: Fort LoneStar HighScore Table
Replies: 13
Views: 8860

Nukem wrote: Yes, Wave 6 is surely the average losing point although I have gotten to Wave 7 with a few other decent players..
Wave 6 the average? You must be kidding. I would say it is wave 4. You have playing Fort Lonestar day and night, that is why you get to wave 6 on average (=
by wusche1
Sun Jun 30, 2013 10:01 pm
Forum: Mapping and Modding
Topic: MicroGraphics
Replies: 46
Views: 51306

Can't say which one I want to see first. Probably the commando boat, the the carrier, and then the tree. Where are the monkeys?

Great stuff!!!