Search found 22 matches
- Fri Apr 11, 2014 8:09 pm
- Forum: Mapping and Modding
- Topic: Naval Units in TD?
- Replies: 3
- Views: 3698
- Sat Apr 05, 2014 7:16 pm
- Forum: General Discussion
- Topic: Escorting units?
- Replies: 6
- Views: 4087
- Fri Apr 04, 2014 11:40 pm
- Forum: General Discussion
- Topic: Improvement suggestions
- Replies: 6
- Views: 4265
GeneralFrost, Thank you for wanting to contribute to this project! Once you fix the issues that you personally have prioritized, I would suggest checking out the list of issues with bounties posted on them: https://www.bountysource.com/trackers/36085-openra As I am not a developer on this project so...
- Fri Apr 04, 2014 11:09 pm
- Forum: General Discussion
- Topic: Escorting units?
- Replies: 6
- Views: 4087
Looks like it's listed here:
http://www.allgame.com/game.php?id=5396&tab=controls
http://www.allgame.com/game.php?id=5396&tab=controls
- Fri Apr 04, 2014 11:07 pm
- Forum: General Discussion
- Topic: Escorting units?
- Replies: 6
- Views: 4087
When holding down ctrl+alt in the original game, your cursor would turn into an orange move symbol. The escorter would then begin to follow the escortee around, defend that unit if attacked, and possibly preemptively fire on hostile units. But it would not chase hostile units afaik, it would priorit...
- Fri Apr 04, 2014 10:40 pm
- Forum: General Discussion
- Topic: CnC Tiberian Dawn Strategy/Balance discussion thread
- Replies: 17
- Views: 15792
After playing for two months, I have to say I think the sides are balanced pretty damn well. The MRLS thing was just a quick first impression. I usually take those out now with hit and run attacks with aircraft. One thing that drives me nuts though is that fog of war doesn't clear around the unit th...
- Fri Apr 04, 2014 9:40 pm
- Forum: General Discussion
- Topic: Escorting units?
- Replies: 6
- Views: 4087
Escorting units?
I seem to recall (in the original TD and RA) being able to hold down both ctrl+alt to allow one unit to escort another. Is that possible in OpenRA? If so, how?
Thanks!
Thanks!
- Thu Mar 27, 2014 6:44 am
- Forum: Mapping and Modding
- Topic: Naval Units in TD?
- Replies: 3
- Views: 3698
Naval Units in TD?
Are there any mods that add naval units to TD? GDI would get those gunboats, and both sides would get transports certainly, but we would probably have to invent a unit for NOD. Maybe missile subs?
- Wed Mar 26, 2014 9:59 pm
- Forum: Mapping and Modding
- Topic: [coma] Command and Conquer: The Forgotten Chapter
- Replies: 39
- Views: 51895
This mod rules!! I love the new faction and the changes to GDI and NOD. I think the balance is pretty good overall. Big thanks to everyone working on this! I did notice a few things that aren't on the Google Doc buglist: * Tesla Coils will sometimes not fire unless a target is manually specified. * ...
- Tue Feb 04, 2014 8:28 pm
- Forum: Mapping and Modding
- Topic: Rules.ini?
- Replies: 2
- Views: 4059
Rules.ini?
I have googled a bit, but have only found: https://github.com/OpenRA/OpenRA/wiki/C&C-RULES.INI I note that it says "If placed in game directory, it will not override built in values." I am assuming therefore that there is no rules.ini support? If not, I am considering adding a bounty for this featur...
- Tue Feb 04, 2014 8:25 pm
- Forum: Mapping and Modding
- Topic: Jungle/Caribbean Tileset (work thread)
- Replies: 40
- Views: 59778
- Tue Feb 04, 2014 8:38 am
- Forum: General Discussion
- Topic: CnC Tiberian Dawn Strategy/Balance discussion thread
- Replies: 17
- Views: 15792
I think perhaps the MRLS is a bit too powerful. Usually I'll have a bunch of units near my base that get hit with a barrage of rockets, but the location of the attacking MRLS doesn't get revealed. I'm uncertain if this is by design, but I seem to recall in either the original C&C or RA that if a uni...
- Tue Feb 04, 2014 7:53 am
- Forum: General Discussion
- Topic: Difficulty
- Replies: 13
- Views: 8107
Difficulty
You're probably going to laugh....but is anyone else getting their ass kicked by the AI? I'm playing C&C, both as GDI and NOD. It's awesome having an AI that is tough, but even on easy I'm losing most of the time.
Not looking for hints or anything, but wondering if I'm just a terrible player.
Not looking for hints or anything, but wondering if I'm just a terrible player.
- Sun Apr 07, 2013 6:58 pm
- Forum: General Discussion
- Topic: Map edges
- Replies: 1
- Views: 2066
Map edges
I noticed that you can scroll halfway off the edge of a map. Is this intentional behavior, or something that will be fixed in the future? FWIW, I would prefer the latter.
Cheers to the devs for all their hard work!
Cheers to the devs for all their hard work!
- Mon Jul 16, 2012 8:22 pm
- Forum: General Discussion
- Topic: Game is slow...C# runtime issues?
- Replies: 26
- Views: 23049
Thanks for the help folks! I am currently trying the OpenRA integrated performance measurement system. (With shellmap on) It looks like the most cycles are being taken up by render. The green line holds steady at about halfway up the graph (what is the y axis? ms? can we get labels + tics on that?) ...