Search found 226 matches

by Graion Dilach
Tue Oct 09, 2018 7:49 pm
Forum: General Discussion
Topic: Redesigning and Balancing TD
Replies: 74
Views: 2652

Re: Redesigning and Balancing TD

You wasted CD and SP. Ganon played a major reason why CD had a wave of activity and why we've got an SP released. Have you seen the CD before Ganon? Do you have any idea how the CD before Ganon played or aimed to be? For starters, it wanted to have 10 tech levels (cut down to 5 in the end) which wo...
by Graion Dilach
Sat Sep 22, 2018 3:39 pm
Forum: General Discussion
Topic: Tiberian sun and openra questions
Replies: 4
Views: 368

Re: Tiberian sun and openra questions

I would love to see also a more advanced/modern version of Final Sun implemented into the game, instead of the map editor you guys put in there now. I'm not saying its bad, just saying final sun can basically do anything to a map, and its the main reason i still play TS, cuz i can edit it. The inga...
by Graion Dilach
Wed Aug 15, 2018 4:45 am
Forum: General Discussion
Topic: Tiberian Sun/Sega Dreamcast
Replies: 5
Views: 352

Re: Tiberian Sun/Sega Dreamcast

The engine is more beefy than what the DC would bear I think. The Pi would be a more reasonable aim and that has a lot more better hardware. Don't mind that it's using old assets, the internals are quite modern. btw I think OpenRA should have its own Wikipage too ;) Long story short: there was, but ...
by Graion Dilach
Fri Jul 27, 2018 2:29 pm
Forum: Mapping and Modding
Topic: Adding new faction to map?
Replies: 8
Views: 282

Re: Adding new faction to map?

The problem is the UI, as said. Unlike units/weapons, UI is haevily intersected with the codebase and ain't even remotely as dynamic as the game itself is. And countries do affect UI through sidebars and whatnot.
by Graion Dilach
Fri Jul 27, 2018 2:27 pm
Forum: Mapping and Modding
Topic: Transform units
Replies: 10
Views: 324

Re: Transform units

I think you're lacking a lot of basic functional traits to get your units working. Do note that all the default units all have a template to inherit from.
by Graion Dilach
Tue Jul 24, 2018 2:15 pm
Forum: Mapping and Modding
Topic: Make tank shoot at inf with mg
Replies: 11
Views: 347

Re: Make tank shoot at inf with mg

That yaml looks correct to me, so I'm not certain what goes wrong. IIRc we haven't shipped the OpenRA.Utility ra --resolved-rules/--resolved-weapons though in the last release (does worth a check though) which would help debugging here a lot. You coulda inherit the actual weapons anyway and just ove...
by Graion Dilach
Thu Jul 19, 2018 6:58 pm
Forum: Mapping and Modding
Topic: Desert map - could be single player
Replies: 3
Views: 267

Re: Desert map - could be single player

You should use the OpenRA Resource Center to store your map tbh.
by Graion Dilach
Thu Jun 28, 2018 6:16 am
Forum: General Discussion
Topic: Thoughts from a player playing Red Alert for a couple of months
Replies: 45
Views: 2884

Re: Thoughts from a player playing Red Alert for a couple of months

In RA2, the Chrono—MCV tactic was counterbalanced by the terrain — most maps don't have enough place to transport and able to deploy an MCV properly or if yes, the defending player might have spread the defenses good enough to prevent the attacker keeping it alive. It is still a sneaky tactic, but i...
by Graion Dilach
Tue Jun 26, 2018 11:32 pm
Forum: General Discussion
Topic: Thoughts from a player playing Red Alert for a couple of months
Replies: 45
Views: 2884

Re: Thoughts from a player playing Red Alert for a couple of months

Regarding the Advanced Chronosphere - how helpful of a nerf would it be if we would change it's range from the current 5 cell wide circle to a 3x3 rectangle? One shoulda really ask Smitty & co. about it, but I guess https://github.com/OpenRA/OpenRA/pull/15014 will be merged into next +1, opening the...
by Graion Dilach
Wed May 30, 2018 5:36 pm
Forum: Announcements
Topic: New OpenRA forums
Replies: 28
Views: 7185

Re: New OpenRA forums

Most of the RA2 content of the old SS forums were not archived in other sides, merely because they were a HUGE amount of c'n'p buildings scattered in the topics around. Melle's voxelpack was also never released elsewhere, I guess I'll have to upload it to PPM at a point. Generals is a bit better, in...
by Graion Dilach
Mon Apr 02, 2018 12:54 pm
Forum: Mapping and Modding
Topic: remove condition?
Replies: 12
Views: 607

What if you tie taht logic to the husk of the suicide car?

Asin, give the suicide car a "husk" actor which has the image of a fire, and damage everything around it through a proximity condition which grants affected units around a negative selfhealing.
by Graion Dilach
Sun Apr 01, 2018 2:43 pm
Forum: Mapping and Modding
Topic: Random Volkov VO
Replies: 0
Views: 296

Random Volkov VO

Made a custom voiceover just for funsies, not my best, but I think it does the job for any mapmods out there. As a nod to OpenRA using RA2 Romanov VO for it's Volkov at a point, it's mostly using that lineset.
by Graion Dilach
Sun Apr 01, 2018 2:38 pm
Forum: Mapping and Modding
Topic: remove condition?
Replies: 12
Views: 607

You can't autoattack yourself without using custom engine variants - I do have traits for this though, but they aren't committed to upstream yet.
by Graion Dilach
Wed Feb 28, 2018 11:46 pm
Forum: Mapping and Modding
Topic: Make mobile repair vehicle - is it possible? TD
Replies: 4
Views: 372

You need to update the autotarget stances in order for the weapon-based repair to function (also, turreted repair vehicles won't work).

You can look at the TS Repair Vehicle's code for it.
by Graion Dilach
Fri Feb 16, 2018 11:23 pm
Forum: Mapping and Modding
Topic: new mod idea = Real Time Wargame
Replies: 6
Views: 1739

@Mike_: the engine has evolved a lot since your impression, most of the stuff what OP listed is possible to do these days without requiring to do any engine changes- this even includes what you would have listed (and tbh, you weren't really trying to find a middle ground, what you had was a demand l...