Search found 393 matches

by SirCake
Thu Jun 01, 2017 6:44 pm
Forum: General Discussion
Topic: "Smooth" zooming
Replies: 5
Views: 4686

I think this is a feature request... which is, btw in the wrong place. Go to Github.com/openra and request features there. There the developers might notice your request. The thing with the zoom is, that in openra everything is pixel perfect. So integer zoom by factors of 4 is easy to do (like pixel...
by SirCake
Sun May 28, 2017 10:00 pm
Forum: General Discussion
Topic: logo
Replies: 61
Views: 56262

I like it. Simple, yet totaly clear.
by SirCake
Sat May 27, 2017 12:35 pm
Forum: General Discussion
Topic: auto:colored map borders and highlighted neutral buildings
Replies: 2
Views: 2529

Probably. All captureable neutrals would be good to know of beforehand.
by SirCake
Thu May 25, 2017 5:47 pm
Forum: General Discussion
Topic: Dune 2k Advanced Mod/Maps
Replies: 8
Views: 6488

Hi Guys! I am happy to announce another mission is done for my D2kA mod. You can play this mission with vanilla d2k, just download "War of Assassins" and start playing. This mission is spotlighting the reworked Elite infantry for Ordos (Saboteur, Guild Agent) and Harkonnen(Sardaukar, Assassin) in a ...
by SirCake
Tue May 23, 2017 5:04 pm
Forum: General Discussion
Topic: auto:colored map borders and highlighted neutral buildings
Replies: 2
Views: 2529

auto:colored map borders and highlighted neutral buildings

Hi Guys, i have two python scripts for you today, which make all those balance map previews more adorable: addBorderColor.py is a script which allows map creators to automatically add a colored border to their maps (SoS-syle). highlightNeutalBuildings.py highlights the neutral capturable buildings i...
by SirCake
Tue May 23, 2017 11:18 am
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 65026

Btw. Praise for your mission description, so short and informative! :D I saw it briefly during the stream.
by SirCake
Tue May 23, 2017 11:07 am
Forum: General Discussion
Topic: [RA] Playtest v1.6b - Still an experimental phase.
Replies: 59
Views: 40151

It would reduce the reach you have by deploying an mcv near an enemy base. It would force a undeploy and redeploy more often, which gives the besieged a chance to snipe the mcv. It would make it more likely that the mcv is in range of arty. It would reduce the effectiveness of double drops aka dropp...
by SirCake
Mon May 22, 2017 9:05 pm
Forum: General Discussion
Topic: [RA] Playtest v1.6b - Still an experimental phase.
Replies: 59
Views: 40151

A cool way to debuff base pushes could be to reduce mcv build radius by 30% or so. Just an idea :)
by SirCake
Mon May 22, 2017 8:31 pm
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 65026

Looking at all those test games in Soscared stream, I find 7 ) Cruisers (and soviet counterpart) need a SERIOUS buff . It should be a BIG issue if you let a Battleship in your harbor. They cost more than 2k, require highest tech, are super slow and dont do anything right now. make them a real threat...
by SirCake
Mon May 22, 2017 8:05 pm
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 65026

Blackened, i think you reduced the speed of the transports BY 80% not 20% if full. could that be? :D

EDIT: My calculations indicate its actually 45% reduction in speed. (same distance - full: 47 seconds, empty 26 seconds)
by SirCake
Sun May 21, 2017 8:35 pm
Forum: General Discussion
Topic: Suggestion: transport helicopter for soviets
Replies: 18
Views: 13964

Image
by SirCake
Sat May 20, 2017 8:00 pm
Forum: General Discussion
Topic: Suggestion: transport helicopter for soviets
Replies: 18
Views: 13964

Engi riding on a dogs back across the seas? xD Haha yesss, give the soviet dog one transport slot, so the "passenger" actually gets to ride the dog :D Imagine Shock-Dogs LMAO On the serious side however........ -> Soviet badger which can drop(-only) vehicles and inf, loadable only at airstrip (vs c...
by SirCake
Tue May 16, 2017 7:51 pm
Forum: Competitions and Events
Topic: Call for RAGL maps for micro players
Replies: 31
Views: 64924

Well, Wippie the map needs some serious refurbishing. Here some points that should be improved: Naval units cannot traverse the top of the island, only the bottom. It should be possible to move around the isle top and bottom, thats what you would expect... the ore mines to the top of the left base a...
by SirCake
Mon May 15, 2017 5:44 pm
Forum: General Discussion
Topic: Missions
Replies: 8
Views: 6867

Hey, you can also go absolute freestyle and cook up your own missions of course! If you don't want any new units or stuff like that you can do it with just the map editor (for terrain and starting units) and a lua script (for mission goals, reinforcements, etc) :) Just D.I.Y. and upload it on the re...
by SirCake
Sat May 13, 2017 7:53 pm
Forum: Competitions and Events
Topic: Call for RAGL maps for micro players
Replies: 31
Views: 64924

Simply make more westwoody maps ;) In the old days you really had trouble at basebuilding (no space), expanding (no space!), unit spam (no resources) and were often forced to place refineries in waaay anwkward locations. Resouces loosely spread around an area with no ore mine there is also a good wa...