Search found 172 matches

by epice
Mon Jun 02, 2014 8:30 pm
Forum: General Discussion
Topic: Proposed balance changes for Tiberian Sun. (WiP)
Replies: 9
Views: 2587

Wait but whats the problem? Do you just want a laser gate to be a totally separate buildable for no good reason? Its not like having a random gate somewhere would be a disadvantage if you just happened to have 2 laser fence posts 3 cells apart. Please explain yourself? Erm, he did: I feel the game ...
by epice
Wed May 28, 2014 5:11 pm
Forum: General Discussion
Topic: Proposed balance changes for Tiberian Sun. (WiP)
Replies: 9
Views: 2587

Sorry I would have but it was a super quick post. I don't really have suggestions at the moment (I'd rather we support it first then make changes). But I don't like the ExternalCapture for engineers (especially not in TS/RA2). They also should not have C4 (or maybe the C4 targeting you describe is ...
by epice
Mon May 26, 2014 9:49 pm
Forum: General Discussion
Topic: Hold RMB scroll?
Replies: 2
Views: 654

I think middle mouse click(press down on scroll wheel) does this?
by epice
Mon May 26, 2014 7:01 pm
Forum: General Discussion
Topic: Proposed balance changes for Tiberian Sun. (WiP)
Replies: 9
Views: 2587

Being obsessed and in love with Tiberian Sun I hope to get the chance to discuss this with you on IRC because I plan on doing a lot of work for TS. But I am against practically everything you've posted here. This sounds a completely different TS in my opinion. Are you implying someone is more obses...
by epice
Sun May 25, 2014 5:32 pm
Forum: General Discussion
Topic: Proposed balance changes for Tiberian Sun. (WiP)
Replies: 9
Views: 2587

Proposed balance changes for Tiberian Sun. (WiP)

I want to take lead on the balance of Tiberian Sun whenever the heck its actually finished. So I'm working on what will be changed in response to the new mechanics in the openRA engine. General: - Aircraft will stay in the air and not land except at helipads or a service depot or told specifically t...
by epice
Tue May 13, 2014 1:21 pm
Forum: Mapping and Modding
Topic: "Hold the Line" Game mode/map.
Replies: 7
Views: 2731

Ok so you gotta defend a harbor, bridge, and some other objectives for X amount of time. Every time a objective is destroyed the time is increased. You win when time runs out!

I imagine the harbor being a KOTH type area where if enough enemy units get into it its lost.
by epice
Sat May 10, 2014 11:56 am
Forum: Mapping and Modding
Topic: "Hold the Line" Game mode/map.
Replies: 7
Views: 2731

Maybe some objectives like "Defend this bridge" "Protect command center" and stuff and if you fail at too many of them you lose?

Can AI blow up bridges?
by epice
Fri May 09, 2014 1:04 pm
Forum: Mapping and Modding
Topic: "Hold the Line" Game mode/map.
Replies: 7
Views: 2731

Just imagine cruisers and missile subs softening your defenses as planes and choppers fly in overhead. Paratroopers dropping it from every angle, landing craft dropping off tanks. You get a short time before it all starts, maybe basic defenses set up already? Or we can wait tilll the player checks a...
by epice
Thu May 08, 2014 5:25 pm
Forum: Mapping and Modding
Topic: "Hold the Line" Game mode/map.
Replies: 7
Views: 2731

"Hold the Line" Game mode/map.

Well we already kinda have a map like this but like.

Just a big D-Day map where you defend a beach from a relentless assault for as long as you can, maybe with a few friends.

How do we make this happen?
by epice
Sat Apr 12, 2014 6:15 pm
Forum: Mapping and Modding
Topic: Mission: Killtank
Replies: 10
Views: 3047

Jeez you guys its just a video game.
by epice
Sat Apr 12, 2014 5:19 am
Forum: Mapping and Modding
Topic: Mission: Killtank
Replies: 10
Views: 3047

Mission: Killtank

BRIEFING: The soviets forced a scientist to develop a mammoth tank with a build in Iron Crutain. Its unstoppable, except the scientist managed to build in a fail-safe, it had to be something the soviets would overlook. He put in a kill limit. Once the tank has destroyed enough to collect a $10,000 ...
by epice
Mon Apr 07, 2014 8:32 pm
Forum: General Discussion
Topic: chronosphere enemy units, bug or not ?
Replies: 17
Views: 4468

Speedy wrote: Red Alert 2 and 3 even go as far as making you able to teleport land units onto water, with a neat animation where they SINK.
I never knew this!
by epice
Mon Apr 07, 2014 8:30 pm
Forum: General Discussion
Topic: longbow
Replies: 24
Views: 4517

I always thought it could be a cool upgrade if they had a lot faster of a firing rate, unload their entire payload in just a second or so and then "get the heck out of dodge".
by epice
Tue Mar 25, 2014 6:08 pm
Forum: General Discussion
Topic: exploiting map edges
Replies: 3
Views: 1127

Just make it so units cant be on the most top cell, or make 1 cell of the cordon visible on all sides?
by epice
Sun Feb 09, 2014 6:04 pm
Forum: General Discussion
Topic: Making the Badger Bomber a buildable unit.
Replies: 2
Views: 981

Cmd. Matt wrote: You need to TAB indent your YAML code.
Thats done but it doesnt show up on a forum post.