Search found 306 matches

by Blackened
Sun Feb 25, 2018 9:15 pm
Forum: Mapping and Modding
Topic: Make mobile repair vehicle - is it possible? TD
Replies: 4
Views: 670

The trait wiki https://github.com/OpenRA/OpenRA/wiki/Traits can help when trying to find what will work or what is wrong.

I think in this case though you need to add the new actor into acceptable places for vehicles to go to repairs.
by Blackened
Sat Feb 24, 2018 11:03 pm
Forum: Mapping and Modding
Topic: making Technical Center Buildable
Replies: 4
Views: 557

the exception indicates you've got a bad indent somewhere when you changed the code in the ships yaml.
by Blackened
Thu Feb 22, 2018 12:45 am
Forum: General Discussion
Topic: 2018 RA Balance
Replies: 104
Views: 11549

Allied tier 3 needs to see more use, especially faction specific units. I still like your proposal to switch MGG and phase between France and Britain and give Britain the sniper drop. Failing that, convert MGG into mobile fog generator. It does the same thing except now there isn't a black circle t...
by Blackened
Fri Feb 16, 2018 10:19 pm
Forum: Competitions and Events
Topic: RAGL Season 4 Post Season Discussion
Replies: 4
Views: 1357

RAGL Season 4 Post Season Discussion

[align=center] http://i.imgur.com/SJHwtNx.png [/align] Hello everyone, RAGL season 4 officially came to an end a week ago. With season 5 just around the corner now is the perfect time to open up discussion and for people to review or ask for some changes. But first things first. What happened to the...
by Blackened
Thu Feb 15, 2018 11:00 pm
Forum: General Discussion
Topic: Playtest Discussion
Replies: 6
Views: 1011

transports can traverse shore tires (which includes the land muddy bridge looking tiles).

The other sounds like a possible bug tho.
by Blackened
Mon Feb 12, 2018 8:23 pm
Forum: Mapping and Modding
Topic: Team maps Mapmaking Workshop (2v2, 3v3)
Replies: 139
Views: 92389

First revision of Coldsnap is out. https://i.imgur.com/kMGcpB1.png Things of interest: 2v2 99x156 ~210000k Bottom most spawns start with the standard 3 ore mines and have 2 expansion mines. Uppermost spawns only start with 2 ore mines but have 3 expansion mines. Upper half of the map is split by a r...
by Blackened
Mon Feb 05, 2018 4:51 am
Forum: Mapping and Modding
Topic: Resizing a map using the OpenRA utility exe
Replies: 11
Views: 2088

maps with the extensive shaded areas are maps with bounds differing from the standard -2 from map size. You can change them in the map yaml. I'm pretty sure resizing the map isn't effected by the bounds.
by Blackened
Mon Jan 22, 2018 6:17 am
Forum: General Discussion
Topic: Send me your replays and I'll cast them!
Replies: 633
Views: 154592

Gonna drop this of for you FiveAces, the first game against mo from SirCakes UOE Tournament. Mostly because of some clutch chronosphere play as well as pretty much every unit being used. Not sure if it's worth a cast though. The game it self is a bit campy (it was Aquarius) and thus kinda long but I...
by Blackened
Sat Jan 20, 2018 9:30 pm
Forum: General Discussion
Topic: Playtest Discussion
Replies: 28
Views: 3953

^ Yes.

I've also come to realize firing into fog is working as is intended. I could have swore in previous releases you would auto target buildings you've seen in the fog.
by Blackened
Wed Jan 17, 2018 11:30 pm
Forum: General Discussion
Topic: Playtest Discussion
Replies: 28
Views: 3953

I'd like to chime in on the some of the changes, particularly those effecting artillery/v2. Firstly I'm slightly against the minimum range increase. V2's now have a 5 cell gap of acceptable range. This makes them very hard to use (as was intended) but I think it takes it too far. V2's were supposed ...
by Blackened
Thu Dec 21, 2017 12:11 am
Forum: General Discussion
Topic: Smitty's Fall 2017 Playtest
Replies: 51
Views: 7621

Rifles attack range is 1 cell longer than their sight. Currently a medic needs to be 2 cells away to give rifles full vision/attack range. You bump medics sight up by one and that obviously drops down to 1 cell away. That one cell difference completely negates a dog and means you need a vastly overw...
by Blackened
Sun Dec 17, 2017 12:21 am
Forum: General Discussion
Topic: Smitty's Fall 2017 Playtest
Replies: 51
Views: 7621

Maybe the damage vs wood should be reduced a bit, to make the other aircraft more interesting to build. What do you guys think about this? Hind/yaks and migs/longbows fulfill different roles. Nerfing their damage to wood is a bad idea. Without being able to snipe structures in the mid games, Hinds/...
by Blackened
Wed Dec 13, 2017 4:31 am
Forum: Competitions and Events
Topic: TD 1v1 League
Replies: 32
Views: 6160

The biggest question I have is the game settings. Light support is sometimes used in TD and I hate light support. Would that be something allowed and or at the matches discretion (similar to how faster was an option in the previous RAGL season) or would it be different? as for division names we coul...
by Blackened
Thu Dec 07, 2017 2:19 am
Forum: Mapping and Modding
Topic: Team maps Mapmaking Workshop (2v2, 3v3)
Replies: 139
Views: 92389

My first go at a 2v2 map when the latest became available, called Burning Plain: I want to first say I love the general look of all your maps I've seen so far. However the ore amounts on them are insanely high. ~540k for burning fields as a 2v2. That's a little of 100k per player. With the huge ore...
by Blackened
Tue Nov 14, 2017 5:04 pm
Forum: General Discussion
Topic: Is Naval Balanced Between Soviet and Allies?
Replies: 58
Views: 9255

Giving soviets a new vehicle a la sea scorpion is a much easier fix to creating a better balanced naval experience. That isn't to say it can't be balanced without adding a new unit. Trying to balance [the missile sub] to be effective requires multiple changes. I had over 30 changes in attempt to bal...