Search found 277 matches

by Graion Dilach
Thu Mar 24, 2016 12:06 am
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 899263

Subcells and #9115.
by Graion Dilach
Thu Mar 24, 2016 12:03 am
Forum: Mapping and Modding
Topic: Red Alert Extended Arsenal
Replies: 6
Views: 6390

What version of OpenRA is this against? If you tell it, I'll probably also give a helping hand here'n'there.
by Graion Dilach
Wed Mar 23, 2016 1:44 pm
Forum: General Discussion
Topic: RA Current Balance Discussion
Replies: 101
Views: 102638

Beware of suggesting destructable RA2 V3-alike projectiles! The RA2 V3 was a joke, because neither the damage potential nor the range justified it, and the projectile speed was too slow to actually reach anyone who had a basic AA. (The ship missiles still had potential though.) (We also don't have t...
by Graion Dilach
Wed Mar 23, 2016 12:27 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 899263

The missed shots would hit the next cell behind them into one of the voxels . However, it also fired within the same cell at times on the infantry but wouldnt land on the voxel they stood at. u w0t, mate? Position, maybe. Voxel, definitely not. There are no voxels in TD nor in RA1. You know, a voxe...
by Graion Dilach
Sun Mar 20, 2016 3:01 pm
Forum: General Discussion
Topic: RA Current Balance Discussion
Replies: 101
Views: 102638

The Volkov assets in OpenRA were a licensing nightmare due to using a ripped cameo from Red Alert: A Path Beyond (the Renegade-to-RA1 conversion) and Red Alert 2 Romanov voices. Balance has nothing to do with that. The base asset is still there, as being GNRL reused on the missions - similarly how i...
by Graion Dilach
Thu Mar 17, 2016 9:07 am
Forum: Mapping and Modding
Topic: How do I enable multiple build queues in RA1 and TS mods?
Replies: 10
Views: 7414

You remove the ClassicProduction traits from ^Player and replace the PrimaryBuilding trait with properly set up Production traits on the factories, specify the proper subqueues on all the units then mod the UI/use TDs to make the UI aware of the factory queues. I'm not that good in UI though to poin...
by Graion Dilach
Sat Mar 12, 2016 12:50 am
Forum: General Discussion
Topic: Did you know..?
Replies: 9
Views: 6156

Definitely not as long as the forum is set up like it is now. The old corners (asin the WW/EA game modding sections) will be abandoned and tbh that's how they should remain, as an archive. OpenRA getting TS/RA2 will bring a traffic spike increase for certain though, but since all the OpenRA site lin...
by Graion Dilach
Fri Mar 11, 2016 5:27 pm
Forum: General Discussion
Topic: Did you know..?
Replies: 9
Views: 6156

Okay, history lesson, since you don't see the really interesting aspect of this. When TibSun and RA2 came out and people started to mod them - yes, as early as 2000 - the main modding hub became DeeZire's place first. Many other placed grown out as well, (RADEN, SleipnirStuff, TibWeb, PPM, Cannis, C...
by Graion Dilach
Thu Mar 10, 2016 6:06 pm
Forum: General Discussion
Topic: Unnoficial Windows binaries / requesting help with compiling
Replies: 14
Views: 9740

Is this TS or RA2? If the latter then I guess you'll need VS to fix it or file a bug. The former I've got no idea.
by Graion Dilach
Tue Feb 16, 2016 9:53 am
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 899263

[08:26:16] <Psydev> perhaps there could be invented an "armored building" subclass of armor. [08:26:50] <AoAGeneral> Thats what im thinking of. Graion says he implemented the wood armor as a natural for all structures to prevent base crawling. However this causes an issue because now GTs are tanky a...
by Graion Dilach
Thu Feb 11, 2016 4:36 pm
Forum: General Discussion
Topic: Question to developers about network security
Replies: 3
Views: 3019

No, the game enforces players to reveal their IP. Yes I also have security concerns about this, but so far the core devs consider this POV necessary as a defense of "nick abusing" due to not having a centralized account service.
by Graion Dilach
Thu Feb 11, 2016 4:23 pm
Forum: General Discussion
Topic: Hecthor Doomhammer Streams RTS stuff
Replies: 94
Views: 66643

Properly enough to base mods on, yes.
by Graion Dilach
Wed Feb 10, 2016 7:00 pm
Forum: General Discussion
Topic: Hecthor Doomhammer Streams RTS stuff
Replies: 94
Views: 66643

Dammit, I forgot to create a tracking topic in SS. Doomy was faster.

For the matter, AS is a mod planned to feature 6 factions running for 5 years and successfully abandoning YR last year. And also the sole reason why I'm around. :P

Also, thanks.
by Graion Dilach
Wed Feb 03, 2016 9:45 am
Forum: Mapping and Modding
Topic: Missing sequences?
Replies: 9
Views: 7069

Exception of type `System.Collections.Generic.KeyNotFoundException`: The given key was not present in the dictionary. [...] at OpenRA.Mods.Common.Traits.Armament..ctor(Actor self, ArmamentInfo info) The actual weapon doesn't exist. I would also advise you to not use spaces in definitions/id...
by Graion Dilach
Tue Feb 02, 2016 12:21 pm
Forum: Mapping and Modding
Topic: Missing sequences?
Replies: 9
Views: 7069

htnk doesn't have artwork for that sequence. You want htnk: idle: 2tnk Facings: 32 turret: 2tnk Start: 32 Facings: 32 muzzle: gunfire2 Length: 5 icon: 2tnkicon htnk.destroyed: idle: 2tnk Facings: 32 ZOffset: -512 turret: 2tnk Start: 32 Facings: 32 ZOffset: -512