Search found 277 matches
- Thu Mar 24, 2016 12:06 am
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 899263
- Thu Mar 24, 2016 12:03 am
- Forum: Mapping and Modding
- Topic: Red Alert Extended Arsenal
- Replies: 6
- Views: 6390
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- Thu Mar 10, 2016 6:06 pm
- Forum: General Discussion
- Topic: Unnoficial Windows binaries / requesting help with compiling
- Replies: 14
- Views: 9740
- 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...
- Thu Feb 11, 2016 4:36 pm
- Forum: General Discussion
- Topic: Question to developers about network security
- Replies: 3
- Views: 3019
- Thu Feb 11, 2016 4:23 pm
- Forum: General Discussion
- Topic: Hecthor Doomhammer Streams RTS stuff
- Replies: 94
- Views: 66643
- Wed Feb 10, 2016 7:00 pm
- Forum: General Discussion
- Topic: Hecthor Doomhammer Streams RTS stuff
- Replies: 94
- Views: 66643
- Wed Feb 03, 2016 9:45 am
- Forum: Mapping and Modding
- Topic: Missing sequences?
- Replies: 9
- Views: 7069
- Tue Feb 02, 2016 12:21 pm
- Forum: Mapping and Modding
- Topic: Missing sequences?
- Replies: 9
- Views: 7069