Search found 95 matches
- Mon Jul 17, 2017 10:51 pm
- Forum: General Discussion
- Topic: Option or mod to force a unit cap?
- Replies: 10
- Views: 14386
Re: Option or mod to force a unit cap?
So I was wondering if there's a not so obvious option somewhere or a 3rd party mod that allows you to force a unit cap (whatever number you want) in openra like the old games used to do? Would be nice to have that for modders, a yaml-option to cap units (specific types of units or from specific bui...
- Fri Jul 07, 2017 5:13 am
- Forum: General Discussion
- Topic: Hd sprites pack[s]?
- Replies: 8
- Views: 6277
- Mon May 08, 2017 3:37 am
- Forum: Mapping and Modding
- Topic: Medieval Warfare
- Replies: 1
- Views: 3184
- Wed May 03, 2017 6:04 am
- Forum: General Discussion
- Topic: Graphic Errors
- Replies: 3
- Views: 3946
Yeah I had the same problem. It's the new DPIscaling feature, you need to disable it in a text file because they didn't put a check box in the options. Go to documents/OpenRA, find the settings file and add DisableWindowsDPIScaling: true under graphics. There are others with the same issue: http://w...
- Tue May 02, 2017 6:31 am
- Forum: General Discussion
- Topic: Visually differentiate Nod's airstrike from GDI's.
- Replies: 7
- Views: 6060
I'd like to see the air strike power reworked completely, in the original the planes come from different directions , drop some bombs, turn , drop some more, and then leave in a different direction. The current implementation is like General's where three planes fly in a nice fast predictable format...
- Tue May 02, 2017 1:47 am
- Forum: Mapping and Modding
- Topic: Identifier Suffix @ How does this work?
- Replies: 3
- Views: 4260
Looking at the trait list: HiddenUnderFog does not support suffix or conditions by default. I'm fairly novice at this - and perhaps someone more experienced has a method for doing this - but I think without modifying the trait, the closest you could do is have air units visible at all times through ...
- Fri Apr 28, 2017 5:42 am
- Forum: Mapping and Modding
- Topic: [TD] Beta shp re-creations
- Replies: 9
- Views: 14422
WOW! nice work man! outstanding!!! i think i will rename this topic to [TD] Beta shp re-creations. btw i see you added the third color too, for the nod base! Thanks! :D , Yeah I tried to copy the original look closely, however it's not got double remap like beta. I made it like it is so it's multip...
- Fri Apr 21, 2017 1:34 am
- Forum: General Discussion
- Topic: New OpenRA-Release OUT NOW
- Replies: 13
- Views: 11095
- Mon Apr 10, 2017 11:23 am
- Forum: Mapping and Modding
- Topic: [TD] Beta shp re-creations
- Replies: 9
- Views: 14422
- Mon Apr 10, 2017 11:21 am
- Forum: Mapping and Modding
- Topic: [TD] Beta shp re-creations
- Replies: 9
- Views: 14422
http://img.photobucket.com/albums/v492/Mortalk/betanod.png Here is the progress I've made. They are functional, however I need to touch up/adjust most of them. As my free time is limited & I might never finish - I'll release them as is :P I'll post updated versions if I get time but feel free to us...
- Fri Mar 31, 2017 12:15 am
- Forum: Mapping and Modding
- Topic: [TD] Beta shp re-creations
- Replies: 9
- Views: 14422
Awesome work man! the construction yard is especially hard to edit due to all animations it uses. It looks exactly as the beta con yard, Good work! p.s. nice idea about the refinery, please consider doing one of the following ideas too, for the refinery. the right logo looks more promising. Thanks,...
- Thu Mar 30, 2017 12:32 pm
- Forum: Mapping and Modding
- Topic: [TD] Beta shp re-creations
- Replies: 9
- Views: 14422
KOYK_GR wrote: ↑ Thank you man! i can't wait to see your con yard! keep it up dude!
It looks ok, still needs a lot of frames done...
- Sun Mar 26, 2017 11:25 am
- Forum: Mapping and Modding
- Topic: [Mod][Wip] Third Faction, Naval Warfare+
- Replies: 14
- Views: 20065
Re: workable stage?
hey, nice work on your modding man, really impressed with it :) i was wondering where is there a download for it so we are able to see how your getting on with it? i'm interested how the Aircraft Carrier works for the game :D if you can't do that then may i ask about the YAML code used for it? i fa...
- Sun Mar 26, 2017 11:09 am
- Forum: Mapping and Modding
- Topic: [TD] Beta shp re-creations
- Replies: 9
- Views: 14422
- Sat Nov 26, 2016 2:05 pm
- Forum: General Discussion
- Topic: Volkov and Chitzkoi
- Replies: 27
- Views: 16051
When it comes to the game and story I'm generally biased towards the core Red Alert story (take away 'Counterstrike' and 'Aftermath) as they were released to give the fans something more to do. My thoughts above were also more bound to interpretations of what it means to be Allies or Soviets. Ideol...