Search found 277 matches

by Graion Dilach
Mon May 30, 2016 6:43 am
Forum: General Discussion
Topic: Question about Blossom Trees
Replies: 4
Views: 4285

Marn wrote: Burning trees on the other hand were recently committed to both Tiberian Dawn and Red Alert mods, and will be coming in one of the future releases.
Only to TD atm. the RA PR is just opened and not merged.
by Graion Dilach
Sun May 29, 2016 4:47 pm
Forum: Mapping and Modding
Topic: Defining different properties for different factions.
Replies: 5
Views: 4925

SoScared: I'd like to bump in with telling that indeed that is the way to do it. Good luck going on and have fun.
by Graion Dilach
Sat May 28, 2016 10:57 am
Forum: Mapping and Modding
Topic: Decreasing power requirements
Replies: 21
Views: 17577

Yes, that would.

If you want to change 3 exact building on the map like that, you have to clone their type into a new one (XY: Inherits: type RenderSprites: type, with ofc proper indenting) and replace the three instances with your new type.
by Graion Dilach
Tue May 24, 2016 4:38 pm
Forum: Mapping and Modding
Topic: SHPs required
Replies: 9
Views: 7781

In these cases, I'd create a dummy map with a dummy terrain (for example pink singlecolored tiles with a pixel-width purple lines on both center axis), grab the voxel, place it 32 times on this dummy map, fix the angles by hand in the map.yaml, screenshot it and convert that to shp.
by Graion Dilach
Tue May 24, 2016 2:41 pm
Forum: Mapping and Modding
Topic: Request: code to add buildings that autoproduce units
Replies: 7
Views: 5784

Well, yeah, because you were unreasonable, Mike. I was there, you remember? You demanded everything in an instant and was unwilling to take compromises or anything alike that. You refused to listen first.
by Graion Dilach
Tue May 24, 2016 12:11 pm
Forum: General Discussion
Topic: Tiberian Sun future gameplay
Replies: 7
Views: 6532

Talking about TS balance at this point is quite stupid though. TS is still a WIP and more of a technical presentation than actual beta.

Too many variables from the WW game are off. Think D2k before last year's balance revamp.
by Graion Dilach
Tue May 24, 2016 11:54 am
Forum: Mapping and Modding
Topic: Uploading a zip file- general error
Replies: 9
Views: 7295

We're talking about weapons/superweapons.yaml Mustard: Warhead@4Eff_impact: CreateEffect here right? You have to upsize the artwork yourself. To remap it, ExplosionPalette: player and UsePlayerPalette: true are required. The Size property you specified doesn't exist. I really hope you don't use the ...
by Graion Dilach
Sun May 22, 2016 8:25 pm
Forum: Mapping and Modding
Topic: Uploading a zip file- general error
Replies: 9
Views: 7295

Where are you uploading it?
by Graion Dilach
Thu May 19, 2016 12:32 pm
Forum: Mapping and Modding
Topic: Request: code to add buildings that autoproduce units
Replies: 7
Views: 5784

I'm actually planning to code a trait like that to reimplement ZH Reinforcement Pads. Notsure if I'd commit it up to upstream OpenRA though, it sounds out of scope for the main project. That and I have no idea atm how messy it'll look in the end. Besides, I also tend to be slow on actually implement...
by Graion Dilach
Sat May 14, 2016 4:20 pm
Forum: Mapping and Modding
Topic: How to re-add Fragile Diplomacy?
Replies: 1
Views: 2713

Fragile alliance was completely removed from the code. By restoring, you have to checkout the complete source code, and revert the commit which removed it for a start. Unfortunately, a new lobby checkbox system was introduced since it's removal, which means the code probably need to be rewritten even.
by Graion Dilach
Fri May 13, 2016 6:04 pm
Forum: General Discussion
Topic: Marn's Maps!!!
Replies: 38
Views: 23831

I'd more suggest giving then a gold wrench banner, similarly how Generals and RA2 went for them.

Although remap is also useful, so maybe there should be two flags on the same flagpole.
by Graion Dilach
Wed May 04, 2016 1:55 am
Forum: General Discussion
Topic: RA Current Balance Discussion
Replies: 101
Views: 108297

The bugfix for sending spies into allied buildings has been included in the October 31th playtest (and thereby the Christmas release) already.
by Graion Dilach
Mon May 02, 2016 2:43 pm
Forum: General Discussion
Topic: RA Current Balance Discussion
Replies: 101
Views: 108297

That link does however remind how even tanks in RA2 were slowed down by crushing. That was a bug caused by the combination of acceleration and the crush order. Crushing via a move order behind the target unit never slowed down. I wrote that logic to allow vehicles to crush husks for ZH GLA salvage ...
by Graion Dilach
Sun May 01, 2016 7:06 pm
Forum: General Discussion
Topic: RA Current Balance Discussion
Replies: 101
Views: 108297

Crushing infantry slowing down crushers would need this trait shifted to upstream, however I will not be doing it. I'm still pissed at how you treated me last time when I wanted to help.
by Graion Dilach
Fri Apr 29, 2016 12:29 pm
Forum: Mapping and Modding
Topic: Random Spawns For Weather, Day/Night, & Lua Script Troub
Replies: 4
Views: 5619

As for GlobalLightingPaletteEffect, yes implementing that as a World trait within the rules file of that specific map always worked fine. I should have been a little clearer on that. The issue is when you try to make a global script and edit the base World traits for the entire mod that the lightin...