Search found 277 matches

by Graion Dilach
Sun Apr 24, 2016 7:01 pm
Forum: Mapping and Modding
Topic: How do I enable multiple build queues in RA1 and TS mods?
Replies: 10
Views: 7347

Code: Select all

Production: 
      Produces: Infantry, Soldier 
IMO drop Soldier, that might be a cause as well.
by Graion Dilach
Sun Apr 24, 2016 11:44 am
Forum: Mapping and Modding
Topic: How do I enable multiple build queues in RA1 and TS mods?
Replies: 10
Views: 7347

Did you updated mods/ra/chrome.yaml as well?
by Graion Dilach
Sun Apr 24, 2016 9:30 am
Forum: Mapping and Modding
Topic: How do I enable multiple build queues in RA1 and TS mods?
Replies: 10
Views: 7347

I'll be assuming you still use the C&C UI. The C&C UI and the RA UI calls the Support/Defense tab differently in ProductionQueue->Group (RA uses Support, C&C Defense). Also, if you removed all ClassicProductionQueues from Player but only added the Conyard ones, the infantry/vehicle/aircraft queues c...
by Graion Dilach
Fri Apr 22, 2016 7:09 am
Forum: Mapping and Modding
Topic: OpenRA current modding guide?
Replies: 3
Views: 3715

The game reads stuff in the defined order from mod.yaml. Beyond that, you only need https://github.com/OpenRA/OpenRA/wiki/Traits-(playtest) or https://github.com/OpenRA/OpenRA/wiki/Traits (depending on version). Everything onwards is usually a no-brainer. If you created a new yaml and thrown your st...
by Graion Dilach
Wed Apr 20, 2016 7:58 am
Forum: General Discussion
Topic: RA Current Balance Discussion
Replies: 101
Views: 97970

I managed to get the spy into a sub pen in a 1v1 and aquired the sonar pulse but I'm a bit confused about it: you can see the subs but you can't actually attack them. The curser becomes a 'no' sign when you put it over the subs, and units in range don't react at all. Do people think the subs should...
by Graion Dilach
Sun Apr 17, 2016 12:11 pm
Forum: Mapping and Modding
Topic: Passable player built roads
Replies: 5
Views: 5032

abcdefg30 wrote: The easiest thing to use here would be the d2k concrete logic.
The concrete logic doesn't change the sprite though AFAIK so I guess what OP aims for is impossible.

noobmapmaker: Decals probably. Either that either Warcraft 1 road logic - where you could only build buildings next to those.
by Graion Dilach
Mon Apr 04, 2016 5:05 pm
Forum: General Discussion
Topic: Bring Back Fragile Alliances / Diplomacy Changes!
Replies: 2
Views: 2457

"It won't happen. Period." is the answer you'll get. I ranted about that enough times already.

Some recent steps on the development are actively undermining the possibility to see it reimplemented even.
by Graion Dilach
Mon Apr 04, 2016 9:20 am
Forum: Competitions and Events
Topic: Map Design Contest
Replies: 32
Views: 21962

The map format changed three or four times since the release, does the contest rules allow playtest maps?

Also, there are no limit on entries from a single mapper, notsure if that's fair.

On the other hand hf and gl to everybody who enters this competition, maps are always cool.
by Graion Dilach
Thu Mar 31, 2016 11:21 am
Forum: General Discussion
Topic: Marn's Maps!!!
Replies: 38
Views: 23387

Green glow is possible already, although that needs a specific artwork and/or palette.
by Graion Dilach
Sat Mar 26, 2016 3:04 pm
Forum: General Discussion
Topic: OpenRA Marketingplan part III - executing the plans
Replies: 73
Views: 60392

It's OpenRA. Renaming it at this point - when it has successful releases for 5 years now - makes no sense. It indeed featurecrept beyond Red Alert by now, but it started as such and the name reflects that. Also, everyone knows it as OpenRA and by now that name is a recognized brand of some sort. Dro...
by Graion Dilach
Sat Mar 26, 2016 10:55 am
Forum: General Discussion
Topic: Red Alert - Just a few questions and comments
Replies: 8
Views: 5959

Depends. If you're a player who reported an issue - your responsibilities probably end with opening an issue. If you intend to send a balance patch, then usually all hell goes loose, so participate in the residual balancing topics instead. If you intend to request a feature (due to being a modder, I...
by Graion Dilach
Fri Mar 25, 2016 9:01 am
Forum: Mapping and Modding
Topic: Treaure Island bug (TD)
Replies: 2
Views: 3442

Duplicate of #7539, got fixed since the release, the next playtest/release will include the fix.
by Graion Dilach
Fri Mar 25, 2016 8:19 am
Forum: General Discussion
Topic: Red Alert - Just a few questions and comments
Replies: 8
Views: 5959

1. Sometimes when I load up Tiberian Dawn or Dune 2k, there's a slight delay/lag with the mouse cursor. Does anyone else experience this? I'm just guessing here, but probably the laggy mouse is due to hardware cursors falling back to software ones - which sometimes happen but noone knows why. 2. 'J...
by Graion Dilach
Fri Mar 25, 2016 8:08 am
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 788580

Where if a certain vehicles needs to do extra damage to structures it will also need a fixed value for GuardTower armor. It does not. The whole point of giving the Guard Tower a secondary armor layer is to keep Wood as well, so these units can still use their Wood verses to deliver the proper damag...
by Graion Dilach
Thu Mar 24, 2016 9:05 am
Forum: General Discussion
Topic: Cruisers Unable to Force Fire?
Replies: 3
Views: 3446

We've got a bug with turreted units incapable of firing under FoW and from the Spy Plane, I assume you ran into that.

It'll be fixed in the next playtest/release.