Search found 84 matches

by psydev
Wed Apr 24, 2013 8:11 pm
Forum: Mapping and Modding
Topic: Red Alert meets C&C in the same mod!
Replies: 8
Views: 7993

Explosions are generally okay of course, but hearing the stronger TD Mammoth Tank in comparison to the RA version... well, yeah. They just sound like they're blowing out puffs of dust, and it's pretty jarring. These could do with said tweaks: Gun Turret Artillery Light Tank Medium Tank Mammoth Tank...
by psydev
Fri Apr 19, 2013 7:47 pm
Forum: Mapping and Modding
Topic: Red Alert meets C&C in the same mod!
Replies: 8
Views: 7993

Well, you beat me to it! Surprisingly, the default C&C stats don't result in a totally borked mess of completely unbalanced crap. With some attention and minor tweaks to iron out creases, this has real potential. :) The units are very different (e.g. rocket troopers are very different in each game)...
by psydev
Fri Apr 19, 2013 7:10 am
Forum: Mapping and Modding
Topic: Red Alert meets C&C in the same mod!
Replies: 8
Views: 7993

Red Alert meets C&C in the same mod!

Ever wanted to play GDI vs. Soviets? Nod vs. Allies? Well now you can! I have made a mod that imports the C&C units, structures, etc. into the Red Alert mod for OpenRA. You can download it here: http://db.tt/OIrOdFJu or here: https://github.com/psydev/OpenRA/tree/cnc_meets_ra (If you download it in ...
by psydev
Mon Apr 08, 2013 8:01 pm
Forum: Mapping and Modding
Topic: RA enhanced mod
Replies: 76
Views: 122674

I'm currently working on custom factions for C&C. Current ideas I'm producing: (I've assembled 4 units so far) Light, high-mobility team: JLTV or Hum-vee w/ grenade launcher Stryker APC w/ TOW missile (Some kind of AA unit will be necessary) Hover MLRS (like in TS) CH-53 Super Stallion (for transpor...
by psydev
Wed Mar 06, 2013 6:54 pm
Forum: Mapping and Modding
Topic: RA enhanced mod
Replies: 76
Views: 122674

bellator wrote: I could help with stuff you have in mind, if you'd be willing to help me finish this mod. I could use some help to balance the game and finish the yaml stuff,
Let me know what your goals are and what I could do to help. I'm in the IRC channel most of hte time.
by psydev
Tue Mar 05, 2013 10:04 pm
Forum: Mapping and Modding
Topic: some shps for download
Replies: 9
Views: 8436

So, I really like the tank you made, but what to do about the fact that it exceeds the size of one cell?
by psydev
Tue Mar 05, 2013 5:55 pm
Forum: General Discussion
Topic: [CNC] progress on the mod & future directions
Replies: 7
Views: 6311

For CNC, I would like to see something like: GDI 1 (default) Vehicle cost -12.5% GDI 2 (elite armor) Vehicle firepower +10% Vehicle HP +12.5% Factory cost: $1750 (from 2000) Nod 1 (default) Infantry cost -20% Infantry build time -20% Nod 2 (elite infantry) Infantry firepower +15% Infantry HP +15% In...
by psydev
Tue Mar 05, 2013 5:43 pm
Forum: General Discussion
Topic: [CNC] progress on the mod & future directions
Replies: 7
Views: 6311

What do you guys think of the idea of factions in RA and CNC? The idea really appeals to me. I think it should be an option in the game lobby. In classic RA, you would choose from the following factions with unique traits: Russia: 10% lower prices Ukraine: 10% faster units England: 10% more armor Fr...
by psydev
Tue Feb 26, 2013 10:37 am
Forum: Mapping and Modding
Topic: [MOD] Command and Conquer: Revisioned
Replies: 8
Views: 8951

Wow, that's quite the big idea. A lot of work =) I had an idea for a simple faction division for the main build. (There should probably be an option to turn off factions, if people want.) GDI 1 (default) Vehicle cost -15% GDI 2 (elite armor) Vehicle firepower +10% Vehicle HP +10% Factory cost -20% F...
by psydev
Tue Feb 26, 2013 10:22 am
Forum: General Discussion
Topic: Units to start out in "defend" stance.
Replies: 4
Views: 3434

Re: Units to start out in "defend" stance.

I always set my units to "defend' because I don't want them chasing shit around on their own. Would be nice if they were just set to defend when they were built, maybe an options to choose unit stance in the menu or something because I doubt everyone will like that. It's not a bad idea. But I don't...
by psydev
Tue Feb 26, 2013 10:20 am
Forum: General Discussion
Topic: Engineers - what have been people's ideas to moderate?
Replies: 45
Views: 29983

What if we just make it so when you capture a building you have to wait 30 seconds before you can build near it, but you can sell it immediately. I think that's a great idea. Oh I'd fucking LOVE gates! How about engineers could disable/destroy gates, or else capture them and take control of them? :)
by psydev
Mon Feb 11, 2013 10:34 pm
Forum: General Discussion
Topic: [CNC] progress on the mod & future directions
Replies: 7
Views: 6311

I think you're right, C&C does not have enough units to develop separate tech trees. I guess we'll have to shelve that idea. Perhaps if we develop a CNC +Plus mod in the future, which has more units, then the idea might be revivable. What do you think of the idea of having a Nod mobile SAM-launcher ...
by psydev
Sat Feb 09, 2013 12:28 am
Forum: General Discussion
Topic: Engineers - what have been people's ideas to moderate?
Replies: 45
Views: 29983

Why are commando units not limited to 1 at a time? I am personally against limiting commandos to one at a time. Perhaps some other kind of limiting/balancing factor could be found? I don't think it's such a bad thing to have more than one of them. They cost $1000, so they are pretty pricey and risk...
by psydev
Fri Feb 08, 2013 9:24 am
Forum: General Discussion
Topic: OpenD2K
Replies: 3
Views: 4187

I was interested to see what the D2K mod would eventually look like, but i thought it would take some time before a new game balance was made (unit adjustments to make an interesting game). My impression was that Dune 2000 wasn't that good...not sure why people play it.
by psydev
Fri Feb 08, 2013 9:22 am
Forum: General Discussion
Topic: Engineers - what have been people's ideas to moderate?
Replies: 45
Views: 29983

As for Tanya/Commando issues, in what sense are they OP? I think it's pretty brutal once you lose your construction yard to a commando. On the other hand, one could argue that you shouldn't have let it be vulnerable in the first place... When you are attacking another's base and there is a hole in ...