Search found 84 matches
- 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...
- 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)...
- 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 ...
- Mon Apr 08, 2013 8:01 pm
- Forum: Mapping and Modding
- Topic: RA enhanced mod
- Replies: 76
- Views: 123720
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...
- Wed Mar 06, 2013 6:54 pm
- Forum: Mapping and Modding
- Topic: RA enhanced mod
- Replies: 76
- Views: 123720
Let me know what your goals are and what I could do to help. I'm in the IRC channel most of hte time.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,
- Tue Mar 05, 2013 10:04 pm
- Forum: Mapping and Modding
- Topic: some shps for download
- Replies: 9
- Views: 8439
- Tue Mar 05, 2013 5:55 pm
- Forum: General Discussion
- Topic: [CNC] progress on the mod & future directions
- Replies: 7
- Views: 6322
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...
- Tue Mar 05, 2013 5:43 pm
- Forum: General Discussion
- Topic: [CNC] progress on the mod & future directions
- Replies: 7
- Views: 6322
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...
- Tue Feb 26, 2013 10:37 am
- Forum: Mapping and Modding
- Topic: [MOD] Command and Conquer: Revisioned
- Replies: 8
- Views: 8973
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...
- Tue Feb 26, 2013 10:22 am
- Forum: General Discussion
- Topic: Units to start out in "defend" stance.
- Replies: 4
- Views: 3436
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...
- Tue Feb 26, 2013 10:20 am
- Forum: General Discussion
- Topic: Engineers - what have been people's ideas to moderate?
- Replies: 45
- Views: 30061
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? :)
- Mon Feb 11, 2013 10:34 pm
- Forum: General Discussion
- Topic: [CNC] progress on the mod & future directions
- Replies: 7
- Views: 6322
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 ...
- Sat Feb 09, 2013 12:28 am
- Forum: General Discussion
- Topic: Engineers - what have been people's ideas to moderate?
- Replies: 45
- Views: 30061
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...
- Fri Feb 08, 2013 9:24 am
- Forum: General Discussion
- Topic: OpenD2K
- Replies: 3
- Views: 4187
- Fri Feb 08, 2013 9:22 am
- Forum: General Discussion
- Topic: Engineers - what have been people's ideas to moderate?
- Replies: 45
- Views: 30061
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 ...