Search found 92 matches

by Scott_NZ
Mon Mar 25, 2013 3:49 am
Forum: General Discussion
Topic: The UI, is it final or subject to change?
Replies: 2
Views: 2670

The UI is always going to change. It's one of the weakest areas of the game in both code and design.
I or someone else will eventually implement an IRC-backed lobby system for chatting and the like.
See https://github.com/OpenRA/OpenRA/issues/2088 for any developments
by Scott_NZ
Tue Mar 19, 2013 10:16 pm
Forum: General Discussion
Topic: Unstable Play Tests
Replies: 3
Views: 3296

by Scott_NZ
Tue Mar 19, 2013 10:15 pm
Forum: General Discussion
Topic: Fixing Allied AA Weaknesses
Replies: 22
Views: 14784

The only thing holding back rocket rangers is our lack of art, at this point.
by Scott_NZ
Sun Mar 17, 2013 5:19 am
Forum: General Discussion
Topic: Allow me to ramble on about assorted things in openRA
Replies: 8
Views: 5945

The Tesla Coil will attack up to 3 times before needing a recharge, as described in the source code here: https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Mods.RA/Attack/AttackTesla.cs Infantry by default need a single zap to be killed (thanks to TeslaInstantKills), and the 2 remaining zaps can be...
by Scott_NZ
Sat Mar 16, 2013 10:34 pm
Forum: General Discussion
Topic: Allow me to ramble on about assorted things in openRA
Replies: 8
Views: 5945

Tesla Coil already has the charge mechanic.
by Scott_NZ
Sat Mar 09, 2013 7:00 am
Forum: General Discussion
Topic: OpenRA - Red Alert Mod - Skirmish Mod
Replies: 2
Views: 2788

Create a game as usual without advertising it to the master server. Select AI from the slot drop down boxes in the lobby.
by Scott_NZ
Mon Mar 04, 2013 7:44 am
Forum: General Discussion
Topic: Problem Running OpenRA
Replies: 3
Views: 3149

Paste here the contents of <You>\Documents\OpenRA\Logs\exception.log
by Scott_NZ
Sun Feb 24, 2013 12:44 am
Forum: General Discussion
Topic: Can you change the starting cash?
Replies: 5
Views: 3896

$5000 is plenty. The problem is you aren't spending enough on harvesters and/or refineries to keep the cash coming in, or you're placing them in bad positions. There's no lobby setting to have different starting amounts on purpose, because that would duplicate the effort needed to balance the game. ...
by Scott_NZ
Fri Feb 15, 2013 4:05 am
Forum: Mapping and Modding
Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
Replies: 98
Views: 343746

Yes, this is done implicitly.
by Scott_NZ
Tue Feb 05, 2013 10:13 pm
Forum: General Discussion
Topic: Help! Just started having problems after playing for weeks.
Replies: 3
Views: 2700

Have you tried using a different map? Some maps (my missions come to mind) will lock faction/team/starting spot/etc.
by Scott_NZ
Sat Feb 02, 2013 9:05 pm
Forum: General Discussion
Topic: Pillbox Bug?
Replies: 2
Views: 2327

Intended. Only his Dragon is available in pillboxes.
by Scott_NZ
Fri Feb 01, 2013 6:07 am
Forum: General Discussion
Topic: Missions
Replies: 5
Views: 3959

I've been thinking of slightly increasing the reveal range for the spies so you can react to the dog patrols better.
by Scott_NZ
Wed Jan 30, 2013 6:58 pm
Forum: General Discussion
Topic: Turreted Harvester/Ore Trucks?
Replies: 1
Views: 2006

I think it is possible, but not without this RenderHarvesterTurreted trait.
by Scott_NZ
Mon Jan 28, 2013 5:51 am
Forum: General Discussion
Topic: Engineers - what have been people's ideas to moderate?
Replies: 45
Views: 30081

We had a discussion a while ago about implementing Generals-style capturing for this. What are your thoughts?
by Scott_NZ
Sat Jan 19, 2013 10:11 am
Forum: Mapping and Modding
Topic: [RA][Semi-TC] CnC: Crisis
Replies: 36
Views: 26073

What makes you think it's Windows only? I can't see anything in there which would make it not work on Linux.