Great mod, my .02 cents!
Great mod, my .02 cents!
Really like this mod, surprised that it just feels right. Before I played it I expected it to feel off, like not sure how to describe but you know when something feels off? Well it doesn't, good job!
I've only played Red Alert so far and only ran into one bug, there was a MIG sitting on the ground. It had no health bar and couldn't be killed. It blew up when all that players buildings were destroyed though.
Now if I can put in a few suggestions for changes and whatnot.
-Removed the pip/bib infront of buildings (you know the little patch of dirt)
I always hated that thing, why is it there? I used to .ini mod RedAlert and the first thing I would do is removed that from all the buildings that don't need it! Game is so much better! Only buildings that NEED it are Barracks, Refinery, and War Factory. It was there in C&C to prevent players from accidentally walling themselves in but its not needed in RA.
I mean really, why does a helipad need that, or a power plant? You've made enough changes to the game that this should be an acceptable change.
-Zoom instead of pixel doubling
People who don't have pixel doubling on have an advantage, maybe just add the ability to zoom in/out with the scroll wheel. Not like its being used for the sidebar anymore. A lot of players just turn off their radar because they don't need it when they can see the entire battlefield.
-Customizable controls
Let me choose my own home/latest event/etc... button.
-Make base defenses build able farther away
Like 2-3 cells instead of 1 cell of space between a friendly building and where you can put it. I always have to build a million power plants to get my defenses just where I want them when a single extra cell of space would do me.
-Put a delay on deploying/repacking Construction Yard's
I had a Tonya and a lack of funds for anything else, he had a MCV and a few other things and managed to build because every time I got close he just packed up and moved every 30 seconds. Just seemed kind of stupid, in the original game most people didnt allow redeployable MCV but just adding a timer to make it so you can just plop it down and move it quickly would be good.
-Give a building to an ally
Would be nice to be able to give an ally a MCV or something if they lost theirs but managed to survive.
Some things I'm not sure if they're just a WIP or are actually broken?
Units being completely stupid and following whatever they happen to shoot at. This is especially bad with artillery/V2's you set up to defend your base. They shoot at some enemy ore truck that wondered a little too close then before you know it are following it back to the enemy base and get killed. Make the default for artillery/V2 to not follow their target unless told to directly?
Questions:
I'm going to make a map, how do I get my map to be played with others? Will they auto-download it?
Why do soviets have the APC and the Allies don't?
Where is the MAD tank/Demo Truck?
Mobile gap generator?
Mobile radar jammer? (Nah, nobody misses that useless thing.)
Why doesn't a nuke destroy airfield's? A direct hit leaves an airfield still in green health.
Any plans to add Tiberian Sun? I doubt there are.
I've only played Red Alert so far and only ran into one bug, there was a MIG sitting on the ground. It had no health bar and couldn't be killed. It blew up when all that players buildings were destroyed though.
Now if I can put in a few suggestions for changes and whatnot.
-Removed the pip/bib infront of buildings (you know the little patch of dirt)
I always hated that thing, why is it there? I used to .ini mod RedAlert and the first thing I would do is removed that from all the buildings that don't need it! Game is so much better! Only buildings that NEED it are Barracks, Refinery, and War Factory. It was there in C&C to prevent players from accidentally walling themselves in but its not needed in RA.
I mean really, why does a helipad need that, or a power plant? You've made enough changes to the game that this should be an acceptable change.
-Zoom instead of pixel doubling
People who don't have pixel doubling on have an advantage, maybe just add the ability to zoom in/out with the scroll wheel. Not like its being used for the sidebar anymore. A lot of players just turn off their radar because they don't need it when they can see the entire battlefield.
-Customizable controls
Let me choose my own home/latest event/etc... button.
-Make base defenses build able farther away
Like 2-3 cells instead of 1 cell of space between a friendly building and where you can put it. I always have to build a million power plants to get my defenses just where I want them when a single extra cell of space would do me.
-Put a delay on deploying/repacking Construction Yard's
I had a Tonya and a lack of funds for anything else, he had a MCV and a few other things and managed to build because every time I got close he just packed up and moved every 30 seconds. Just seemed kind of stupid, in the original game most people didnt allow redeployable MCV but just adding a timer to make it so you can just plop it down and move it quickly would be good.
-Give a building to an ally
Would be nice to be able to give an ally a MCV or something if they lost theirs but managed to survive.
Some things I'm not sure if they're just a WIP or are actually broken?
Units being completely stupid and following whatever they happen to shoot at. This is especially bad with artillery/V2's you set up to defend your base. They shoot at some enemy ore truck that wondered a little too close then before you know it are following it back to the enemy base and get killed. Make the default for artillery/V2 to not follow their target unless told to directly?
Questions:
I'm going to make a map, how do I get my map to be played with others? Will they auto-download it?
Why do soviets have the APC and the Allies don't?
Where is the MAD tank/Demo Truck?
Mobile gap generator?
Mobile radar jammer? (Nah, nobody misses that useless thing.)
Why doesn't a nuke destroy airfield's? A direct hit leaves an airfield still in green health.
Any plans to add Tiberian Sun? I doubt there are.
Re: Great mod, my .02 cents!
1. Upload it to http://content.open-ra.org/. Not yet.epicelite wrote: ↑uestions:
1. I'm going to make a map, how do I get my map to be played with others? Will they auto-download it?
2. Why do soviets have the APC and the Allies don't?
3. Where is the MAD tank/Demo Truck?
4. Mobile gap generator?
5. Mobile radar jammer? (Nah, nobody misses that useless thing.)
6. Why doesn't a nuke destroy airfield's? A direct hit leaves an airfield still in green health.
7. Any plans to add Tiberian Sun? I doubt there are.
2. Balance issues.
3. Will be soon. Take a look at latest playtest.
4. 5. IDK.
6. It's a bug. I think it was fixed in the latest playtest.
7. Nope. Only if anyone would like to develop the mod. It's possible to do.
You are blind:
http://openra.res0l.net/download/win/
"Unstable Playtests"
20121015 (4.7 MB)
Download Latest Version
(20121019, 4.7 MB)
There was a fresh and buggy release today too.
http://openra.res0l.net/download/win/
"Unstable Playtests"
20121015 (4.7 MB)
Download Latest Version
(20121019, 4.7 MB)
There was a fresh and buggy release today too.
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
Re: Great mod, my .02 cents!
I honestly don't know;epicelite wrote: ↑Mobile gap generator?
Mobile radar jammer? (Nah, nobody misses that useless thing.)
RA already has the sequences defined. Maybe the createshroud trait doesn't play well with OpenRA's shroud/fog system when mobile, who knows.
Not sure there's a trait for radar jamming.
Data that might be of interest:
Code: Select all
MGG:
RenderUnitSpinner:
Offset: -1,7,0,-5
MGG Sequence:
spinner:
Tick: 80
Code: Select all
Jeep:
AttackTurreted:
PrimaryOffset: 0,7,0,-3