Great mod, my .02 cents!

Discussion about the game and its default mods.
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epice
Posts: 174
Joined: Tue Oct 16, 2012 5:39 am

Great mod, my .02 cents!

Post by epice »

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.

ddd
Posts: 272
Joined: Sat Oct 23, 2010 5:04 pm

Re: Great mod, my .02 cents!

Post by ddd »

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.
1. Upload it to http://content.open-ra.org/. Not yet.
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.

epice
Posts: 174
Joined: Tue Oct 16, 2012 5:39 am

Post by epice »

Where do I see this latest playtest?

ddd
Posts: 272
Joined: Sat Oct 23, 2010 5:04 pm

Post by ddd »

Download it from http://open-ra.org.

epice
Posts: 174
Joined: Tue Oct 16, 2012 5:39 am

Post by epice »

All I see are official releases.

ddd
Posts: 272
Joined: Sat Oct 23, 2010 5:04 pm

Post by ddd »

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. :D

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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff »

epicelite wrote: All I see are official releases.
Image

Image
ddd wrote: There was a fresh and buggy release today too. :D
I haven't tested this yet, what's the problem?

ddd
Posts: 272
Joined: Sat Oct 23, 2010 5:04 pm

Post by ddd »


epice
Posts: 174
Joined: Tue Oct 16, 2012 5:39 am

Post by epice »

BaronOfStuff wrote:
epicelite wrote: All I see are official releases.
Image

Image
ddd wrote: There was a fresh and buggy release today too. :D
I haven't tested this yet, what's the problem?
Ok well wherever that is I do not see it.

Scott_NZ
Posts: 94
Joined: Thu Sep 13, 2012 9:09 am

Post by Scott_NZ »

A new release was released yesterday (20121019). You can use that instead of the playtest - it's newer and contains all of the fixes from the previous playtests.

epice
Posts: 174
Joined: Tue Oct 16, 2012 5:39 am

Post by epice »

Ok install over old version or delete all data first?

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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff »

You can usually just install over the old version.

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-Jes-
Posts: 72
Joined: Tue Oct 23, 2012 1:57 pm

Re: Great mod, my .02 cents!

Post by -Jes- »

epicelite wrote: Mobile gap generator?
Mobile radar jammer? (Nah, nobody misses that useless thing.)
I honestly don't know;
Image

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
(anyone else ever noticed a dark spot on the back of the jeep the exact size of the turret? I think this was the turret's intended spot.)

Code: Select all

Jeep: 
	AttackTurreted:
		PrimaryOffset: 0,7,0,-3

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