Red Alert: Tiberium Origins MOD

Information and discussion for custom maps and mods.
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kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Red Alert: Tiberium Origins MOD

Post by kaneCVR » Fri Dec 13, 2013 8:40 pm

After a long absence, the mod has been redone to work with the latest OpenRA 2018 release! Download link below: (modDB page)

Version 0.87d is up!

Changes:


+ Added 3 NOD campaign missions - mission 1, mission 4 and mission 5.

+ New unit - the GDI Missile Frigate. It uses the same graphics as the TD Gunboat, but acts as a replacement for the cruiser

+ New unit - Black Hand commando - NOD cloackable elite infantry armed with a laser rifle and C4.

+ NOD can now build Gunboats.

+ Projectile graphics have been redone. Lasers are now thinner and darker like in TD. Rail-guns look much better, as both the projectile and the helix are now visible. Tank gun projectiles (tracers) have been redone. I used shp files from tiberian sun and DTA (dawn of the tibeirum age) to replace the standard 1 or 3 frame round projectiles, and they look great. Artillery shell contrail colors have been changed from white to a yellow/orange.

+ Added tiberium on some more multiplayer / skirmish maps

+ New shellmap made especially for Tiberian Origins using the winter tileset

+ Fixed the winter tileset

- Removed some RA mod missions from TO.

You can download the mod from my ModDB page: http://www.moddb.com/mods/command-conqu ... /downloads


Previous Releases:

Beta 0.7 and 0.75 add support for the current (2018) version of OpenRA

Beta 025 Changelog:

- Added new Faction: Allied Special Operations Group 9

Structures:
-Construction Yard: FACT (RA C-yard)
-Power plants: NUKE, NUK2 (CnC nuclear power plants)
-Rafineries: PROC, TRAF War Factory: GFAC (CnC GDI War Factory)
-Barracks: TENT (RA Allied Tent) Tech Center: MISS (CnC / RA Technology Center)
-Superpower: ION (Ion Cannon Uplink)
-Base Defence: PBOX, GUN, ATWR (RA1 Pillbox + Turret and CnC Advanced Guard Tower)

Vehicles:
-Jeep: Ra1 Ranger
-APC
-Light Tank: Ra1 Light Tank
-Heavy tank - M103 Heavy: Custom made .SHP file
-T30 Siege Tank: Custom Made .SHP file
Image
-M270 MLRS: CnC GDI MLRS

Infantry:
-All RA1 Allied Infantry + GDI Commando

Navy:
-All RA1 Allied ships

Airforce:
-Apache Gunship
-Chinook Transport

Balance:

- increased Mammoth Tank damage from 120 to 190
- decreased T30 damage from 360 to 300 and decreased rof from 130 to 110
-increased Predator Tank damage from 200 to 280
- increased Stealth Tank damage from 200 to 240
- increased Recon Bike damage vs heavy armor to 130%
- removed Ion Cannon uplink from Allies
- added nuclear silo to Allies
- increased Light Tank damage to 50 and rof to 50
- added anti-infantry coaxyal machine gun to Allied Light Tank
- added Airdrop support power to NOD Airfield - one buggy, light tank and two bikes are parachuted from a C17 cargo plane. Cooldown: 6 minutes
Image
- added new unit to Brotherhood of NOD: Repair Truck. Same function as the allied Mechanic. Uses RA1 Truck .SHP file with custom Cameo
- removed M270 MLRS from allied tech tree. Relpaced with ARTY
- decreased Submarine health
- decreased flame turret damage vs heavy targets
- GDI airfield costs 2500 credits and comes with an A10 Warthog

Other Changes:

- Removed most cloned units and buildings. All sides now use the same hellipad, but can build different gunships
- GDI uses a separate airfield actor witch costs 2500 credits and comes with an A10 Warthog. Same .SHP has the soviet airfield, different cameo.
- Removed gun turret clones- Removed AMLRS clone- Removed NARTY clone - Removed unused NMCV

Tiberian Origins Beta 0.22


Changelog:

- Added Soviet ISU152
- Added Soviet Katyusha MLRS
- Added Soviet Col. Volkov (commando)
- Modified Tesla Tank weapon - it now fires a burst of 3 arcs
- Increased cost of Soviet Tesla Tank to 1850
- Modified GDI AGT weapon - now fires a burst of 3 missiles instead of 4
- Unique unit voice for NOD stealth tank - uses nod fanatic voice from TS
- Unique unit voice for soviet Tesla Tank - uses Soviet Shock Trooper voice from RA2
- Unique unit voice for Allied Predator Tank - uses vehicle voice from TS
- Unique unit voice for Col. Volkov (soviet Commando) - uses infantry voice from RA2
- Increased NIKE (sam missle) range and speed
- Increased GDI Commando sprite size by 1.3 to match existing infantry
- Decreased GDI Commando ROF
- Added LAW anti-tank weapon to Tanya

Tiberian Origins Beta 0.21

Known bugs:

- New soviet units have not yet been implemented.
- Some announcements may be missing.
- Build Pallet order is not finalised
- No sigle player missions have been implemented. Map editor crashes, old ones crash the game.
- Tania does not have an anti-tank weapon yet
- Soviet commando not yet implemented
- Turtle AI doesn't work for GDI and NOD. Will fix in next release. Rush and Normal AI work fine.

New stuff:

- added TD pop-up SAM Site for NOD
- fixed incorrect prerequisite for the GDI and NOD MCV
- removed TD-style service depot (was not working)
- added a helicopter for NOD - the Banshee
- tree maps with tiberium - standard OpenRA maps modified to include the new resource. The old mod used to have loads of maps with tiberium, but those no longer work for some reason.
- removed the Tiberium Research Facility from multiplayer / skirmish games. It will be a campaign unit only.
- each side has it's own EvA voice now. This is temporary as I might decide to have CnC sides have the female EvA voice (from TD), and RA sides have the British EvA from RA1. Right now, Soviets have the Female EvA with Russian accent from RA2, Allies have the RA1 British EVA, GDI has the classic female CnC EvA, and NOD has the Cabal EvA from TS. There is a poll on this, check the last post.
- Nod Stealth Tank now fires a laser instead of the rocket pack. More damage, same health. This was done to balance it with the Allied Predator Railgun Tank and GDI/Soviet Mammoth Tanks. It now requires both the Temple of Nod and the Obelisk of Light to be built, and costs 2200 credits.
- Soviet Tesla Tank hitpoints increased.
- Nod now has an Infiltrator Commando with a Laser Rifle
- GDI commando now has Anti-Vehicle capability to balance it with the NOD Infiltrator
Last edited by kaneCVR on Thu Apr 05, 2018 8:28 pm, edited 69 times in total.

Matt
Posts: 1023
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt » Sat Dec 14, 2013 8:57 pm

There is a potentially confidential IMG_20131202_152932.jpg in the mods/ra/bits folder. You probably don't want to ship the whole ra folder including assets and the DLL yourself. Just create a new folder and reference what you need in mod.yaml as you probably only want to add your own rules, weapons and sequences. See https://github.com/Mailaender/OpenRA/co ... -exploring as an example for a mod that inherits most of the files.

kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Sun Dec 15, 2013 1:31 pm

10x for the head's up Cdr. Matt.

The JPG file must have slipped in there from my desktop while I was gathering the .shp files. Fortunately it's not confidential - it's just an old invoice for a friend's video card.

Regarding mod files, I'm having issues with the playtest... on the release, I can make the mod use it's own folder (/openRA/mods/to) put the playtest crashes when I try to run the mod in it's own folder... I'll post and PM you the error message maybe someone can help...

kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Sun Dec 15, 2013 9:54 pm

Have been getting the following crash lately:

Code: Select all

Red Alert: Tiberian Origins Mod at Version Alpha 6 release - RA folder
Operating System: Windows (Microsoft Windows NT 6.1.7600.0)
Runtime Version: .NET CLR 2.0.50727.4984
Exception of type `System.NullReferenceException`: Object reference not set to an instance of an object.
   at OpenRA.Graphics.SpriteRenderer.DrawSprite(Sprite s, float2 location, PaletteReference pal)
   at OpenRA.Mods.RA.ShroudRenderer.RenderShroud(WorldRenderer wr, Shroud shroud)
   at OpenRA.Graphics.WorldRenderer.Draw()
   at OpenRA.Game.Tick(OrderManager orderManager)
   at OpenRA.Game.Run()
   at OpenRA.Program.Run(String[] args)
   at OpenRA.Program.Main(String[] args)
Don't think it's related to my mod, since the mod version designed for the Release doesn't crash.

Crash occurs randomly, usually in the first two minutes of the game.

Is anyone else getting this?

-----------------------------------------------------------------------------------

Also, when trying to move the mod into it's seperate folder, I get the following crash:

Code: Select all

Red Alert: Tiberian Origins Mod at Version Alpha 6 release - RA folder
Operating System: Windows (Microsoft Windows NT 6.1.7600.0)
Runtime Version: .NET CLR 2.0.50727.4984
Exception of type `System.IO.InvalidDataException`: No valid shellmaps available
   at OpenRA.Game.ChooseShellmap()
   at OpenRA.Game.LoadShellMap()
   at OpenRA.Mods.RA.DefaultLoadScreen.TestAndContinue()
   at OpenRA.Mods.RA.DefaultLoadScreen.<TestAndContinue>m__240&#40;&#41;
   at OpenRA.Mods.RA.Widgets.Logic.InstallLogic.<InstallLogic>c__AnonStorey19D.<>m__4DF&#40;&#41;
   at OpenRA.Mods.RA.Widgets.Logic.DownloadPackagesLogic.<ShowDownloadDialog>c__AnonStorey172.<>m__42C&#40;&#41;
   at System.Action.Invoke&#40;&#41;
   at OpenRA.FileFormats.ActionQueue.PerformActions&#40;&#41;
   at OpenRA.Game.Tick&#40;OrderManager orderManager&#41;
   at OpenRA.Game.Run&#40;&#41;
   at OpenRA.Program.Run&#40;String&#91;&#93; args&#41;
   at OpenRA.Program.Main&#40;String&#91;&#93; args&#41;
This is my mod.yaml file:

Code: Select all

Metadata&#58;
	Title&#58; Red Alert&#58; Tiberian Origins
	Description&#58; Tiberian Dawn Prequel
	Version&#58; Alpha 6 release - RA folder
	Author&#58; kaneCVR

Folders&#58;
	.
	./mods/to
	./mods/to/bits
	./mods/to/bits/desert
	./mods/to/uibits
	~^/Content/to

MapFolders&#58;
	./mods/to/maps
	~^/maps/to

Packages&#58;
	~main.mix
	redalert.mix
	conquer.mix
	hires.mix
	local.mix
	sounds.mix
	speech.mix
	allies.mix
	russian.mix
	temperat.mix
	snow.mix
	interior.mix
	~scores.mix
	~movies1.mix
	~movies2.mix

Rules&#58;
	mods/to/rules/defaults.yaml
	mods/to/rules/system.yaml
	mods/to/rules/vehicles.yaml
	mods/to/rules/structures.yaml
	mods/to/rules/infantry.yaml
	mods/to/rules/civilian.yaml
	mods/to/rules/trees.yaml
	mods/to/rules/aircraft.yaml
	mods/to/rules/ships.yaml

Sequences&#58;
	mods/to/sequences/ships.yaml
	mods/to/sequences/vehicles.yaml
	mods/to/sequences/structures.yaml
	mods/to/sequences/infantry.yaml
	mods/to/sequences/aircraft.yaml
	mods/to/sequences/misc.yaml
	mods/to/sequences/decorations.yaml

Cursors&#58;
	mods/to/cursors.yaml

Chrome&#58;
	mods/to/chrome.yaml
	
Assemblies&#58;
	mods/ra/OpenRA.Mods.RA.dll
	mods/cnc/OpenRA.Mods.Cnc.dll
	mods/d2k/OpenRA.Mods.D2k.dll

ChromeLayout&#58;
	mods/to/chrome/gameinit.yaml
	mods/to/chrome/ingame.yaml
	mods/to/chrome/ingame-chat.yaml
	mods/to/chrome/ingame-diplomacy.yaml
	mods/to/chrome/ingame-fmvplayer.yaml
	mods/to/chrome/ingame-menu.yaml
	mods/to/chrome/ingame-objectives.yaml
	mods/to/chrome/ingame-observerstats.yaml
	mods/to/chrome/mainmenu.yaml
	mods/to/chrome/settings.yaml
	mods/to/chrome/credits.yaml
	mods/to/chrome/lobby.yaml
	mods/to/chrome/lobby-playerbin.yaml
	mods/to/chrome/lobby-dialogs.yaml
	mods/to/chrome/color-picker.yaml
	mods/to/chrome/map-chooser.yaml
	mods/to/chrome/create-server.yaml
	mods/to/chrome/serverbrowser.yaml
	mods/to/chrome/connection.yaml
	mods/to/chrome/directconnect.yaml
	mods/to/chrome/replaybrowser.yaml
	mods/to/chrome/dropdowns.yaml
	mods/to/chrome/modchooser.yaml
	mods/to/chrome/cheats.yaml
	mods/to/chrome/musicplayer.yaml
	mods/to/chrome/tooltips.yaml
	mods/to/chrome/assetbrowser.yaml
	mods/to/chrome/irc.yaml

Weapons&#58;
	mods/to/weapons.yaml
	
Voices&#58;
	mods/to/voices.yaml

Notifications&#58;
	mods/to/notifications.yaml
	
TileSets&#58;
	mods/to/tilesets/snow.yaml
	mods/to/tilesets/interior.yaml
	mods/to/tilesets/temperat.yaml
	mods/to/tilesets/desert.yaml

Music&#58;
	mods/to/music.yaml
	mods/to/music-cs.yaml
	mods/to/music-am.yaml

Movies&#58;
	mods/to/movies1.yaml
	mods/to/movies2.yaml

Translations&#58;
	mods/to/languages/english.yaml

LoadScreen&#58; DefaultLoadScreen
	Image&#58; mods/to/uibits/loadscreen.png
	InstallerMenuWidget&#58; INSTALL_PANEL
	TestFile&#58; redalert.mix
	PackageURL&#58; http&#58;//open-ra.org/get-dependency.php?file=ra-packages
	Text&#58; Filling Crates..., Charging Capacitors..., Reticulating Splines..., Planting Trees..., Building Bridges..., Aging Empires..., Compiling EVA..., Constructing Pylons..., Activating Skynet..., Splitting Atoms...

ServerTraits&#58;
	LobbyCommands
	PlayerPinger
	MasterServerPinger

LobbyDefaults&#58;
	AllowCheats&#58; true
	Crates&#58; true
	StartingUnitsClass&#58; none
	FragileAlliances&#58; false
	Shroud&#58; true
	Fog&#58; false

ChromeMetrics&#58;
	mods/to/metrics.yaml

Fonts&#58;
	Regular&#58;
		Font&#58;FreeSans.ttf
		Size&#58;14
	Bold&#58;
		Font&#58;FreeSansBold.ttf
		Size&#58;14
	Title&#58;
		Font&#58;mods/to/ZoodRangmah.ttf
		Size&#58;48
	BigBold&#58;
		Font&#58;FreeSansBold.ttf
		Size&#58;24
	Tiny&#58;
		Font&#58;FreeSans.ttf
		Size&#58;10
	TinyBold&#58;
		Font&#58;FreeSansBold.ttf
		Size&#58;10

LuaScripts&#58;
	mods/to/lua/utils.lua
	mods/to/lua/openra.lua
	mods/to/lua/map.lua
	mods/to/lua/actor.lua
	mods/to/lua/team.lua
	mods/to/lua/media.lua
	mods/to/lua/mission.lua
	mods/to/lua/reinforcements.lua
	mods/to/lua/supportpowers.lua

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Sleipnir
Posts: 781
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Post by Sleipnir » Sun Dec 15, 2013 10:29 pm

kaneCVR wrote: Have been getting the following crash lately:

Code: Select all

Red Alert&#58; Tiberian Origins Mod at Version Alpha 6 release - RA folder
Operating System&#58; Windows &#40;Microsoft Windows NT 6.1.7600.0&#41;
Runtime Version&#58; .NET CLR 2.0.50727.4984
Exception of type `System.NullReferenceException`&#58; Object reference not set to an instance of an object.
   at OpenRA.Graphics.SpriteRenderer.DrawSprite&#40;Sprite s, float2 location, PaletteReference pal&#41;
   at OpenRA.Mods.RA.ShroudRenderer.RenderShroud&#40;WorldRenderer wr, Shroud shroud&#41;
   at OpenRA.Graphics.WorldRenderer.Draw&#40;&#41;
   at OpenRA.Game.Tick&#40;OrderManager orderManager&#41;
   at OpenRA.Game.Run&#40;&#41;
   at OpenRA.Program.Run&#40;String&#91;&#93; args&#41;
   at OpenRA.Program.Main&#40;String&#91;&#93; args&#41;
Don't think it's related to my mod, since the mod version designed for the Release doesn't crash.
This has been fixed in the latest playtest.
kaneCVR wrote: Also, when trying to move the mod into it's seperate folder, I get the following crash:
The CHANGELOG document includes a list of mod compatibility changes since the last release. A couple of things have changed in the mod.yaml format (you now need to specify the map directories explicitly, for example), and some of the default rules and sequences - particularly in system.yaml - have changed. This is why we recommend referencing the default rules instead of copying them: otherwise you will need to manually track our upstream rule and sequence changes each release, which would be a real pain.

kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Mon Dec 16, 2013 12:20 am

I figured as much, so I modified the mod.yaml and system.yaml provided with the latest playtest - no dice. Whatever I do, I can't get the mod running outside the /mods/ra folder.

My mod will run fine in that folder, but when I try to move it, to say /mods/to, I get the "Exception of type `System.IO.InvalidDataException`: No valid shellmaps available " error. My mod.yaml si posted in the above - please have a look - I must be doing something wrong...

Also, while trying to implement the Tiberium Dawn harvester and Rafinery, I found some wierd issues... - SOLVED! -

1. RenderHarvester: switch will force the game to render the RA harvester. Had to use RenderUnit: instead, witch causes the harvest and idle sprites to overlap... Maybe it's related to the harvempty.shp and harvfull.shp? Also, the gather animation makes the sprite twitch while it's harvesting at a 10 oclock facing. - probably because the TD harvester has fewer gather facing then the RA ore truck - or because I used the RenderUnit: switch to get the game to render the TD harvester...

Solution - had to use the RenderHarvester switch after all, and mind the RA dll's wanting to render how full the harvester is, using alternate sprites!

This is the code that fixed it:

Code: Select all

	RenderHarvester&#58; 
		ImagesByFullness&#58; thrv, thrv, thrv
	WithHarvestAnimation&#58;
		Sequence&#58; harvest
2. Can't center the docking point for the Harvester to the Tiberium rafinery. I tried the DockOffset: switch...

Solution: had to use the TiberiumRafinery: switch - it solved the docking issue!

3. RenderBuildingCharge:
ChargeAudio: obelpowr.aud

Used it for the obelisk of light - doesn't work... no charge annimation, no charge sound is played... am I doing something wrong or is it a bug?

Still can't solve the "Exception of type `System.IO.InvalidDataException`: No valid shellmaps available " error when trying to get my mod to work in another folder.... any help would be greatly appreciated.

.

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Sleipnir
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Post by Sleipnir » Mon Dec 16, 2013 1:04 am

You'll want to add

Code: Select all

   ./mods/ra/maps
   ~^/maps/ra
to your MapFolders definition so that your mod imports the RA maps (including shellmaps).

This would be a good stage to make the changes suggested above for changing your mods/to/ copies to reference ra directly - this should be easy for things like lua, tilesets, chrome, which you (probably) won't have modified. The rules and sequences will be a bit more work, since you will need to extract your changes out into their own files first.

kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Mon Dec 16, 2013 2:22 pm

I see where you're going with this. I'll have a go at it. As for the rules files, I'll just add additional rules files (vehicles2.yaml, structures2.yaml etc) and declare them in the mod.yaml file.

Released Alpha07!

Alpha07 changelog:

- minor bugfixes
- added new cameos for Nod Airstrip, Nod Light Tank (scorpion) and GDI Main Battle Tank; old ones were the same as the Allied light and medium tank / Soviet Airfield
Image Image Image
- added Tiberium as a resource - provides more income than ore and gems.
- added Tiberium Refinery and Tiberium Harvester
- all sides can build a tiberium refinery, provided they have a techcenter.

!!!! only one map contains tiberium - A path beyond TO !!!! Started altering other maps, but the editor now crashes on launch.... Also, not there are two maps with this name - A path beyond, and A path beyond TO - ONLY the latter has tiberium.

Alpha 07 link: http://www.datafilehost.com/d/ed41aca8

UPDATE:

Changed the GDI HumVee cameo. Never like the old TD one, it doesn't show a humvee, it shows some old rusty vehicle in a field.

Image

Found some bugs:
- Ore Truck can dump resources at the Tiberium Rafinery.
- Tiberium Harvester can dump resources at the Ore Refinery

Could not locate any switch in the Traits list which would force harvesters to drop off at their corresponding rafineries. I guess I'll have to wait for someone to implement this feature? (ex. a DumpsResourceAt: proc / DumpsResourceAt: traf (actor) )

- forgot to add the silos as buildable for GDI and NOD

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Sleipnir
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Post by Sleipnir » Mon Dec 16, 2013 10:03 pm

kaneCVR wrote: Could not locate any switch in the Traits list which would force harvesters to drop off at their corresponding rafineries. I guess I'll have to wait for someone to implement this feature? (ex. a DumpsResourceAt: proc / DumpsResourceAt: traf (actor) )
This is quite a reasonable request. You should add a ticket at http://bugs.open-ra.org asking for this.

kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Mon Dec 16, 2013 10:46 pm

Thank you, I will add a ticket.

New release: Alpha 7.1.

Changelog:

- Tweaked Tiberium Rafinery
- Tweaked Tiberium Harvester
- Changed MTNK (GDI Medium Tank) cameo AGAIN, hope you like:
Image
- Changed katyusha MLRS rockets from PATRIOT to DRAGON
- Minor AI fixes (NOD and GDI AIs are still retarded).

Missing Feature: only AIs that work for GDI and NOD are:
- easyAI
- normalAI
- tankAI

Others will crash the game.

Get alpha071 here: http://www.datafilehost.com/d/056d15ee

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Sleipnir
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Post by Sleipnir » Tue Dec 17, 2013 4:21 am

kaneCVR wrote: My mod will run fine in that folder, but when I try to move it, to say /mods/to, I get the "Exception of type `System.IO.InvalidDataException`: No valid shellmaps available " error.
This is an engine bug: #4319. It will be fixed in the next playtest.

kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Tue Dec 17, 2013 9:31 am

Thank you for informing me of this issue... I've been going bonkers trying to get the mod running in another folder... guess i'll wait for the next playtest :D - keep up the good work!

I posted my request about dumping resources at corresponding refinery type - Issue #4323 -https://github.com/OpenRA/OpenRA/issues/4323 - hope it's formulated well enough....

Got a little youtube clip featuring some GDI gameplay vs. 2 normal AIs:

http://www.youtube.com/watch?v=8PhpZmmnadY

kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Fri Dec 20, 2013 2:22 am

Here is Alpha 7.2!

Changelog:

- added new defensive structure for allies: Railgun Turret (original graphics) - cameo is temporaty.
- addend new unit for the allies: Railgun Tank
- added new building for allies: Ion Cannon Uplink (used a building from the openRA depository, and modified it a bit).
*these units are temporary. They will only make in the final realease if they get positive feedback.

- decreased value for gems from 50 to 40.
- decreased value for tiberium from 80 to 65
- changed MLRS, MSAM and KATY turret ROT to 2
- added "CenterOnIdle" trait to all turreted vehicles.
- decreased Advanced Guard Tower's missiles penetration against heavy armor from 65% to 50%
- decreased Advanced Guar Tower's missiles splash damage area from 10 to 5

Get alpha 072 here: http://www.datafilehost.com/d/49fe821d

.

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Sleipnir
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Post by Sleipnir » Sat Dec 21, 2013 1:09 am

Both the "no valid shellmaps" and harvester docking issues have been fixed in the latest playtest (20131220).
You'll need to add `SupportsMapsFrom: ra` to your mod.yaml, and `DeliveryBuildings: <refinery actor name in lower case>` to your Harvester traits.

kaneCVR
Posts: 93
Joined: Tue Dec 10, 2013 9:20 pm

Post by kaneCVR » Sat Dec 21, 2013 3:14 am

Awsome! I adapted the mod to the new playtest!

Alpha 073 release is ready, get it here: http://www.datafilehost.com/d/4f5c8c3b

To play, you will need playtest 20131220 - http://openra.res0l.net/download/


Changelog for 073:

Engine:
+ mod now runs in it's own folder! Just extract the archive in /OpenRA/mods, then run the game and select the mod from the list! It may ask to download the Red Alert mix files - Thank you openRA dev team!
+ tiberium harvester can now only dump contents at the Tiberium Rafinery - Thank you openRA dev team!
+ ore truck can now only dump contents at the Ore Rafinery - Thank you openRA dev team!


Ballance:
- changed RTUR armor from Heavy to Light
- increased RTUR hp from 400 to 700
- increased RTUR cost from 1000 to 1200
- increased ATWR cost from 1000 to 1100
- increased ATWR power requirements from -80 to -110
- changed Tesla Coil armor from Heavy to Light
- increased Tesla Coil HP from 400 to 700 (due to armor type change)
- increased GDI/NOD Advanced Power plant cost from 600 to 650 (due to them taking up less space)
- decreased allied/sovied advanced power plant cost from 600 back to 500
- increased allied/sovied advanced power plant power generation from 200 to 220
- increased Ion Cannon Uplink cost from 1000 to 2500
- increased Ion Cannon Uplink power draw from -100 to -200
- increased Temple of NOD power draw from -100 to -200
- increased Advanced Comm. Center power draw from -150 to -200
- increase tiberium value to 70
- removed 3tnk and 2tnk service depot prerequisite
- increased Railgun Tank cost from 1500 to 1800
- MLRS is now a GDI exclusive unit.

Features:

- added new tech building: Tiberium Research Facility - required to build Advanced Comm Center, Temple of NOD and some advanced units and/or defences. It uses the Bio Lab graphics - might replace in a future update.

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