enepomnyaschih wrote: ↑Questions about map editor:
How to select elevation level for a new tile?
Where can I find tiberium bloom to place?
The OpenRA map editor doesn't support changing heights yet. I guess Marn created a Tiberian Sun map using Final Sun and then ran the OpenRA legacy map importer tool.
" *[Experimental]Refineries now only store 500$(not enough even for a single unload) but silos can store 5000$ That is done in attempt to make silos do what they should be doing, storing Tiberium."
After trying this out, I am finding myself not liking this idea at all. Silos weren't made to be a requirement for this game, they were only meant to store extra Tiberium, that is why they are in the add-on section, not the basic building section. I am also finding it useless to build multiple refineries, so I don't necessarily know what you were trying to accomplish. I think you should revert this.
ROCKNROLLKID wrote: ↑" *[Experimental]Refineries now only store 500$(not enough even for a single unload) but silos can store 5000$ That is done in attempt to make silos do what they should be doing, storing Tiberium."
After trying this out, I am finding myself not liking this idea at all. Silos weren't made to be a requirement for this game, they were only meant to store extra Tiberium, that is why they are in the add-on section, not the basic building section. I am also finding it useless to build multiple refineries, so I don't necessarily know what you were trying to accomplish. I think you should revert this.
I actually like this. There wasn't ever a need for using silos. Now they are an important aspect of your economy and also potential targets for attacks. It adds another tactical aspect to the game.
I don't know why everyone thinks silos were useless. I always found them useful for when I'm playing the game. Maybe a better idea would be to just increase storage space for silo's, instead of making refineries useless.
As for drawback, well I think it is too much. I feel like you turned it into a Starcraft type thing now. Don't get me wrong the idea sounded cool, and I like Starcraft, as well, but it just doesn't fit right with Tiberian Sun for me.
If you feel different about it fine, but at least include it as a game play option, rather then forcing it upon users.
Hey guys i can't seem to find the ts blossom tree in openra map editor i have looked everywhere between all the actor tabs (multi 1 ,2 , creeps neutral) same thing with the trees and the larg blue tiberium crystal. any help would be nice because atm i am making a map and since openra map editor is so easy to use for a noob like me xD it would be nice if i could add some blossom trees on my map or large tib crystals.
anyway let me know if there is a fix to this
kind regards Roxas
(ps like the mod alot except the cliff bug when units walk behind (on the clif) ^^
(ps like the mod alot except the cliff bug when units walk behind (on the clif) ^^[/quote]This has been fixed in the official TS mod. Marn's modified version is a fair bit out of date now.
[/quote]
And where do i find the official TS mod ? maybe u can post or pm a link to it also what about the blossom trees and large tib crystals in the openra map editor ?
How about put TD units in the game when engineer capture an old TD buildings?
Old Construction Yard = construction yard, but cost 2 times more to build modern units there/ build TD buildings.
Old Powerplants = a basic power plant, maybe = 50 power as the TS one give 60.
Old Warfactory = give out a random TD tanks when captured/ build TD units/ build modern units with 2 times costs.
Old Nod Temple = give a commando unit that have C4 and sniper rifle when captured(can do huge damage to infintry, but does nearly nothing to tanks.)
Old Refinery = give a old havester that can harvest tiberian when captured, the old refinery can be also work as a normal refinery but have a smaller storage room, maybe like 1K......