Mod: C&C: Combined Arms

Information and discussion for custom maps and mods.
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Inq
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Mod: C&C: Combined Arms

Post by Inq » Fri Jul 21, 2017 2:30 am

Hey guys, I've made and released this mod:

Image

http://www.moddb.com/mods/command-conquer-combined-arms

Yeah..yeah - its been done before... TD versus RA (Tiberium Origins etc etc) :P

However as far as i'm aware its no longer maintained & I thought I'd give it my spin.

Just a heads up - I prefer the original title's so I've reverted some of the OpenRA features, which may upset some.. perhaps? I don't really care. :lol:

Feedback & bug reports welcome.

(should be available for download shortly :z )

Thanks

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Inq
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Post by Inq » Sat Jul 22, 2017 6:48 pm

Updated to 0.11, compatible with OpenRA 20170527 (current stable release) ;)

Working on a version for the new playtest.

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Inq
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Post by Inq » Sat Jul 29, 2017 2:04 am

Updated to 0.20, still for OpenRA 20170527 (Current stable release build)

Balancing, Bug fixes, some new art and sounds.

New ICBM Sub artwork.
Image

A shp-arized voxel, originally by Mig Eater over at PPM.

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Inq
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Post by Inq » Tue Aug 01, 2017 12:31 am

WIP NOD Comanche:
Image

Playing around with the idea of a NOD stealth helicopter.

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Inq
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Post by Inq » Mon Aug 14, 2017 1:40 pm

Preview of 0.4:
Image
http://www.moddb.com/mods/command-conqu ... le-warfare
  • Jungle Theatre
  • Tropic Thunder map
  • 4 working resources
  • Allied Grand Cannon unit

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MustaphaTR
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Post by MustaphaTR » Mon Aug 14, 2017 2:35 pm

It looks like on the gif that truck that looks like Mobile SAM has a incorrect turret (flak) for its husk.

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Inq
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Post by Inq » Tue Aug 15, 2017 4:20 am

MustaphaTR wrote: It looks like on the gif that truck that looks like Mobile SAM has a incorrect turret (flak) for its husk.
It is a mobile SAM & thanks I missed that! :D

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Inq
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Post by Inq » Sun Aug 20, 2017 3:01 pm


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Inq
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Re: Mod: C&C: Combined Arms

Post by Inq » Wed Aug 15, 2018 12:03 pm


Fallen
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Re: Mod: C&C: Combined Arms

Post by Fallen » Thu Aug 23, 2018 2:18 pm

I love the mod me and my friend play it a lot however we find that it crashes a lot. When we are wiping out the final ai a lot of the time the hosts game will crash and sometimes the client that is connecting. It also crashes earlier on in the game if we play certain maps which is weird also. When it crashes it doesn't give you a crash screen it just closes the game down. I am using a dual monitor setup. (Obviously not playing the game over both) PC specs: Intel core i5 8600k, GTX 970, 16GB DDR4 RAM and an SSD to run games and boot my operating system.

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Inq
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Re: Mod: C&C: Combined Arms

Post by Inq » Thu Aug 23, 2018 9:55 pm

Hey thanks for playing / testing it, I have another crash report related to “Hardware Cursors” so you could try play with that enabled or disabled in the options menu & let me know if it crashes. (Selecting units etc)

If you don’t get crash logs, if you could you still note things like what map it was on, what factions were you playing etc that would be great thanks !

Fallen
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Re: Mod: C&C: Combined Arms

Post by Fallen » Sun Aug 26, 2018 3:47 pm

Alright i will jot down what map and factions i was playing as. As of what i can remember i was playing as the steel talons and playing on an 8 player map with me and a friend vs 2 other bots. Also i found out that you are giving the bots 5 to 800 every few seconds! l) haha... i like it, without it the bots would suck anyway.

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Inq
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Re: Mod: C&C: Combined Arms

Post by Inq » Sun Aug 26, 2018 11:39 pm

Just a heads up - if you are experiencing a lot of crashes, try disabling the “Hardware Cursors” checkbox in the options menu.

This is a temporary fix till I find out what is causing it & can release an update.
Fallen wrote:
Sun Aug 26, 2018 3:47 pm
Alright i will jot down what map and factions i was playing as. As of what i can remember i was playing as the steel talons and playing on an 8 player map with me and a friend vs 2 other bots. Also i found out that you are giving the bots 5 to 800 every few seconds! l) haha... i like it, without it the bots would suck anyway.
Thanks, haha yeah the AI is pretty basic, so I help them cheat! :lol:

If they ran out of money & you destroyed their harvesters they would just shutdown, even if they had a large base & things they could sell...
So I gave them a helping hand!

They also just use Iron Curtain & Stelth gen as offensive anti infantry weapons because they are fairly dumb.

Fallen
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Re: Mod: C&C: Combined Arms

Post by Fallen » Mon Aug 27, 2018 10:43 pm

I don't understand why the OPENRA team didn't improve the ai that much. They still get stuck on certain maps and have some silly scripting. I also hate the fact that you are forced to choose which ai you are playing... You should be able to select random so you might get a rush ai. normal ai or turtle ai... It would be so much better as setting the ai yourself all the time makes them to predictable.

camundahl
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Re: Mod: C&C: Combined Arms

Post by camundahl » Tue Aug 28, 2018 4:35 am

Because this game is more focused on competitive 1v1 than vs AI..... and that takes away development time of other aspects.

It's open source.... feel free to contribute to the AI coding.

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