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Posted: Mon Mar 12, 2018 7:40 pm
by SirCake
Wow, those look really crisp! :) I'll see if they fit in, but it looks good from first glance.
Could you rename it to "Flak Trap"?
I hope you didn't pirate some random pic from the web so I can actually use those ;)
The ones I have now are home-made from scratch.

Posted: Tue Mar 13, 2018 4:07 am
by Inq
SirCake wrote: Wow, those look really crisp! :) I'll see if they fit in, but it looks good from first glance.
Could you rename it to "Flak Trap"?
I hope you didn't pirate some random pic from the web so I can actually use those ;)
The ones I have now are home-made from scratch.
Done, also fixed a mistake.

They are a mix of images from the web, Westwood original Icons & hand drawing.

Image
Image

Even if the original source images are copyrighted, these are exempt because they are being used in "transformative" fashion & therefore classed as original artwork. One of the loopholes in copyright, along with parodies & satire.

You are free to use them.

Posted: Tue Mar 13, 2018 3:11 pm
by SirCake
Copyright is a difficult topic and not as clear as it might seem. Avoiding conflicts is advisable.

You are right, in this case I see transformative aspects, on top of that it is non-commercial (which is a multiplier basically) , of poor quality (pixel-wise ;) ) and will likely not cause financial damage to the original authors. So...probably relatively safe to use.

I think I will add those with UOEv006 (which might be a fair while).
Thanks for making those, Inq.

Posted: Wed Mar 21, 2018 5:25 am
by CatGirls420
Oh I didn't see this thread.

If anyone wants to try the new CG420 maps and give me feedback, here you go: https://resource.openra.net/maps/26334/

You can search for more maps too. Latest is v31. And NO THESE ARE NOT THE CRAZY RULES FROM BEFORE. Just some minor adjustments to a lot of things.

Posted: Sat Apr 28, 2018 11:57 am
by Sleipnir
Moved to the Mapping and Modding forum.

Posted: Sat May 12, 2018 10:13 am
by eskimo
Mr Cake, isit possible for some OTT and RAGL maps to incorporate UOE?


I'd do it myself if i knew how to to. I think i really should learn how to yaml stuff :lol:

Posted: Sat May 12, 2018 6:24 pm
by SirCake
Sure!
Ragl currently has no (yaml) modifications compared to the release version, right? (If it had, those modifications would get lost)
Just send me a list of the maps (links to resource center) you want to be UOEfied (or even better, send me a zip file with these maps inside) and I'll run my conversion scripts over it and upload them for you to play with. NP.

Lets agree on a maximum,.. say.. ~15 maps?

Posted: Sat May 12, 2018 9:15 pm
by Blackened
RAGL maps for s5 have the v2 bug fix that got shipped with the last release.

Posted: Sun May 13, 2018 9:25 am
by SirCake
Ah ok. Well, I can put that into the UOE, no big thing. Had bug fixes before (submarine trargeting).

Posted: Sun May 13, 2018 1:28 pm
by SirCake
HF with these additional UOE v005 maps :)

Re: Bold Balance Playtest Maps

Posted: Mon Oct 08, 2018 10:28 pm
by SirCake
Hey people,

With a new release comes a new set of UOE maps of course! Took the opportunity to tweak UOE it a bit.
Only minor changes in this new UOEv006 (Underused Options Empowerment Mod) which still strives to maximize player choices, viable startegies and unit options.
With this version I think I have reached the "done" level. All additional changes I tried didn't actually impove gameplay or felt out of place for UOE.

Changelist since v005:
- now using the awesome cameos by Inq for Cossack and Flak Trap
- removed MAD-Tank buff, because it ignored iron curtain protection! :eek:
- tanya and light tanks can now swim/float through rivers as well.
- Added a "UOE" category to the map selection screen.

The ammount of maps playable with UOE has increased dramatically as well! Choose your favourite playing field:
(links to my dropbox in the attached text files)

Re: Bold Balance Playtest Maps

Posted: Fri Nov 02, 2018 10:04 am
by SirCake
Here the full list of changes of UOEv006 compared to standard OpenRA:
BUILDORDER (more open)
  • Construction Yard provides 30 power.
  • No prerequisites: Refinery, Barracks, Power, Kennel(allies too).
  • Techpath: Power -> Radar Dome + Advanced Power -> Tech Center
  • Radar Dome -> Gap Generator -> Mobile Gap Generator (all allies).
  • Production: Barracks -> Warfactory / Shipyard
  • Service Depot: 800$(-33%), Radar Dome: 1250$(-17%), Advanced Power: 400$(-20%)
  • Radar Dome can't be powered down.
DEFENSES
  • Increased Gap Generator range.
  • Defenses deploy slower and all take the same duration to deploy.
  • Tesla and Gun Turret get submarine detection and can shoot submarines.
  • AA-Gun and SAM Site damage reduced by 25%.
  • SAM Site missile tracking range increased significantly. Missile turn rate reduced.
  • Adds Camo SAM Site to soviet.
  • Rocket Soldiers garrisoned in Pillboxes shoot aircraft.
WARFACTORY (more uses for weak vehicles)
  • MCV build rate reduced to that of all other standard vehicles.
  • Ranger carries two passengers who can shoot while driving. (at reduced ranger range). Detects hijackers.
  • Supply Truck production moved to Silo. Truck cost to 600$. New Silo model.
  • Switched Radar Jammer to be France's special unit.
  • Minelayer ammo capacity doubled.
  • Light Tank can swim.
INFANTRY
  • Spies can only enter Advanced Power. Spy shoots while in Pillbox or Ranger.
  • Hijacker captures instead of beeing crushed.
  • Tanya can swim.
  • Dogs see one cell farther.
AIRCRAFT (more uses)
  • Gives Mig and Longbow stealth and submarine detection and anti-sub weapons.
  • Mig carries separate ammo for air, armored and ground targets. Speed reduced. Less range.
  • Yak turn cicle reduced. Speed reduced. Flight altitude reduced. Cost reduced.
  • Transport Helicopters can transport most vehicles. (most vehicles occupy 5 slots). Cost to 700$(-22%). Explodes less violent.
  • New soviet 'Cossack' transport plane. Parachute-drops loaded vehicles/infantry.
NAVY (more interaction with land)
  • Increased naval Transport capacity. Slows down with cargo. Cost to 1000$(+42%).
  • Gunboat gains more vision. More damage. Less HP (destroyable by one Hind/Yak).
  • Destroyer range increased, rate-of-fire decreased. Anti air capabilities moved to seperate aa-gun.
  • Attack Sub transports two infantry. More damage vs bridge. Improved homing topedoes, less damage. Torpedos no longer jammable.
  • Missile Sub increased range, new homing cruise missiles. AA capabilities removed.
  • New 'Flak Trap' anti-air submarine. 'Deploy' to submerge, can't shoot while submerged.

Re: Bold Balance Playtest Maps

Posted: Fri Nov 02, 2018 7:23 pm
by camundahl
Looks like some fun changes to play with, thank you!

Re: Bold Balance Playtest Maps

Posted: Fri Nov 02, 2018 8:39 pm
by FRenzy
I had the project of doing a 2v2 naval map, probably using your rules.
Never had the time so far, but I hope soon !

Re: Bold Balance Playtest Maps

Posted: Fri Apr 26, 2019 12:55 pm
by SirCake
Hey,

just did an update of the UOE map rules to version 007.
Just one map this time, but with an important feature which I wanted to do for a long time (cuz' balance on water maps), and with the new release it became possible! Awesome :)

Changes since UOEv006:
- removed the hijacker buff (capture on crush)
- fixed longbow unlimited depth charges bug
- dogs can now swim :)

If you want to play UOEv007 on another map feel free and follow the copy instructions inside the map.