Search found 33 matches
- Sat Apr 06, 2024 11:33 am
- Forum: General Discussion
- Topic: Romanov Revenge for MACOS
- Replies: 4
- Views: 739
Re: Romanov Revenge for MACOS
Have you got the original game installed on your computer?
- Wed May 10, 2023 2:13 am
- Forum: Mapping and Modding
- Topic: Tileset Quick Mod?
- Replies: 7
- Views: 12788
Re: Tileset Quick Mod?
Use OS Palette Editor https://ra2.projectperfectmod.com/downl ... _1.21.exe/
- Fri Apr 01, 2022 4:40 pm
- Forum: General Discussion
- Topic: Hotkeys like a pro :)
- Replies: 5
- Views: 5036
Re: Hotkeys like a pro :)
Some of these are the same as default openra, some are based on the controls from the original games, some are just switched to keys that are easier for me to remember. A - attack move S - stop D - deploy F - view currently selected unit G - guard H - view construction yard E - select everyone T - t...
- Wed Oct 07, 2020 8:43 am
- Forum: Mapping and Modding
- Topic: Having modding fun with Blender (v2.79b)
- Replies: 9
- Views: 9771
Re: Having modding fun with Blender (v2.79b)
Not sure if you tried this already, but you could export it as a 3DS file then upload it in 3DStoVXL then add it as a voxel Hello Fernoe This option sounds interesting (too). Where can I learn more about this "3DStoVXL" ? I think 3ds2vxl can be downloaded here. Its an old program so I dont know how...
- Sun Oct 04, 2020 12:17 pm
- Forum: Mapping and Modding
- Topic: Having modding fun with Blender (v2.79b)
- Replies: 9
- Views: 9771
Re: Having modding fun with Blender (v2.79b)
Not sure if you tried this already, but you could export it as a 3DS file then upload it in 3DStoVXL then add it as a voxel
- Sun Mar 10, 2019 8:53 pm
- Forum: General Discussion
- Topic: How to get rest of the missions in RA?
- Replies: 2
- Views: 2725
Re: How to get rest of the missions in RA?
The files for the missions in the original games aren't compatible with OpenRA and the missions that are playable in OpenRA are missions that the OpenRA team have remade, with a large amount of code being made from scratch. You'll just have to wait until the team has finished remaking all of the mis...
- Sun Jun 04, 2017 1:13 pm
- Forum: General Discussion
- Topic: Flak track carry 5 troops like RA2, give Allies their APC
- Replies: 12
- Views: 13769
Chinooks ! :) (and Phase transports if you're England) Lol, I think both teams should have Chinooks.. as they did in the original, which I contemplated including in my OP, but that has been brought up many times before. So yes, I think both teams should have transport helicopter, Allies should have...
- Sat Jun 03, 2017 11:35 pm
- Forum: Mapping and Modding
- Topic: Playing around with speedmultiplier
- Replies: 9
- Views: 6578
Re: Playing around with speedmultiplier
LST: ->cargo: ->->loadedCondition: ->SpeedMultiplier@L1: ->->RequiresCondition: Loaded >= 3 ->->Modifier: 95 ->SpeedMultiplier@L2: ->->RequiresCondition: Loaded >= 6 ->->Modifier: 95 ->SpeedMultiplier@L3: ->->RequiresCondition: Loaded >= 9 ->->Modifier: 95 ->SpeedMultiplier@L4: ->->RequiresConditio...
- Thu Jun 01, 2017 3:42 am
- Forum: General Discussion
- Topic: Why basepushing is so strong
- Replies: 85
- Views: 332136
Ok, i've briefly read though the thread. i was actually testing out some ideas to limit, but not completely kill, basepushing. One thing i tested was changing the mcv's buildup time to 300 ticks (i think that = 12 seconds). i discoveed that the buildable area around the mcv doesnt work until the bu...
- Tue May 30, 2017 9:26 pm
- Forum: General Discussion
- Topic: Why basepushing is so strong
- Replies: 85
- Views: 332136
@fornoe I like this idea. I mentioned something very similar awhile back in omnoms tab edit thread. While I like the idea of the slower deploy I don't like the idea of a slower pack up. The slower deploy gives u ample time to react as the defender while still being deadly if undiscovered. The slowe...
- Tue May 30, 2017 11:57 am
- Forum: General Discussion
- Topic: Why basepushing is so strong
- Replies: 85
- Views: 332136
Ok, i've briefly read though the thread. i was actually testing out some ideas to limit, but not completely kill, basepushing. One thing i tested was changing the mcv's buildup time to 300 ticks (i think that = 12 seconds). i discoveed that the buildable area around the mcv doesnt work until the bui...
- Mon May 15, 2017 1:20 pm
- Forum: Mapping and Modding
- Topic: Conditions Question
- Replies: 10
- Views: 7571
you can give the unit two different weapons and use conditions to set which weapons is fired (so if you had two weapon, one shoots faster than the other) so if you had Armament@Condition1 RequiresCondition: condition1 Armament@Condition2 RequiresCondition: -condition1 (this code isn't 100% accurate,...
- Sun May 07, 2017 6:36 pm
- Forum: General Discussion
- Topic: Let's talk about RA's Navy
- Replies: 74
- Views: 64336
Soviets lack of ballistics in the sea has worried me a bit. Especially in the early game. Hence why I considered giving them the gun boat too. While I wouldn't be opposed to adding something like the sea scorpion I would find that incredibly hard to balance. since a sea scorpion would have the exac...
- Thu May 04, 2017 9:48 am
- Forum: General Discussion
- Topic: Let's talk about RA's Navy
- Replies: 74
- Views: 64336
I mostly agree with you. I know other discussions have happened, but I still think the Hind, Chinook (Transport Helicopter) and Helipad should be available to the Soviets. They had all these available in the original and I don't understand why they don't now? The Hind and Yak do the same thing, so ...
- Thu May 04, 2017 9:03 am
- Forum: General Discussion
- Topic: General Discussion / Simple Questions, Simple Answers
- Replies: 101
- Views: 129970
Hi guys I am currently trying to add separate production queues into red alert, like how the tiberium dawn mod does it. I've removed ClassicProductionQueue stuff from player.yaml and added ProductionQueue stuff to buildings. I get separate production queues but now the production tabs dont work, ie ...