Search found 87 matches
- Sun Nov 24, 2013 3:59 am
- Forum: General Discussion
- Topic: Cold War Crisis
- Replies: 0
- Views: 5278
Cold War Crisis
Disclaimer: I just stumbled over one of my all time favourite games and decided to make a shameless adversisement for it. Even if most of you wont play it, it is for sure worth looking at the gameplay elements of this mod. Sometimes it is good to have an eye on other projects. For me, one of the mo...
- Tue Oct 15, 2013 1:53 pm
- Forum: Competitions and Events
- Topic: OpenRA 2v2 and 1v1 League
- Replies: 4
- Views: 5114
- Tue Oct 15, 2013 1:46 pm
- Forum: General Discussion
- Topic: [OpenRA] Limit base-walking by reducing freedom of building
- Replies: 24
- Views: 25358
... Again, it is about the general gameplay. Games like Starcraft do not suffer from basewalking, since they have mechanisms in place that do not allow the construction of defensive structures in enemy bases (e.g workers, build time). It is absolutely justified to run a couple of iterations with th...
- Sat Oct 12, 2013 8:41 pm
- Forum: General Discussion
- Topic: [OpenRA] Limit base-walking by reducing freedom of building
- Replies: 24
- Views: 25358
Basewalking isn't hard to counter at all. I see no issue with it. The question is not only whether one can stop a coordinated/sophisticated base walking attack, but also if it is this type of gameplay what defines the OpenRA gaming experience. It is far from easy to defend against basewalking attac...
- Thu Oct 03, 2013 11:05 pm
- Forum: General Discussion
- Topic: [OpenRA] Limit base-walking by reducing freedom of building
- Replies: 24
- Views: 25358
[OpenRA] Limit base-walking by reducing freedom of building
Right now, many games in OpenRA suffer from the fact that excessive base walking is used to overpower a player. I propose to implement an option, switched on by default, that limits the building behaviour of the player to the one currently observed in OpenCnC - possibly even with a smaller build rad...
- Fri Sep 27, 2013 8:34 am
- Forum: Mapping and Modding
- Topic: Jungle/Caribbean Tileset (work thread)
- Replies: 40
- Views: 62520
- Wed Aug 21, 2013 3:54 pm
- Forum: General Discussion
- Topic: [WIP] Time resolved map statistics
- Replies: 8
- Views: 6504
Or use the utility enhancement Dan proposed at https://github.com/OpenRA/OpenRA/pull/3669 Good idea - but this needs to go into the next playtest before I can use it. In the meantime: Here is the sqlite3 database after 70 days of recording. Number of days measured: 70 Number of recorded maps: 444 D...
- Fri Jul 26, 2013 12:21 pm
- Forum: General Discussion
- Topic: [WIP] Time resolved map statistics
- Replies: 8
- Views: 6504
Try to use https://github.com/Holloweye/OpenRA-Content-Website/wiki/Map-API and upload the standard maps distributed by OpenRA there, too. Upload the standard maps? Hmm. That is quite a lot of stuff to upload - especially if it has to be by web formular, and might make a chronologic mess with the c...
- Thu Jul 25, 2013 12:10 pm
- Forum: General Discussion
- Topic: [WIP] Time resolved map statistics
- Replies: 8
- Views: 6504
- Thu Jul 11, 2013 8:01 pm
- Forum: General Discussion
- Topic: [WIP] Time resolved map statistics
- Replies: 8
- Views: 6504
Hi, the statistics have been recorded for about a month with a downtime of 10 minutes in total. In order to evaluate the statistical data, I would need the following information for every map_hash that is in the current stable version (20130514), preferably as ';' seperated text file, one entry per ...
- Wed Jul 03, 2013 5:01 pm
- Forum: Mapping and Modding
- Topic: [MOD] [RA] TORA -- the Empire of Japan comes to RA
- Replies: 32
- Views: 30010
Just wondering, Have you thought about using a Voxel Editor tool instead of a Normal 3D Modling tool? for the genoration of the sprites, might return a more 'Proper' looking image than a 3D model No, I have not thought about it. I did not even know that they existed - although it is quite obvious t...
- Tue Jul 02, 2013 8:34 pm
- Forum: Mapping and Modding
- Topic: [MOD] [RA] TORA -- the Empire of Japan comes to RA
- Replies: 32
- Views: 30010
I also had a thought about ballons, and I very much like the idea of infantry based mortar unit in-game (deployable). I also like the motocycles - these japanese military vehicle design often had strong influence from the other major axis power. But again, if one wants to take up this project I sugg...
- Mon Jul 01, 2013 3:23 pm
- Forum: Mapping and Modding
- Topic: Aircraft Carrier
- Replies: 31
- Views: 42684
- Mon Jul 01, 2013 11:15 am
- Forum: General Discussion
- Topic: Fort LoneStar HighScore Table
- Replies: 13
- Views: 9138
Wave 6 the average? You must be kidding. I would say it is wave 4. You have playing Fort Lonestar day and night, that is why you get to wave 6 on average (=Nukem wrote: ↑Yes, Wave 6 is surely the average losing point although I have gotten to Wave 7 with a few other decent players..
- Sun Jun 30, 2013 10:01 pm
- Forum: Mapping and Modding
- Topic: MicroGraphics
- Replies: 46
- Views: 53207