Search found 85 matches

by Inq
Fri Nov 23, 2018 12:51 am
Forum: Mapping and Modding
Topic: LUA script to force AI to build in a certain Order
Replies: 5
Views: 459

Re: LUA script to force AI to build in a certain Order

A workaround could be using yaml prerequisite & condition systems. For instance you could clone the refinery (make it only available to the specific bot/faction) & make ai build Powerplant then Refinery & then refinery 2 before it can unlock other buildings. You’d need to clone most of the bots tech...
by Inq
Wed Nov 21, 2018 10:05 am
Forum: General Discussion
Topic: Implications of the C&C Remastered collection for OpenRA
Replies: 9
Views: 1172

Re: Implications of the C&C Remastered collection for OpenRA

I'm hoping C&C Remastered gets released after the whole Generals 2 fiasco for one thing... EA are sitting on a lot of money with the C&C franchise, but they have been pushing it too far from the original concept & making dreadful decisions along the way, like allowing C&C 4 to go ahead. I really hop...
by Inq
Thu Sep 13, 2018 7:19 am
Forum: Mapping and Modding
Topic: Mod: C&C: Combined Arms
Replies: 25
Views: 4783

Re: Mod: C&C: Combined Arms

0.52.3 Released, No major changes,
fixes critical errors with Linux versions & content installer. 8)

https://www.moddb.com/mods/command-conq ... einstaller
by Inq
Sat Sep 08, 2018 12:58 am
Forum: Mapping and Modding
Topic: Mod: C&C: Combined Arms
Replies: 25
Views: 4783

Re: Mod: C&C: Combined Arms

You can grab the 0.51 test version @ https://github.com/Inq8/CAmod/releases :) Its quite simply a rough copy of 0.5 upgraded to the latest playtest with installers! . (Should be playable on Windows,Mac,Linux!) :bana: (I have tested the appimage on Linux & it works but you'll need to download and pla...
by Inq
Sat Sep 01, 2018 4:54 am
Forum: Mapping and Modding
Topic: Mod: C&C: Combined Arms
Replies: 25
Views: 4783

Re: Mod: C&C: Combined Arms

I might try change AI factories to the TD production model, while keeping player factories the same. Thus letting them pump out units faster. (Units from every factory/barracks) Might make it harder Still won’t solve the horrible pathing & indecisiveness... (especially air units) The amount of times...
by Inq
Sun Aug 26, 2018 11:39 pm
Forum: Mapping and Modding
Topic: Mod: C&C: Combined Arms
Replies: 25
Views: 4783

Re: Mod: C&C: Combined Arms

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. Alright i will jot down what map and factions i was playing as. As of what i can remember...
by Inq
Thu Aug 23, 2018 9:55 pm
Forum: Mapping and Modding
Topic: Mod: C&C: Combined Arms
Replies: 25
Views: 4783

Re: Mod: C&C: Combined Arms

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 w...
by Inq
Fri Aug 17, 2018 11:56 pm
Forum: General Discussion
Topic: Hijacking husks
Replies: 6
Views: 552

Re: Hijacking husks

In the original husks didn’t exist...

If he did hijack husks instead surely he would be a “Salvager” not a “Hijacker”
by Inq
Wed Jun 27, 2018 12:26 am
Forum: General Discussion
Topic: Thoughts from a player playing Red Alert for a couple of months
Replies: 45
Views: 4272

Re: Thoughts from a player playing Red Alert for a couple of months

Another solution to the chrono-MCV issue could be that we disallow deploying the chronoed MCV until it is teleported back, which is relatively easy to do and the requirements from the engine side are a lot easier to implement as well (it only requires a ChronoshiftCondition property to Chronoshifta...
by Inq
Wed Jun 27, 2018 12:06 am
Forum: Mapping and Modding
Topic: Introducing : MapTools
Replies: 10
Views: 981

Re: Introducing : MapTools

This looks very useful, I’ve not tried it yet but thanks for taking the time to make this! :D
by Inq
Sat Jun 16, 2018 5:38 am
Forum: Mapping and Modding
Topic: Beta Terrain & Extra Tiles
Replies: 3
Views: 628

Re: Beta Terrain & Extra Tiles

Eagle XI wrote:
Thu Jun 14, 2018 9:00 am
looks good to me, when at full health and damaged shouldnt have shadow under whole bridge ?
Thanks, I'm not sure.. if you go by the tree shadow's (right side & long) the sun is low & in the west (off to the left of the screen) So I think the sunlight would hit under the bridge.
by Inq
Thu Jun 14, 2018 5:54 am
Forum: Mapping and Modding
Topic: Beta Terrain & Extra Tiles
Replies: 3
Views: 628

Beta Terrain & Extra Tiles

Hey guys I took some time to make/remake the TD beta bridge as a functioning bridge. I felt I had to change the colour because I'm using it in my mod & the terrain is in RA palette. (The RA palette misses a lot of cool blue / greys so the bridge ends up looking purple) I chose light grey to try & re...
by Inq
Wed Jun 13, 2018 12:47 am
Forum: General Discussion
Topic: 2018 RA Balance
Replies: 104
Views: 9111

Re: 2018 RA Balance

5. Rework the behavior from a capture to a repair: the same way that you can only repair your own / team member's vehicles and that engineers can repair your own / allied buildings, only allow repairs on your own / team member's husks. They would then go back to the original owner, not the player w...
by Inq
Wed Jun 13, 2018 12:24 am
Forum: General Discussion
Topic: If hinds were returned to soviet...
Replies: 103
Views: 9278

Re: If hinds were returned to soviet...

Better use a new model for the Ussr transportport heli, like the Mil MI-26, which was a very heavy lifting helicoper (#vehicle-transport ;) ). Using the “chinook” model would likely lead to the hind issue all over again... Well I'd say there is a general reluctance to add new artwork to the game......