Thanks to all who took part! Special thanks to Kaution for casting and Darkademic for organising!
Search found 95 matches
- Thu Jun 23, 2022 4:55 am
- Forum: Competitions and Events
- Topic: Combined Arms Tournament - 21st May
- Replies: 23
- Views: 98610
Re: Combined Arms Tournament - 21st May
https://www.youtube.com/watch?v=uknzzQXcju8&t
Thanks to all who took part! Special thanks to Kaution for casting and Darkademic for organising!
Thanks to all who took part! Special thanks to Kaution for casting and Darkademic for organising!
- Sun May 08, 2022 5:31 am
- Forum: Competitions and Events
- Topic: Combined Arms Tournament - 21st May
- Replies: 23
- Views: 98610
Re: Combined Arms Tournament Roll Call
It will be played on 0.82, which should be released sometime today to give people a chance to practice for the tournament without further changes.J!NX wrote: Thu May 05, 2022 12:25 am Will there be any rules or last minute balances to this tourney? Or can we expect to play with all of the units in the current version (0.81) ?
- Fri Jan 10, 2020 4:15 pm
- Forum: Mapping and Modding
- Topic: Mod: C&C: Combined Arms
- Replies: 34
- Views: 237074
Re: Mod: C&C: Combined Arms
Combined Arms has been updated for 2020.

Download here: https://www.moddb.com/mods/command-conq ... darms-0-60

Download here: https://www.moddb.com/mods/command-conq ... darms-0-60
- Wed Jan 08, 2020 6:40 pm
- Forum: Mapping and Modding
- Topic: How many frames does a new shp unit need?
- Replies: 2
- Views: 16446
Re: How many frames does a new shp unit need?
32 is generally a smooth rotation & optimal, some units in RA have 16 such as the ships.
- Fri Dec 27, 2019 1:37 pm
- Forum: Mapping and Modding
- Topic: Traits "Health" & "Harvester" changeable by condition?
- Replies: 2
- Views: 15468
Re: Traits "Health" & "Harvester" changeable by condition?
There is no way to do either of those without using a workaround or custom code.
Killself with a condition & "Transform" DamageTypes, then SpawnActorOnDeath with the "Transform" DamageType would be one way of working around it.
Killself with a condition & "Transform" DamageTypes, then SpawnActorOnDeath with the "Transform" DamageType would be one way of working around it.
- Sun Nov 24, 2019 7:25 pm
- Forum: General Discussion
- Topic: Wouldn't it be rather simple to load C&C remaster assets into OpenRA?
- Replies: 2
- Views: 27197
Re: Wouldn't it be rather simple to load C&C remaster assets into OpenRA?
Depends how/if the art files are encrypted.
but yes, it would be fairly straight forward. Ignoring the legality of it.
However probably best not upset people at EA considering they released these games for free & it would draw unwanted attention to OpenRA as a pirate game platform.
The same ...
but yes, it would be fairly straight forward. Ignoring the legality of it.
However probably best not upset people at EA considering they released these games for free & it would draw unwanted attention to OpenRA as a pirate game platform.
The same ...
- Thu Oct 03, 2019 4:42 pm
- Forum: Mapping and Modding
- Topic: Design new countries for RA
- Replies: 3
- Views: 16064
Re: Design new countries for RA
Perhaps Turkey could have some Soviet units as a faction bonus? & poorer at combat but cheaper to produce infantry.
https://www.cnbc.com/2019/07/08/turkey- ... nings.html
https://www.cnbc.com/2019/07/08/turkey- ... nings.html
- Sun Jul 14, 2019 4:57 pm
- Forum: General Discussion
- Topic: Back to the roots
- Replies: 12
- Views: 51024
Re: Back to the roots
My bad then, I thought it was possible. Just being confused with being affected by low power.
- Sat Jul 13, 2019 6:37 pm
- Forum: General Discussion
- Topic: Back to the roots
- Replies: 12
- Views: 51024
Re: Back to the roots
While some points here have merit, I don’t think faction stat bonuses is a good method to pursue.
In the original RA half of these bonuses didn’t even work & some were even detrimental. (The Russian bonus was a 10% price discount but it didn’t effect production time)
It also leads to difficulty ...
In the original RA half of these bonuses didn’t even work & some were even detrimental. (The Russian bonus was a 10% price discount but it didn’t effect production time)
It also leads to difficulty ...
- Thu Jul 04, 2019 4:52 am
- Forum: Mapping and Modding
- Topic: Mod: C&C: Combined Arms
- Replies: 34
- Views: 237074
Re: Mod: C&C: Combined Arms
Combined Arms Lite is available for those that want it.
It's a less feature heavy & hopefully more stable version of my mod Combined Arms. :D
https://www.moddb.com/mods/command-conquer-combined-arms/news/combined-arms-lite-first-release
https://media.moddb.com/images/members/5/4113/4112225 ...
It's a less feature heavy & hopefully more stable version of my mod Combined Arms. :D
https://www.moddb.com/mods/command-conquer-combined-arms/news/combined-arms-lite-first-release
https://media.moddb.com/images/members/5/4113/4112225 ...
- Sat Jun 08, 2019 9:11 am
- Forum: General Discussion
- Topic: « Classic » OpenRA ?
- Replies: 8
- Views: 43853
Re: « Classic » OpenRA ?
I just downloaded & played it. Seems perfectly functional to me.
- 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: 15122
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 ...
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 ...
- Wed Nov 21, 2018 10:05 am
- Forum: General Discussion
- Topic: Implications of the C&C Remastered collection for OpenRA
- Replies: 9
- Views: 40229
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 ...
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 ...
- Thu Sep 13, 2018 7:19 am
- Forum: Mapping and Modding
- Topic: Mod: C&C: Combined Arms
- Replies: 34
- Views: 237074
Re: Mod: C&C: Combined Arms
0.52.3 Released, No major changes,
fixes critical errors with Linux versions & content installer.
https://www.moddb.com/mods/command-conq ... einstaller
fixes critical errors with Linux versions & content installer.
https://www.moddb.com/mods/command-conq ... einstaller
- Sat Sep 08, 2018 12:58 am
- Forum: Mapping and Modding
- Topic: Mod: C&C: Combined Arms
- Replies: 34
- Views: 237074
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 ...
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 ...