Search found 387 matches

by SirCake
Thu Nov 12, 2020 8:06 pm
Forum: Mapping and Modding
Topic: SirCake's Mod/map Haven
Replies: 48
Views: 15829

Re: SirCake's Mod/map Haven

Hey guys, wanted to give a final update on my modded maps, since I decided not to support them further for the next release or beyond. They shall now slowly fall into disrepair ;P So you have still some time to try them out until the OpenRA team comes around with another release. I had fun creating ...
by SirCake
Tue Sep 29, 2020 7:25 am
Forum: General Discussion
Topic: Translation support currently disabled...please activate it
Replies: 8
Views: 676

Re: Translation support currently disabled...please activate it

you missed xcc mixer, which allows importing and exporting from mix files. somewhere on ppm forums. But openRA does not rely on mix files. you can add any new content without mix files. The prime reason why it is not possible to translate is that "THERE CAN ONLY BE ONE!" language at the same time in...
by SirCake
Mon Sep 28, 2020 1:31 pm
Forum: General Discussion
Topic: Translation support currently disabled...please activate it
Replies: 8
Views: 676

Re: Translation support currently disabled...please activate it

Ronald, Command and conquer (TM) red alert was published in 1996 and translated to many languages, audio files(voices and sounds), videos and in-game unit names included. This is not an achievement of OpenRA, but of C&C RA. So there are files out there you can use to get localized voices and unit ic...
by SirCake
Fri Sep 25, 2020 6:29 am
Forum: Mapping and Modding
Topic: Which parts can/should a SDK mod affect?
Replies: 2
Views: 388

Which parts can/should a SDK mod affect?

Hi Guys, I have a general question about the OpenRa project code. Currently I want to change some part of the map editor logic and which information it loads from a terrain template. I'm editing the OpenHv project for this, but it also could be any other mod project. So far I have managed to add new...
by SirCake
Thu Sep 24, 2020 12:37 pm
Forum: General Discussion
Topic: Dune 2000 Panel
Replies: 5
Views: 844

Re: Dune 2000 Panel

Hi Swedberg, It's the other way around, only RA mod is very popular, all other mods have only a few players. RA is the go-to mod if you "just wanna play right now", because there are always enough people online. D2k folks often enjoy bot-bashing with friends. However, there are some people for playe...
by SirCake
Thu Sep 24, 2020 6:38 am
Forum: Mapping and Modding
Topic: OpenHV
Replies: 10
Views: 4385

Re: OpenHV

Any intel what the changes include? ;)
by SirCake
Wed Sep 23, 2020 8:45 am
Forum: General Discussion
Topic: [Solved] - OpenRA - GameEngine - Looking for the Actor Overview
Replies: 5
Views: 445

Re: OpenRA - GameEngine - Looking for the Actor Overview

I think dynamic is the wrong word. But yes once loaded into openRA (by executing the program) the actors are static and cannot change their abilities or their behaviour. You can turn off some of their abilities with RequiresCondition: and GrantCondition*:(or similar) properties which are truly dynam...
by SirCake
Wed Sep 23, 2020 6:29 am
Forum: General Discussion
Topic: [Solved] - OpenRA - GameEngine - Looking for the Actor Overview
Replies: 5
Views: 445

Re: OpenRA - GameEngine - Looking for the Actor Overview

If you are looking for the entities placeable in a map, then the map editor (main menu > extras > map editor) shows you a complete list of those in the side bar. If you are looking for a text-based definition of those, you can find them in the respective mod folder openra > mods > ra/td/d2k > rules....
by SirCake
Tue Sep 22, 2020 7:31 am
Forum: Competitions and Events
Topic: RAGL through the seasons
Replies: 52
Views: 5217

Re: RAGL through the seasons

Looking at the harvesters built only may be deceiving, since refs come with a harvester, too.
Can you show us how win rates look if the ref-harvesters are included?
by SirCake
Fri Sep 18, 2020 4:19 pm
Forum: General Discussion
Topic: Dome Tech Revamp
Replies: 16
Views: 1398

Re: Dome Tech Revamp

Obviously the harvester is poorly microed, it could have easily be put to work closer to the AA gun, denying the mig any angle of attack. Also, as a mig-veteran like me knows, you can 2-shot a harvester with 2 migs (2 attack runs), not 3 shot/burst. Migs can also easily be deterred by rocket soldier...
by SirCake
Fri Sep 18, 2020 6:42 am
Forum: General Discussion
Topic: Dome Tech Revamp
Replies: 16
Views: 1398

Re: Dome Tech Revamp

Come on, competitive games rarely see high tech. It's tanks+inf all game.

A Mig is basically a flying rocket soldier with limited ammo and a close combat attack.
by SirCake
Sat Sep 12, 2020 6:23 pm
Forum: General Discussion
Topic: Dune 2000 Panel
Replies: 5
Views: 844

Re: Dune 2000 Panel

Hi ysgamor,

you can change the UI-Scale to 150%, then the panels in-game are bigger.
Open the main menu > settings > display > Ui-Scale dropdown.
(only possible in fullscreen mode I think).

Cheers

PS: if you are looking for dune players, sunday is good day for dune (on discord and in the lobby)!
by SirCake
Fri Sep 11, 2020 1:01 pm
Forum: General Discussion
Topic: Dome Tech Revamp
Replies: 16
Views: 1398

Re: Dome Tech Revamp

Range doesn't matter if the unit you are shooting at can't shoot back. See d2k siege tanks. They have way less range, they do less damage and they still shred infantry like nothing. Infantry getting hit by arty will have to crawl, so they'll have a hard time closing in. Also reducing range actually ...
by SirCake
Fri Sep 11, 2020 11:13 am
Forum: General Discussion
Topic: Dome Tech Revamp
Replies: 16
Views: 1398

Re: Dome Tech Revamp

1) Not at all a fan of the arty reload speed increase, which basically means you lose 33% more infantry to an arty. The 10% damage reduction won't change that. It means attacking into PB line + arty behind would be even more impossible than right now. 2)Don't like Mig health decrease (why?). It has ...
by SirCake
Mon Aug 31, 2020 12:37 pm
Forum: General Discussion
Topic: [Solved] OpenRA - Map Modding - Mini-Yaml - Syntax error of internal parser flaw/bug?
Replies: 6
Views: 1447

Re: OpenRA - Map Modding - Mini-Yaml - Syntax error of internal parser flaw/bug?

So, a 2 minute research on docs.openra.net later (https://docs.openra.net/en/latest/relea ... ts/#shroud)
you need to use this ExploredMapCheckboxLocked.
You already did this correctly in the other thread!