Search found 9 matches
- Wed Apr 12, 2017 3:56 am
- Forum: General Discussion
- Topic: Dune2K Factions
- Replies: 6
- Views: 4347
My current AI can handle base node buildings. I have not tried this with D2k concrete, however. I am doing a refactoring of the code and trying to encapsulate functions for error handling and logging. After that I am going to try to streamline the code before resuming adding of logic. Main issue wit...
- Tue Apr 11, 2017 6:45 am
- Forum: General Discussion
- Topic: MiG is not the most nimble unit in the game. It's the V2
- Replies: 11
- Views: 8075
- Tue Apr 11, 2017 6:44 am
- Forum: General Discussion
- Topic: Dune2K Factions
- Replies: 6
- Views: 4347
Unfortunately the campaign isn't fully implemented yet. We can't use the files of the original game directly and thus have to recode the missions. You can see an overview of the progress at https://github.com/OpenRA/OpenRA/issues/9287 . So, no. You're not doing anything wrong. :) I should be able t...
- Fri Apr 07, 2017 2:57 pm
- Forum: General Discussion
- Topic: Toxic community.
- Replies: 52
- Views: 83615
- Fri Apr 07, 2017 2:52 pm
- Forum: General Discussion
- Topic: Technology Centers and the Bio Lab
- Replies: 15
- Views: 13175
In fact, almost every map that features the Tech Lab has barbed wire and barrels around it or even entire concrete wall perimeters. http://i.imgur.com/Vo9H6RZ.png You might want to test fire on the barrels to find out they had a heavy nerf, unless the mapper knew it and wanted to restore their fier...
- Fri Apr 07, 2017 2:29 pm
- Forum: General Discussion
- Topic: Aircraft in Interior Maps
- Replies: 40
- Views: 39242
What was requested (disabling certain units) can already be implemented using YAML rules settings. On wall hit detection, I have a feeling this might be possible with more complex modding (invisible walls, YAML edits to every single weapon so this new wall can block them, by 'complex' I mean expect ...
- Fri Apr 07, 2017 4:07 am
- Forum: General Discussion
- Topic: Aircraft in Interior Maps
- Replies: 40
- Views: 39242
Just remove INTERIOR. RA2 survived well without that anyway On that note, remove LUNAR from Yuri's Revenge when we get there as well. Westwood's devs as so weak they had to resort to map-modding for that. We don't want to follow Westwood's footsteps, do we? Problem(s) solved. /s :shifty: :shifty: :s...
- Tue Apr 04, 2017 2:28 pm
- Forum: General Discussion
- Topic: Lua AI candidate
- Replies: 7
- Views: 5806
Before I plan to start working on actual features for the AI, I will have to work on the base level stuff and begin a first refactor to make the code more friendly. This includes: Creating a required/optional function call infrastructure to generate logs, catch and handle exceptions, then re-link ev...
- Mon Mar 27, 2017 11:06 am
- Forum: General Discussion
- Topic: Lua AI candidate
- Replies: 7
- Views: 5806
Lua AI candidate
(This may be a premature announcement. All things you see here should be considered a Work-in-Progress, Not-Ready, Building-in-Progress, as-is and is subject to change at any time.) I am currently developing a mission-compatible AI powered solely by Lua scripting. The aim is to include features seen...