Search found 140 matches
- Thu Dec 17, 2020 8:22 pm
- Forum: General Discussion
- Topic: Playtest 20201213
- Replies: 1
- Views: 10035
Re: Playtest 20201213
I have created a ticket for your report so the developers hopefully take a look at it. You can follow its progress at https://github.com/OpenRA/OpenRA/issues/18935, and if you have a GitHub account or want to register one, you can add further comments there, too.
- Wed Dec 02, 2020 12:03 am
- Forum: General Discussion
- Topic: Thread inaccessible
- Replies: 3
- Views: 25170
Re: Thread inaccessible
Hi, it seems the "Announcements" forum was disabled so threads are no longer accessible. The thread is not secret at all, it's the announcement about the forum migration (https://web.archive.org/web/20190514044 ... 81&t=20549).
- Mon Nov 16, 2020 10:12 pm
- Forum: General Discussion
- Topic: visually different submarines
- Replies: 2
- Views: 10085
- Tue Nov 10, 2020 5:25 pm
- Forum: Mapping and Modding
- Topic: Making Husks stay longer
- Replies: 3
- Views: 11520
Re: Making Husks stay longer
Vehicle husks are removed when their health is depleted. They use a trait which modifies the husk's health step by step. This trait will be ChangesHealth in next release which is an overhaul of the current used Burns trait. So by editing the total health and/or the negative health added in each step ...
- Sat Oct 17, 2020 8:58 pm
- Forum: General Discussion
- Topic: Dome Tech Revamp
- Replies: 17
- Views: 106949
Re: Dome Tech Revamp
There's still time left to get this into the next playtest. But consider lowering power costs of aa guns to make them more spammable and maybe increase artillery vision so they can be used without helicopter support (at least same as flaks so they can defend better against them). MiGs could also ...
- Tue Sep 29, 2020 8:38 pm
- Forum: General Discussion
- Topic: Translation support currently disabled...please activate it
- Replies: 7
- Views: 44256
Re: Translation support currently disabled...please activate it
Removed my own post which is better suited as PM after reading forum rules.
- Tue Sep 22, 2020 5:54 am
- Forum: General Discussion
- Topic: How to add units from build order to existed group?
- Replies: 1
- Views: 8899
Re: How to add units from build order to existed group?
Units can't be added to control groups automatically, but you can add selected units to a control group. See https://github.com/OpenRA/OpenRA/wiki/Hotkeys for some more important hotkeys that are not shown in the game settings.
- Mon Sep 21, 2020 5:06 pm
- Forum: General Discussion
- Topic: OpenRA - GameEngine - Missing Trait descriptions
- Replies: 2
- Views: 10202
Re: OpenRa - GameEngine - Missing Trait descriptions
> Can someone add at least a basics description to those 125 + 13 missing traits
You could.
You could.
- Fri Sep 18, 2020 5:10 pm
- Forum: General Discussion
- Topic: Dome Tech Revamp
- Replies: 17
- Views: 106949
Re: Dome Tech Revamp
very nice changes i look forward to them being added(please do)
- Mon Sep 07, 2020 2:15 pm
- Forum: General Discussion
- Topic: Updating RA Official Map Pool
- Replies: 25
- Views: 127694
Re: Updating RA Official Map Pool
The custom rules and assets can easily be removed from maps that currently don't have a version with default rules.Upps wrote: Mon Sep 07, 2020 1:15 pm Another problem is that probably all which reply to this post prefer ERCC and we know their is some conflict potential!
- Fri Sep 04, 2020 6:13 pm
- Forum: General Discussion
- Topic: Updating RA Official Map Pool
- Replies: 25
- Views: 127694
Re: Updating RA Official Map Pool
I'd like to keep Mad Science and Puddles Redux. Nod Castle needs its cliffs fixed before adding, although I'm not a fan of this map or Anal Gardens because of poor aesthetics. The latter should be renamed because the author name is usually not included in the map name.
I'd like to see one of the ...
I'd like to see one of the ...
- Thu Sep 03, 2020 4:31 pm
- Forum: General Discussion
- Topic: Updating RA Official Map Pool
- Replies: 25
- Views: 127694
Re: Updating RA Official Map Pool
Result of this discussion should probably look like https://github.com/OpenRA/OpenRA/pull/14768.
- Mon Aug 31, 2020 10:24 pm
- Forum: Competitions and Events
- Topic: Future of RAGL
- Replies: 13
- Views: 75106
Re: Future of RAGL
I am slightly interested in this topic because I once made some now erased plans for connecting more information from the game with the forum accounts. To add an outsiders perspective:
> I think it is pretty disrespectful to make comments like "OpenRA devs this, OpenRA devs that", or to say "yeah ...
> I think it is pretty disrespectful to make comments like "OpenRA devs this, OpenRA devs that", or to say "yeah ...
- Sun Aug 30, 2020 9:00 pm
- Forum: Competitions and Events
- Topic: Future of RAGL
- Replies: 13
- Views: 75106
Re: Future of RAGL
Related: #17578
- Fri Aug 28, 2020 10:37 pm
- Forum: Mapping and Modding
- Topic: OpenRA - Startup settings (player / mapoptions) location
- Replies: 16
- Views: 47911
Re: [HALTED] OpenRA - Startup settings (player / mapoptions) location
People can't help you based on screenshots. Upload your complete .oramap instead. To be blunt: nobody needs your mod but *you* want others to invest their time into it. Make it as easy as possible for *them* to understand what you want, *what you tried* and what the results have been.