Search found 67 matches

by Punsho
Thu Jun 11, 2020 9:34 pm
Forum: General Discussion
Topic: AI bots too hard
Replies: 2
Views: 438

Re: AI bots too hard

I think a simple solution is just to build more harvesters, you wanna get a minimum of 4 before producing army. Though you can definitelly produce some earlier, you just need to know the limits and not stall
by Punsho
Tue Jun 02, 2020 9:08 am
Forum: General Discussion
Topic: Improving in openra red alert multiplayer
Replies: 2
Views: 437

Re: Improving in openra red alert multiplayer

Heya, I imagine you already heard this ingame but in case you didn't, there's an ORA Academy where we teach all the basics of OpenRA Red Alert https://discord.gg/C2CadJT. There are a lot of nuances to the game that will take forever to find on your own, it's always best to to check out what is alrea...
by Punsho
Mon May 25, 2020 3:14 pm
Forum: General Discussion
Topic: Hotkey Command+Q on Mac
Replies: 4
Views: 4360

Re: Hotkey Command+Q on Mac

I reported a related issue on github https://github.com/OpenRA/OpenRA/issues/17039
by Punsho
Tue May 19, 2020 10:07 am
Forum: General Discussion
Topic: No Nukes
Replies: 10
Views: 1450

Re: No Nukes

There's no right way to have fun. If he thinks nuke isn't fun then so be it. Better to let people figure out whats fun or not rather than lecture them on what you think is fun Yeah, it's a complicated subject. Problem is that people often don't know what they want or like, or why they like a thing,...
by Punsho
Tue May 19, 2020 7:05 am
Forum: General Discussion
Topic: No Nukes
Replies: 10
Views: 1450

Re: No Nukes

I don't want to say how one should have fun but fwiw Nuke is a super weapon that nudges you in the right dirrection, if you play the right, the most fun way nuke is underwhelming. If you play stale and turtle on one base or two compact bases, then it is game ending
by Punsho
Mon May 11, 2020 12:37 pm
Forum: General Discussion
Topic: Open RA slow since latest update
Replies: 17
Views: 2237

Re: Open RA slow since latest update

Would be nice if you reported those "crashes", crash logs and replays with those crashes if they exist would be useful
by Punsho
Sun Apr 19, 2020 9:00 am
Forum: Mapping and Modding
Topic: [FR] FRenzy's naval Rules
Replies: 5
Views: 1698

Re: [FR] FRenzy's naval Rules

Heya. One idea i got from testing the rewamp, you could make vehicles unable to fire while embarked. It always seemed like a problem, mostly with flaks and mammoths
by Punsho
Mon Mar 02, 2020 11:34 pm
Forum: Mapping and Modding
Topic: advice on (un/)balancing proposed game mod
Replies: 14
Views: 3468

Re: advice on (un/)balancing proposed game mod

Heya, you seem you're pretty new when in comes to making games. I'd like to clear a few things up. This subgenre of rts games is not very familly friendly. You have to get intimate with game dynamics & mechanics in order to play at a decent level, those who have more experience / knowledge with this...
by Punsho
Fri Feb 07, 2020 11:15 pm
Forum: General Discussion
Topic: Fourth Shattered Paradise Tournament Announced! Sign Up Here!
Replies: 25
Views: 3895

Re: Fourth Shattered Paradise Tournament Announced! Sign Up Here!

I guess I'll sign up early. I might not be able to play, but if that is the case I'll notify atliest a couple days upfront
by Punsho
Wed Jan 08, 2020 2:50 pm
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 27
Views: 4211

Re: Naval Revamp - A Red Alert map mod

About that thieve-on-top: do you have any close-up, bigger pictures of it for me to work from? I was not able to dig up any concept art myself from here: - https://www.neoseeker.com/command-conquer-red-alert/ - https://www.neoseeker.com/command-conquer-red-alert-2/concept_art/ - https://www.neoseek...
by Punsho
Wed Jan 08, 2020 2:45 pm
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 27
Views: 4211

Re: Naval Revamp - A Red Alert map mod

You can find a JETSKY: and some other naval stuff in this collection. https://resource.openra.net/maps/17486/ Inserts naval units are also much awesomeness, the deployable sub and so ;) Thanks for the reference Punsho, that is nice mod/collection. I like that aircraft carrier around 29:00 min in th...
by Punsho
Wed Jan 08, 2020 11:58 am
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 27
Views: 4211

Re: Naval Revamp - A Red Alert map mod

Materianer wrote:
Wed Jan 08, 2020 1:05 am
Have to try this map :D
I've tried it on that release. The lag makes it completely unplayable, feels like 3 frames a second. I guess I'll try to reanimate the units
by Punsho
Wed Jan 08, 2020 8:07 am
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 27
Views: 4211

Re: Naval Revamp - A Red Alert map mod

Have to try this map :D This mod is still missing some art assets, f.e. a jet skis for these poor fellas You can find a JETSKY: and some other naval stuff in this collection. https://resource.openra.net/maps/17486/ Inserts naval units are also much awesomeness, the deployable sub and so ;) That mod...
by Punsho
Wed Jan 08, 2020 8:02 am
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 27
Views: 4211

Re: Naval Revamp - A Red Alert map mod

A few quick-and-dirty renders of a potential 3D JetSki model - in both Allied and Soviet colour-schemes from the above blueprint. These 3D models now look a little "blocky", "sharp-edged" as in low-polygon modeling Those look pretty standard, exactly what a pirate would use :P perfection. One thing...