Search found 315 matches

by Blackened
Mon Feb 05, 2018 4:51 am
Forum: Mapping and Modding
Topic: Resizing a map using the OpenRA utility exe
Replies: 11
Views: 3649

maps with the extensive shaded areas are maps with bounds differing from the standard -2 from map size. You can change them in the map yaml. I'm pretty sure resizing the map isn't effected by the bounds.
by Blackened
Mon Jan 22, 2018 6:17 am
Forum: General Discussion
Topic: Send me your replays and I'll cast them!
Replies: 707
Views: 270607

Gonna drop this of for you FiveAces, the first game against mo from SirCakes UOE Tournament. Mostly because of some clutch chronosphere play as well as pretty much every unit being used. Not sure if it's worth a cast though. The game it self is a bit campy (it was Aquarius) and thus kinda long but I...
by Blackened
Sat Jan 20, 2018 9:30 pm
Forum: General Discussion
Topic: Playtest Discussion
Replies: 28
Views: 7394

^ Yes.

I've also come to realize firing into fog is working as is intended. I could have swore in previous releases you would auto target buildings you've seen in the fog.
by Blackened
Wed Jan 17, 2018 11:30 pm
Forum: General Discussion
Topic: Playtest Discussion
Replies: 28
Views: 7394

I'd like to chime in on the some of the changes, particularly those effecting artillery/v2. Firstly I'm slightly against the minimum range increase. V2's now have a 5 cell gap of acceptable range. This makes them very hard to use (as was intended) but I think it takes it too far. V2's were supposed ...
by Blackened
Thu Dec 21, 2017 12:11 am
Forum: General Discussion
Topic: Smitty's Fall 2017 Playtest
Replies: 51
Views: 13961

Rifles attack range is 1 cell longer than their sight. Currently a medic needs to be 2 cells away to give rifles full vision/attack range. You bump medics sight up by one and that obviously drops down to 1 cell away. That one cell difference completely negates a dog and means you need a vastly overw...
by Blackened
Sun Dec 17, 2017 12:21 am
Forum: General Discussion
Topic: Smitty's Fall 2017 Playtest
Replies: 51
Views: 13961

Maybe the damage vs wood should be reduced a bit, to make the other aircraft more interesting to build. What do you guys think about this? Hind/yaks and migs/longbows fulfill different roles. Nerfing their damage to wood is a bad idea. Without being able to snipe structures in the mid games, Hinds/...
by Blackened
Wed Dec 13, 2017 4:31 am
Forum: Competitions and Events
Topic: TD 1v1 League
Replies: 32
Views: 11021

The biggest question I have is the game settings. Light support is sometimes used in TD and I hate light support. Would that be something allowed and or at the matches discretion (similar to how faster was an option in the previous RAGL season) or would it be different? as for division names we coul...
by Blackened
Thu Dec 07, 2017 2:19 am
Forum: Mapping and Modding
Topic: Team maps Mapmaking Workshop (2v2, 3v3)
Replies: 139
Views: 111022

My first go at a 2v2 map when the latest became available, called Burning Plain: I want to first say I love the general look of all your maps I've seen so far. However the ore amounts on them are insanely high. ~540k for burning fields as a 2v2. That's a little of 100k per player. With the huge ore...
by Blackened
Tue Nov 14, 2017 5:04 pm
Forum: General Discussion
Topic: Is Naval Balanced Between Soviet and Allies?
Replies: 58
Views: 15490

Giving soviets a new vehicle a la sea scorpion is a much easier fix to creating a better balanced naval experience. That isn't to say it can't be balanced without adding a new unit. Trying to balance [the missile sub] to be effective requires multiple changes. I had over 30 changes in attempt to bal...
by Blackened
Fri Oct 20, 2017 10:16 pm
Forum: Mapping and Modding
Topic: Team maps Mapmaking Workshop (2v2, 3v3)
Replies: 139
Views: 111022

Great, then let me know when you want me to list it in the OP ( http://www.sleipnirstuff.com/forum/viewtopic.php?f=82&p=303035#303035 ) with a map name. Also, are you still working on this ? http://www.sleipnirstuff.com/forum/viewtopic.php?f=82&p=303157#303157 If yes, do you have a link? If not, sh...
by Blackened
Fri Oct 20, 2017 10:14 pm
Forum: Mapping and Modding
Topic: Team maps Mapmaking Workshop (2v2, 3v3)
Replies: 139
Views: 111022

Okay reveal time! I'd like to present the first versions of River Aurora and River Borealis The maps are intended to be sister maps. Aurora has an ore total of $239300. Top spawns are split from the bottom 4 to form a mini 1v1. The top has a huge ore field in the center to fight over which will be h...
by Blackened
Fri Oct 20, 2017 9:44 pm
Forum: Competitions and Events
Topic: Red Alert Global League - Tables, Fixtures, All Divisions
Replies: 47
Views: 27079

You may need to contact corrode/.1 there is currently a bug with that aspect. I had the same problem.
by Blackened
Wed Oct 18, 2017 7:18 pm
Forum: Mapping and Modding
Topic: Team maps Mapmaking Workshop (2v2, 3v3)
Replies: 139
Views: 111022

Started work on a 3v3 map.

https://i.imgur.com/6Yvbczs.png

top spawns are forced into a mini 1v1, a little on the chokey side. Bottom 4 are in a much more open area.
by Blackened
Wed Oct 18, 2017 7:08 pm
Forum: Competitions and Events
Topic: Red Alert Global League - The Rulebook
Replies: 38
Views: 17424

https://www.dropbox.com/s/wxodzdsenb80q ... 0maps?dl=0

Link to the 4 revised maps for RAGL
by Blackened
Sat Oct 07, 2017 9:57 pm
Forum: General Discussion
Topic: The effects of double chrono - bug or feature?
Replies: 14
Views: 3312

Isn't is just a logical consequence? Even if the 1st chrono didn't reset the 2nd chrono would bounce the tanks back to where they were chrono'd from.

Only fix would be to limit active chrono to 1 at a time.