Search found 277 matches
- Fri Oct 27, 2017 10:08 pm
- Forum: General Discussion
- Topic: How do you rate the new RA release?
- Replies: 73
- Views: 66076
I only noticed to this topic so I'll be replying sporadically. I still find the hate arguments on not-autoacquiring-noncombats blasphemy - this is something which defines Command and Conquer. Even Generals, the game which is more closer to Blizzardcraft than traditional C&Cs, while breaking almost e...
- Sat Oct 14, 2017 12:57 pm
- Forum: General Discussion
- Topic: Balance Openra
- Replies: 40
- Views: 22879
Indeed there are issues with how OpenRA handles spread - https://github.com/OpenRA/OpenRA/issues/14150 - compared to RA2 which used a crude altitude check (it doubled the distance from the epicenter of the explosion for damage calculation if the affected unit was airborne). Ofcourse neither current ...
- Mon Sep 25, 2017 5:59 pm
- Forum: Mapping and Modding
- Topic: OpenRA Tilesets
- Replies: 15
- Views: 19118
The TMP Editor is for TMP(TS) files.abcdefg30 wrote: ↑Btw, there's also a TMP Editor within the XCC Utilites, but I didn't have any luck with it either.
- Mon Sep 25, 2017 4:34 pm
- Forum: Mapping and Modding
- Topic: OpenRA Tilesets
- Replies: 15
- Views: 19118
Re: OpenRA Tilesets
Then let me answer the first three points. 1) .sno, .des, .tem etc. files have the same structure as shp files, but they were given different extension to link them to corresponding snow, desert, etc. tilesets and palettes. Is this correct? 2) If the previous is true, how come I can't open most of ....
- Fri Aug 11, 2017 3:01 am
- Forum: General Discussion
- Topic: Playtest Review Thread
- Replies: 120
- Views: 131372
I also stayed out of the discussion here because I am actually fed up with OpenRA development direction by now and the constant bias against me I'm receiving from pchote (I decided that I will never submit/review a PR ever again because this already) nor I ever was an active player, but there are a ...
- Tue Jun 13, 2017 4:45 pm
- Forum: General Discussion
- Topic: Omnom's Experimental Balance Changes
- Replies: 39
- Views: 58417
Re: Omnom's Experimental Balance Changes
-Missile sub [...] AttackFrontal changed to AttackOmni. I'm gonna ignore your bolded request because of this. Use AttackTurreted with a dummy turret instead. Refer to the Tesla Tank for an example setup. Atleast last time I had this setup, the unit didn't moved in range when it was told to attack a...
- Mon Jun 05, 2017 9:41 am
- Forum: Mapping and Modding
- Topic: Conditions Question
- Replies: 10
- Views: 7156
Ahyeah, now I can see the problems. Armament@Primary != Armament@PRIMARY - you basically allow the default M1Carbine be shot along with that setup. The lint errors are because you added the ExternalCondition trait (which should have an @ID suffix for clarity IMO) to ^Infantry, but the consumers are ...
- Sun Jun 04, 2017 9:23 pm
- Forum: Mapping and Modding
- Topic: Conditions Question
- Replies: 10
- Views: 7156
- Sun Jun 04, 2017 9:22 pm
- Forum: Mapping and Modding
- Topic: Playing around with speedmultiplier
- Replies: 9
- Views: 6269
The multipliers support multiple trait instances. LST: ->cargo: ->->LoadedCondition: Loaded is what's missing from what I'd guess. The game doesn't know what the "Loaded" condition would be otherwise. If I'm correct that will fix the OP setup. The other setup - condition expressions doesn't support ...
- Mon May 29, 2017 9:38 am
- Forum: General Discussion
- Topic: logo
- Replies: 61
- Views: 53739
- Wed May 10, 2017 9:28 pm
- Forum: General Discussion
- Topic: Adding upgrade mechanics to RA
- Replies: 8
- Views: 5384
You can also do what MustaphaTR is doing - picking up C# just enough to learn how to shift traits to be conditional and then send in patches for exactly that. Also, even your logic is wrong. For example Attack* traits have the RequiresCondition, so you'd assume they could be upgradable, but having t...
- Tue May 09, 2017 6:43 am
- Forum: General Discussion
- Topic: Why do units automatically shoot at an enemy oil derrick?
- Replies: 20
- Views: 14361
OpenRA as an engine doesn't have support for target priorities at the moment. Autotargeting will try to use the first weapon's setups with the closest available target - see also https://github.com/OpenRA/OpenRA/issues/10625. OpenRA as an engine could entirely mimic RA2's setup however (where all no...
- Sun May 07, 2017 12:18 pm
- Forum: Mapping and Modding
- Topic: Conditions Question
- Replies: 10
- Views: 7156
Speeds directly aren't conditionable like that due to being part of Mobile, but SpeedMultiplier is a way to go. Assuming you set default speed to 75, you can then add a SpeedMultiplier@deployed: ->RequiresCondition: block ->Modifier: 53 # 0.53*75 is 39.75, close enough. block for such an effect. Min...
- Fri May 05, 2017 5:38 pm
- Forum: General Discussion
- Topic: Red Alert 2
- Replies: 7
- Views: 5596
Please don't even bother with the "features" units or anything whatsoever from Yuri's Revenge. Yuri's revenge added in a bunch of lame stuff that completely unbalanced the game. Those "bunch of lame features" are what made Yuri's Revenge among the most modded C&C game, with the modding scene still ...
- Fri May 05, 2017 2:49 pm
- Forum: General Discussion
- Topic: Red Alert 2
- Replies: 7
- Views: 5596
What I can add is that by the time TS will be available, the engine will also be closely capable of handling RA2 - most of the RA2 (and YR) features were crappy alterations of TS ones (Ion Storms to weapon storms, Ion Cannon to Genetic Mutator, bouncing to shrapnel). The main issue of RA2 is that it...