Search found 72 matches

by -Jes-
Sat Jul 26, 2014 8:14 pm
Forum: General Discussion
Topic: Thoughts on RADAR
Replies: 5
Views: 4419

Cmd. Matt wrote: In D2k it also provides stealth detection, too and RA now has a phase tank and snipers which are stealthed.
You're right about the Phase Tank, forgot that one.

But base-sized anti stealth is hardly useful against long ranged infantry - the one type you don't exactly march into an enemy stronghold.
by -Jes-
Sat Jul 26, 2014 2:45 pm
Forum: General Discussion
Topic: Thoughts on RADAR
Replies: 5
Views: 4419

It doesn't help that the minimap is more or less pointless when pixel doubling is disabled. So what does this mean for the three games' radar structures, besides being a tech building that soaks some power? RA: It provides stealth detection.. in a game without land-based stealth units. D2K: It does....
by -Jes-
Sat Jul 19, 2014 9:54 pm
Forum: General Discussion
Topic: Some ideas for d2k mod
Replies: 1
Views: 1943

1. http://www.sleipnirstuff.com/forum/viewtopic.php?t=16259 2. http://www.sleipnirstuff.com/forum/viewtopic.php?t=15990 Relevant. http://www.sleipnirstuff.com/forum/viewtopic.php?t=16390 Much of OpenRA, especially the D2K mod, is a Work In Progress! As such, the developers, hobbyists who have limite...
by -Jes-
Sun Jun 29, 2014 9:27 pm
Forum: General Discussion
Topic: Infantry in RA mod is way too big
Replies: 7
Views: 4881

Red Alert infantry in OpenRA use the standard RA Windows graphics, which were (crude) upscales by Westwood!

This is what most people are familiar with, so it's stayed as is.
by -Jes-
Tue May 27, 2014 4:57 am
Forum: General Discussion
Topic: What the hell are the AI difficulty levels?
Replies: 10
Views: 10570

They never were true difficulty levels, only differing build priorities and squad sizes. Those that were labelled as 'easy' in the past usually had the smallest squad size values, which ironically made them much more difficult to fight than the 'hard' labelled ones. And so they were renamed for clar...
by -Jes-
Thu Mar 06, 2014 2:41 pm
Forum: General Discussion
Topic: Allow call out threads
Replies: 3
Views: 2899

BaronOfStuff wrote: the drama which can unfold between the less mature/reasonable players after matches can be quite comical to read at times.
Comical is NOT the word I'd use to describe it.

*shudders*
by -Jes-
Mon Mar 03, 2014 8:04 pm
Forum: General Discussion
Topic: Different game starts -- why do people object?
Replies: 4
Views: 4195

The random nature of starting units (balance- and composition-wise) is generally frowned upon in a game of skill.
by -Jes-
Fri Feb 28, 2014 2:01 pm
Forum: General Discussion
Topic: Nukes
Replies: 3
Views: 3873

RA1 nuke:
1000 damage
6 cell spread (rectangle)

OpenRA nuke (silo, not crate or truck):
1500 damage
24 unit spread (circular)
+ 600 damage 48 unit spread
+ 600 damage 72 unit spread
+ 600 damage 96 unit spread
+ 600 damage 120 unit spread

I am not aware of the exact unit to cell conversion rate..
by -Jes-
Tue Feb 18, 2014 8:50 pm
Forum: Mapping and Modding
Topic: Music files for D2K (.AUD files)
Replies: 1
Views: 2668

The full soundtracks for all three base mods are likely going to be implemented as an official extra download when OpenRA becomes more fleshed out, more complete.

For now, this is a good stopgap.
by -Jes-
Tue Feb 18, 2014 8:37 pm
Forum: General Discussion
Topic: TiberiumDawnisBetter
Replies: 6
Views: 4280

Red Alert is unfortunaly the only mod that gets any real attention: Not only did Red Alert (the game) get more attention due to it riding on the success of Tiberi AN Dawn (retconned name anyway), but it was also Windows-native as opposed to the former game, with a much bigger emphasis on multiplayer...
by -Jes-
Tue Feb 18, 2014 8:32 pm
Forum: General Discussion
Topic: A suggestion to the game: Ping
Replies: 6
Views: 4078

Personally I wouldn't mind seeing something like the on-map drawing system in the Spring RTS Engine . Sure, it's a much bigger addition, but then the benefits are greater as well. It would be incredibly useful for team-based games, and would not be exploitable due to drawings being team-exclusive - ...
by -Jes-
Tue Feb 18, 2014 8:19 pm
Forum: General Discussion
Topic: Abbility to mute other players (chat)
Replies: 29
Views: 17939

kid. kiddo. Let's try not to stoop to immature ad homine-- I don't want some commie coming into my server Oh.. Well then, if you insist. Dear subhuman nugget, let's take this from the top... You made this point: Exactly, after all ,the game is abot fighting communism. Zinc made this counterpoint: Y...
by -Jes-
Sat Feb 15, 2014 7:07 pm
Forum: General Discussion
Topic: Abbility to mute other players (chat)
Replies: 29
Views: 17939

Indeed - As OP himself said: It's not an feature to mute the aggressiv player, but for the passive to not seeing the messages. This has nothing to do with stiffling speech. It's a suggestion to give the end user a means of safely ignoring anyone who might be acting in a harmful manner through chat -...
by -Jes-
Tue Feb 11, 2014 5:25 pm
Forum: General Discussion
Topic: Abbility to mute other players (chat)
Replies: 29
Views: 17939

Re: Abbility to mute other players (chat)

folkilsk wrote: you need to start respectign freedom of speech, kid.
The only 'kid' around here is the person who assumes there's such a thing as 'freedom of speech' on the internet.
by -Jes-
Thu Feb 06, 2014 5:05 am
Forum: Mapping and Modding
Topic: Rules.ini?
Replies: 2
Views: 4031

OpenRA is at it's core far different than RA2. The YAML system is a flexible (albeit very WIP) system built around a concept of inheritance and modular library support, while RA2 is based around hardcoded lists in specifically named (and very messy) INI files defining very specific things. Getting e...