Search found 140 matches
- Wed Jun 20, 2018 7:15 pm
- Forum: Mapping and Modding
- Topic: Introducing RA Upgrades Mod
- Replies: 19
- Views: 11510
Re: Introducing RA Upgrades Mod
I see how you have got: SpeedMultiplier@infspeed1: RequiresCondition: infspeed1 && !infspeed2 Modifier: 115 Is there a way to change that from speed to HP? Like: HPMultiplier@cyber: RequiresCondition: cyber Modifier: 150 You will have to look at the available traits, see https://github.com/OpenRA/O...
- Wed Jun 20, 2018 4:34 pm
- Forum: General Discussion
- Topic: If hinds were returned to soviet...
- Replies: 103
- Views: 4066543
Re: If hinds were returned to soviet...
Re Yak strafing: How would strafing work? Would it just fire all ammo in one strafe at one target or would it fire all ammo at a vector in movement direction starting from the first target?
- Wed Jun 20, 2018 3:58 pm
- Forum: Mapping and Modding
- Topic: Introducing RA Upgrades Mod
- Replies: 19
- Views: 11510
Re: Introducing RA Upgrades Mod
Glad I could help, happy modding!
- Wed Jun 20, 2018 1:02 pm
- Forum: Mapping and Modding
- Topic: Introducing RA Upgrades Mod
- Replies: 19
- Views: 11510
Re: Introducing RA Upgrades Mod
Hello there! Can I ask how you managed to make the upgrades? As I am looking to do something similar myself for a Mod I am making. Hi, just download one of the maps and extract *.oramap with 7zip, then open rules.yaml. Let's take the infantry speed upgrade as an example: Scroll down to upgrade.infs...
- Mon Jun 18, 2018 12:56 pm
- Forum: General Discussion
- Topic: 2018 RA Balance
- Replies: 104
- Views: 118832
Re: 2018 RA Balance
Removing the hijacker now does not ban the unit's assets forever from the game. If this motivates people to work on new concepts (there are already some nice new ideas in this thread) and the necessary code to reintroduce the unit (or fix the broken behaviour), then it's totally worth it IMO. On a r...
- Tue Jun 12, 2018 1:13 am
- Forum: Mapping and Modding
- Topic: Introducing RA Upgrades Mod
- Replies: 19
- Views: 11510
Re: Introducing RA Upgrades Mod
I had imagine something like this, the upgrades would get researched by and reside in the tech-center(which would get limited to 1(and get lost if you lose it)), they would have their own sub-menu at the sidebar too. Yeah, that would definitely be a cool thing to have per-building menus or a dedica...
- Sun Apr 29, 2018 2:49 pm
- Forum: Mapping and Modding
- Topic: Introducing RA Upgrades Mod
- Replies: 19
- Views: 11510
I had fun playing this laat night so will jump in again when i see a lobby going. Though playing at that time of night hard for me to judge things correctly. Though the Longbow definitely stood out as overly strong Glad to hear that you had fun playing it. While the armament upgrade for Longbows is...
- Sun Apr 29, 2018 8:43 am
- Forum: Mapping and Modding
- Topic: Introducing RA Upgrades Mod
- Replies: 19
- Views: 11510
I think I know how to do that, that's a cool idea!netnazgul wrote: ↑For the soviet anti-air, you might consider SirCake's camo SAM sites as an upgrade, that will give some edge against longbows. Also look into increasing their tracking range and/or weapon range.
- Sun Apr 29, 2018 12:37 am
- Forum: Mapping and Modding
- Topic: Introducing RA Upgrades Mod
- Replies: 19
- Views: 11510
Although the mod is still pretty much untested, first games show that the Longbow armament upgrade and especially its effect on anti air missiles might be too strong. Another thing I'm not sure about is if it is really necessary to remove the Flaktruck from Soviets. It needs more testing but in conj...
- Sat Apr 28, 2018 7:19 am
- Forum: Mapping and Modding
- Topic: Introducing RA Upgrades Mod
- Replies: 19
- Views: 11510
Introducing RA Upgrades Mod
Disclaimer: This mod does not intend to be included in the default RA mod. It is an experiment that aims at restoration of RA95 unit distribution with the addition of a modern ingame upgrade system designed around the character of both main factions. Welcome Hello everyone and welcome to the RA Upg...
- Fri Apr 27, 2018 8:14 pm
- Forum: Mapping and Modding
- Topic: Allies Overhaul Mod
- Replies: 14
- Views: 17573
If I might say one little tiny thing, it could maybe be appropriate to add some team maps to your map pool if the aim is to include the balance changes in the standard RA mod, just to give casual players and people who can not play the game at the level you guys do in 1v1 but also have fun playing i...
- Mon Mar 05, 2018 4:51 pm
- Forum: General Discussion
- Topic: deleted
- Replies: 6
- Views: 15703
- Mon Mar 05, 2018 1:10 am
- Forum: General Discussion
- Topic: deleted
- Replies: 6
- Views: 15703
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- Sat Mar 03, 2018 5:47 pm
- Forum: General Discussion
- Topic: If hinds were returned to soviet...
- Replies: 103
- Views: 4066543
- Thu Mar 01, 2018 11:26 pm
- Forum: General Discussion
- Topic: 2018 naval RA balance
- Replies: 50
- Views: 32164
Thanks for clarifying, back to navy balance then.Sleipnir wrote: ↑This is not about wanting a 100% true gameplay experience. It is about the folk who like most of what OpenRA has to offer, but then feel that this is let down by a few specific gameplay issues (most mentioned above).