Search found 277 matches
- Sun Aug 04, 2019 6:17 pm
- Forum: General Discussion
- Topic: Vision range for units (fog of war, shroud)
- Replies: 7
- Views: 4888
Re: Vision range for units (fog of war, shroud)
Yes, most of the units have bigger weapon ranges than sight ranges. This sounds odd at first, but people got used to it and promotes units used exclusively for sight.
- Sat Jul 27, 2019 9:43 am
- Forum: Mapping and Modding
- Topic: possible traits of sequences yaml files
- Replies: 6
- Views: 11672
- Tue Jul 23, 2019 7:20 pm
- Forum: Mapping and Modding
- Topic: possible traits of sequences yaml files
- Replies: 6
- Views: 11672
Re: possible traits of sequences yaml files
RenderSprites->Scale is a fucking hack which should have been removed ages ago to prevent lazy people relying on it. Providing properly resized 2D artwork is not a workaround but an actual thing people should do in the first place.
- Mon Jul 15, 2019 4:46 am
- Forum: General Discussion
- Topic: Back to the roots
- Replies: 12
- Views: 25342
Re: Back to the roots
Yeah, apparently I mixed it with radar domes - which makes it more arbitrary than I had expected. Powerdown in TS was a tool against power sniping - via temporally powering down high tier structures until you can rebuild your own power and switching one penalty (low power slowdown) for another (losi...
- Sun Jul 14, 2019 9:04 am
- Forum: Mapping and Modding
- Topic: How to change the Loading Screen Symbols in CnC
- Replies: 2
- Views: 3074
Re: How to change the Loading Screen Symbols in CnC
Another option is to just revert to the RA loadscreen.
- Thu Jul 11, 2019 8:06 pm
- Forum: General Discussion
- Topic: Back to the roots
- Replies: 12
- Views: 25342
Re: Back to the roots
Power down: The rest are AFAIK not really a big deal, but this one I have notes to add. A) Powerdown didn't existed in RA2, only in TS. The YR community-patches-for-modders (NPatch/Ares) reenabled it though but in WW RA2/YR, the underlying code was incorporated into Chrono Legionairre temporal weap...
- Mon Jul 01, 2019 7:42 pm
- Forum: General Discussion
- Topic: TD balance thread
- Replies: 615
- Views: 1000213
- Sun Jun 16, 2019 7:31 pm
- Forum: General Discussion
- Topic: « Classic » OpenRA ?
- Replies: 8
- Views: 24440
Re: « Classic » OpenRA ?
Considering that RA-Classic does not need a lot of custom logics and OpenRA-RA covers the logic requirements, I moreso presume it's just frozen and only receives updates when there are new releases/playtests to be caught up and maintain sync with the engine. If that is the case - it doesn't need to ...
- Sun Jun 09, 2019 7:55 am
- Forum: General Discussion
- Topic: Capture the flag mode
- Replies: 11
- Views: 29245
Re: Capture the flag mode
You captured the flag with an Engineer and the player died.
- Mon Jun 03, 2019 5:39 pm
- Forum: Mapping and Modding
- Topic: Help with traits and how to activate them
- Replies: 2
- Views: 2928
Re: Help with traits and how to activate them
The temple already got a nuke? https://github.com/OpenRA/OpenRA/blob/m ... .yaml#L715
- Fri May 31, 2019 7:58 pm
- Forum: General Discussion
- Topic: Radar jamming
- Replies: 6
- Views: 6892
Re: Radar jamming
There's no support within the engine for this feature at the moment.
- Mon May 13, 2019 8:05 pm
- Forum: General Discussion
- Topic: I consider to quit permanently
- Replies: 22
- Views: 28395
Re: I consider to quit permanently
I just think that making a new mod just to function one to ten map, switching to Red Alert everything when we want to play any other map and losing everything if updating OpenRA to a newer version without saving backups is not a complete solution. :roll: There is a solution already... it's called c...
- Sun May 05, 2019 8:19 am
- Forum: Mapping and Modding
- Topic: RA+ Mod thread
- Replies: 15
- Views: 18055
Re: RA+ Mod thread
Sorry, I don't support other mods anymore directly with AS stuff. You can try catching me on Discord (you can try the Mod Haven's or AS's, since I'm not on OpenRA's, nor am I interested to go there), but I'm no longer interested in tutoring/helping out people due to the experiences I received while ...
- Sun Feb 10, 2019 11:16 am
- Forum: General Discussion
- Topic: White Screen on starting
- Replies: 10
- Views: 8168
Re: White Screen on starting
Wait what. What hardware this Win10 is on? White screen on start ain't an issue, if you get the loadscreen thenafter - Windows starts empty windows as white.
- Sun Jan 06, 2019 6:53 pm
- Forum: Mapping and Modding
- Topic: Make TS commando blow up vechicles?
- Replies: 2
- Views: 2906
Re: Make TS commando blow up vechicles?
Fairly sure it's using the Demolishable/Demolish trait though. So look at those.