Search found 126 matches
- Sat Oct 27, 2012 3:35 am
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142107
- Mon Oct 22, 2012 1:26 am
- Forum: General Discussion
- Topic: Improve gameplay? 'Build off Ally Con.yard'
- Replies: 7
- Views: 7834
I think we just need to prevent base-walking outright. It's hardly a legitimate tactic, same with tank rushing. It takes no real skill or thought and is nearly impossible to counter. I agree completely. This is the main reason why in my mod I changed the cost and build times of most buildings xD Be...
- Sun Oct 21, 2012 4:19 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142107
Alright, I'm re-working the Chrome stuff, adding OGE, and throwing in a few new units/weapons in new and separate YAML files (units-apa.yaml, units-oge.yaml, etc.). That way we avoid any possible conflicts, and future updates will be a lot easier to manage by just using the newer versions of the RA...
- Sat Oct 20, 2012 9:39 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142107
I'm doing fuck all tomorrow (unless it becomes a spontaneous Borderlands 2 day, which it might), so I can piss around updating the YAML defs for most things, along with adding the new UI bits and chrome stuff (flags and all that bollocks). Got them recoloured and everything. I'm not doing anything ...
- Sat Oct 20, 2012 8:47 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142107
Right.. Since things are frozen now anyways, I'm going to upload the most recent source code for the mod right now, and whoever can help me by updating the mod to be compatible for Oct. 19 2012 version is awesome. Please do not use this unless you are updating it because it's basely stable. My work ...
- Tue Oct 16, 2012 12:00 am
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142107
Hmmm, I can't find anything on that Soviet statue stuff. I'll just edit the actual 'Hand' out of the SHP though, that shouldn't take too long to do. A doorway from an infantry training facility under a mound of mud and shit! There are various civ/tech SHP's, but they lack the palette remap colours ...
- Sat Oct 13, 2012 5:03 pm
- Forum: General Discussion
- Topic: Scores.mix under Debian/Ubuntu
- Replies: 1
- Views: 2033
- Sat Oct 13, 2012 4:12 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142107
As for the Barracks, Allies and APA may both end up using the standard tent (looks like OGE are getting GDI's PYLE.SHP at this rate), unless (and this does make some level of sense if you look at the campaign map in Tiberian Dawn) the APA get a modified Hand of Nod. I can effortlessly rename the ca...
- Sat Oct 13, 2012 1:28 am
- Forum: General Discussion
- Topic: Ally and declare a war in game
- Replies: 6
- Views: 4713
How it would be abusive: 1) There's no "Team locking" feature as far as I'm aware, so if you play online with random people, they can switch on you when you're completely unaware or unready, especially if you didn't expect anything bad to happen 2) This could mean capturing bases and selling them fo...
- Fri Oct 12, 2012 7:46 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142107
Now, all this talk of rocket systems gives me ideas. We can include the SSML too, and explain away any sort of 'me too' effect by changing the Missile Truck, simply limiting its attacks to being 'flat'. That is, unlike the SSML or V2 or whatever else, they don't go flying up and arc through the air...
- Fri Oct 12, 2012 4:48 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142107
- Fri Oct 12, 2012 3:36 pm
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142107
Have a look at https://github.com/OpenRA/OpenRA/blob/bleed/mods/ra/rules/system.yaml#L257 and https://github.com/OpenRA/OpenRA/blob/bleed/mods/ra/chrome.yaml Just add your third country there. You so smart. Thank you :P It's kinda hard to see, as it's only 4 lines in a file I rarely look at! This'l...
- Fri Oct 12, 2012 1:36 am
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142107
Bleh. This is gonna be hard to do, mostly because the game is currently hardcoded for two factions, as far as I'm aware. And I'm not about to go into the source. Not at all. You can freely add as many factions as you want -- I easily added some 10+ countries in an old mod that I was experimenting w...
- Fri Oct 12, 2012 12:25 am
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142107
Alright! Cool! So I'll add nuclear power and nukes back into version 1.04. For now, though, I think tomorrow I'll release 1.04 (with or without the fixed shotgun sounds.) Then we can release patch 1.04.1 with the fixed shotgun sounds, if we can't figure it out by tomorrow. Then for version 2.0, we'l...
- Thu Oct 11, 2012 2:38 am
- Forum: Mapping and Modding
- Topic: [Mod] Taco's RA [1.04]
- Replies: 175
- Views: 142107
Quoteception Last post You are like Jesus. My savior. Seriously. You deserve to own ALL rights to this mod. I feel bad for repackaging your awesome work. I only have one real question: how do I make the shotgun guy do his sound? Changing the "Report: " to "shotgunfire" (all caps or not) does nothin...