Search found 32 matches
- Mon Apr 24, 2017 2:13 pm
- Forum: General Discussion
- Topic: Your most stupid move in ORA
- Replies: 15
- Views: 13419
My opponent kept attacking my harvesters and eventually destroyed them all when i wasnt paying attention. A few minutes later, my money ran out and i realised what had hapened, but i was trying to attack hos base, so i built a load of harvesters and went straight back to attacking. A few minutes lat...
- Tue Apr 18, 2017 3:02 pm
- Forum: General Discussion
- Topic: General Discussion / Simple Questions, Simple Answers
- Replies: 101
- Views: 121165
- Tue Apr 18, 2017 3:00 pm
- Forum: General Discussion
- Topic: Easy & high value gameplay polishes.
- Replies: 12
- Views: 11183
some kind of numbering system in the TD mod for structures, so if, for example, I built 2 barracks, you get 2 tabs for building infantry. it would be useful if the barracks had numbers on them corresponding to the number of each tab, so I can quickly tell which tabs will produce infantry at which ba...
- Thu Apr 13, 2017 1:30 am
- Forum: General Discussion
- Topic: General Discussion / Simple Questions, Simple Answers
- Replies: 101
- Views: 121165
- Wed Mar 29, 2017 3:51 pm
- Forum: Mapping and Modding
- Topic: Alternatives to civilian building garrisons?
- Replies: 3
- Views: 3538
Alternatives to civilian building garrisons?
I'm trying to come up with ideas for how garrisoning civilian buildings could be done in OpenRA, in a similar way to garrisoning in red alert 2. The current idea I'm working with works like this - infantry who can garrison civilian buildings can ExternalCapture neutral buildings - civilian buildings...
- Mon Aug 22, 2016 9:52 am
- Forum: Mapping and Modding
- Topic: Decreasing power requirements
- Replies: 21
- Views: 16903
- Wed Feb 24, 2016 10:43 am
- Forum: General Discussion
- Topic: Hidden pill box
- Replies: 8
- Views: 5352
the old pillboxes were just pillboxes that blend in with the terrain, although once you got use to spotting them, they were easy to find. the new ones use the cloaking effect that the stealth tank uses, so they cannot be targeted unless the cloaking effect has switched off (usually because a unit is...
- Sun Aug 16, 2015 9:24 pm
- Forum: Mapping and Modding
- Topic: a few questions about modding the UI
- Replies: 1
- Views: 2709
a few questions about modding the UI
I'm trying to edit the UI and everything I try just seems to crash the game 1. in the red alert mod, i've edited this tag in chrome.yaml order-icons: chrome2.png i've also added a .png image called chrome2.png to the uibits folder. this doesn't seem to work, the game crashes. Am I doing something wr...
- Fri Jul 24, 2015 11:32 pm
- Forum: Mapping and Modding
- Topic: Is there a practical way to switch unit palettes?
- Replies: 6
- Views: 4987
copy and paste the images into SHP editor. I think it converts the copy pasted image into whatever palette you have selected. Not really sure how well this works between TD and RA but I know it worked for converting TS buildings into the RA2 palette SHP editor can be found here http://www.ppmsite.co...
- Mon Jul 20, 2015 1:16 am
- Forum: General Discussion
- Topic: How to fix Infantry unit size in OpenRA
- Replies: 20
- Views: 20309
Sniper unit was created manually using the SHOK unit as a template for the animation frames, simply scaling the unit down %50 or so won't give desired results without it looking funny like how JOo had suggested, you'd have to manually re-size the unit for it to look correct. Can you suggest how to ...
- Wed Jul 08, 2015 1:57 pm
- Forum: General Discussion
- Topic: One More Soviet Faction?
- Replies: 23
- Views: 19311
tbh it looks like the poeple making the red alert mod are already having trouble coming up with ideas for the french team as it is. there's been a lot of discussion on how to make the french team more useful, which suggests that hardly anyone is playing as france. adding in a new soviet faction is o...
- Wed Jul 08, 2015 1:54 pm
- Forum: General Discussion
- Topic: 'Colour was too similar to x, and has been adjusted'
- Replies: 16
- Views: 22257
Ok we just remove color pallet and add only pre-selected colors to choose from! You may be joking but I believe having a fixed player color palette actually solves all of our problems. - Players can't pick the same color - No color can conflict with terrain - All colors are visible on the minimap (...
- Thu Jul 02, 2015 7:04 pm
- Forum: Mapping and Modding
- Topic: Is it possible to give a minelayer a weapon that can fire?
- Replies: 6
- Views: 6870
Yeah, it's the muzzle sequence thats causing the issue Red Alert Mod at Version release-20150614 Operating System: Windows (Microsoft Windows NT 6.1.7601 Service Pack 1) Runtime Version: .NET CLR 4.0.30319.1026 Exception of type `System.InvalidOperationException`: Unit `mnly` does not have a sequenc...
- Thu Jul 02, 2015 5:18 pm
- Forum: Mapping and Modding
- Topic: Is it possible to give a minelayer a weapon that can fire?
- Replies: 6
- Views: 6870
Yeah, I suspect this was the issue. I got it working by making the minelayer use the APC image.Graion Dilach wrote: ↑From what I'd guess, you added an Armament without an Attack* flag (I might suggest giving the mine a turret/use AttackOmni).
- Thu Jul 02, 2015 2:19 am
- Forum: Mapping and Modding
- Topic: Is it possible to give a minelayer a weapon that can fire?
- Replies: 6
- Views: 6870
Is it possible to give a minelayer a weapon that can fire?
I've tried giving the AP minelayer the APC's gun, but whenever it tries to fire, the game crashes. I have a feeling this might be due to the minelayer behavior being different (holding control allows you to highlight a patch of land to be turned into a minefield) so i'm wondering if anyone else has ...