Search found 141 matches

by Norman_
Tue Feb 07, 2017 6:57 pm
Forum: Mapping and Modding
Topic: RA units to TD
Replies: 6
Views: 7156

one way to fix this is to convert the shp to TD palette using shpbuilder (in my version of shpbuilder, i had to save as TS shp, was/is a bug)
by Norman_
Sun Jan 29, 2017 4:38 pm
Forum: Mapping and Modding
Topic: Custom tileset
Replies: 1
Views: 2337

i think tileset builder isnt working 100%. here is a tutorial for a tileset workaround from insert name: http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=18951 http://resource.openra.net/maps/18780/ for the builddelay, best to check out the td mod yamls - td uses a delay for all the defense s...
by Norman_
Wed Jan 25, 2017 3:03 pm
Forum: General Discussion
Topic: TD Map Pool.
Replies: 11
Views: 6925

improved the alpha juno map and removed the ra watchtower shp

http://resource.openra.net/maps/18591

http://resource.openra.net/maps/18612
by Norman_
Wed Jan 25, 2017 2:22 pm
Forum: General Discussion
Topic: Music Files
Replies: 10
Views: 7337

yes, thanks fortnight! :D
by Norman_
Sat Jan 07, 2017 11:47 am
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 900918

new 1v1 map with all changes except aircraft: http://resource.openra.net/maps/18103/ - the BaleUnloadDelay: 15 setting for the harvester isnt good - its just to slow & creates trafficjams - the new sam is op - brutal vs orcas, maybe its a good start to reduce their range a bit or slower missiles hop...
by Norman_
Mon Dec 26, 2016 8:32 pm
Forum: General Discussion
Topic: AA vs Sam Site
Replies: 14
Views: 9727

aa gun is op - its ridiculous, one of many ra balance issues
by Norman_
Sat Dec 24, 2016 11:34 pm
Forum: General Discussion
Topic: Subs Firing at Air
Replies: 2
Views: 2084

yes, normal SubMissile weapon has 16c0 range and SubMissileAA comes with 8c0 range.
in openra/mods/ra/rules and /weapons you can check all the interesting values.
by Norman_
Sun Nov 27, 2016 12:44 pm
Forum: General Discussion
Topic: Volkov and Chitzkoi
Replies: 27
Views: 15959

new soviet faction with sniper and aa migs would be nice. maybe the same mig shp just a bit different that player can see the difference between normal and aa mig or a complete new mig with aa. migs are still useless - coolest unit of the game but not worth building it. the small changes on the mig ...
by Norman_
Sun Nov 20, 2016 10:31 am
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 900918

reduced mcv buildtime would be nice too. i think grenadiers are good with their current accuracy and could even have faster grenades to make them bit more useful vs light vehicles. you want to make them vs structures only with 1c0? :) commando ideas are great. the make silos bit more important idea ...
by Norman_
Fri Oct 28, 2016 7:59 am
Forum: General Discussion
Topic: The Elephant in the room
Replies: 65
Views: 49851

stealth turret that explodes after 5mins countdown if theres no target, mcv should be able to fly and light tank should crush mammoths - just make mod maps, test stuff and see how stuff works :eek:
by Norman_
Tue Oct 25, 2016 2:05 am
Forum: Mapping and Modding
Topic: TD MAP COLLECTION
Replies: 2
Views: 3619

TD MAP COLLECTION

=========
TOP SECRET

TO: ALL TD COMMANDERS
SUBJECT: 100 TD MAPS.ZIP

1 8p ffa map
1 4v4 map
4 3v3 maps
44 2v2 maps (some maps work ffa too)
50 1v1 maps

norman approved √
no modmaps √
all maps in its own category √
made in germany √
3 years warrenty √

TRANSMISSION ENDS.
by Norman_
Sat Oct 22, 2016 6:14 am
Forum: Competitions and Events
Topic: RAGL: Play of the Season
Replies: 50
Views: 37428

TO: ALL FORUM COMMANDERS for the record, i missclicked accidently and this enter message window appeared somehow. idk how that could have happened - it seems i just wrote <this> TRANSMISSION ENDS. ah right, yes, its a troll move! he should use the money and host some bad ping compatible td server
by Norman_
Mon Oct 17, 2016 3:31 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 900918

would be nice if you could add a 1v1, 2v2 and a 3v3 map to be able to see whats a good idea and whats not necessary. not sure about the superpowers and some other stuff. on paper some changes may look interesting but doesnt mean it will work ingame, so best to have some popular smaller and bigger ma...
by Norman_
Fri Oct 07, 2016 9:11 am
Forum: General Discussion
Topic: TD balance thread
Replies: 615
Views: 900918

can make some maps to test silo, ref and harvester ideas once new release is out. its possible with gdi eco, defense, 2nd mcv + tech build + mlrs and orcas to still suck with it vs good nod player, just not easy for nod once gdi spams agts, as, ion ready.. nod just has to be successful with early at...
by Norman_
Sat Oct 01, 2016 2:04 pm
Forum: Mapping and Modding
Topic: 2 Maps need modding
Replies: 7
Views: 5216

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