Search found 84 matches

by psydev
Tue Feb 05, 2013 8:19 pm
Forum: General Discussion
Topic: [CNC] progress on the mod & future directions
Replies: 7
Views: 6286

[CNC] progress on the mod & future directions

Changes I am working on in CNC, and the rationales for them. (Edit: updated changes that have been made and possible future tweaks) CNC is a bit different from RA, mostly because RA has changed so much from its classic form. Some things have changed in CNC, though, too. My goals in general have been...
by psydev
Tue Feb 05, 2013 5:50 am
Forum: Mapping and Modding
Topic: RA enhanced mod
Replies: 76
Views: 121791

Did anyone ever create a 6-wheeled APC or armored fighting vehicle? I would like a unit that resembles a Stryker LAV III,with a TOW missile launcher. Also, I haven't been around the last several months. But now I'm back, working on "CNC Classic" again. This is possible now that some engine changes h...
by psydev
Mon Feb 04, 2013 7:49 am
Forum: General Discussion
Topic: Engineers - what have been people's ideas to moderate?
Replies: 45
Views: 29942

I will say though that if a Generals approach is taken, two things should be true: Capture time should be faster in proportion to how damaged a structure is. Buildings cannot be sold while being captured. I don't favor the Generals approach. But I think these 2 points are good ideas for RA and CNCa...
by psydev
Tue Jan 29, 2013 10:29 am
Forum: Mapping and Modding
Topic: Hotkey-Layout
Replies: 28
Views: 22297

Why not just use the function keys (F1, F2, F3, etc.) as keys you can use at any time? Personally I think it's much preferable to use the QWERT keys to cycle through build menus (buildings, infantry, vehicles, air units...). It especially makes a difference if you have multiple building production a...
by psydev
Mon Jan 28, 2013 3:12 am
Forum: Mapping and Modding
Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
Replies: 98
Views: 337226

With all that said, I have my own suggestion for recreating the original options. :) The original RA had factions to choose from: Russia, Ukraine, England, France and Germany. Their unique traits were (respectively): 10% lower prices, 10% faster units, 10% more armor, 10% greater firepower, and 10% ...
by psydev
Mon Jan 28, 2013 3:01 am
Forum: Mapping and Modding
Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
Replies: 98
Views: 337226

You guys still need: Capture the Flag (should integrate this with all the mods though) An option to disable Aftermath units (yes, it was in the original) Yak Strafing Classic Spy Logic But so far, so good. Just to be the devil's advocate, I don't think every feature necessarily *needs* to be includ...
by psydev
Mon Jan 28, 2013 2:29 am
Forum: General Discussion
Topic: Engineers - what have been people's ideas to moderate?
Replies: 45
Views: 29942

Engineers - what have been people's ideas to moderate?

Hey, guys. People often complain engineers are overpowered, and perhaps Tanyas and Commandos as well. What has been proposed or done to mitigate their power? Are they in need of fixing? I know there was a capturing delay which was introduced in RA, and that seemed like a good idea. I know one possib...
by psydev
Sun Jan 27, 2013 12:48 am
Forum: General Discussion
Topic: Wonky Aircraft Behaviour
Replies: 2
Views: 2727

In CNC, helicopters will travel to their destination, either a helipad or a location on the map, and then start twitching uncontrollably. It makes them unable to land on the helipad. It's bothersome, and interferes with CNC Classic especially, because they need to re-arm at the helipads, and they ca...
by psydev
Sun Jan 27, 2013 12:45 am
Forum: General Discussion
Topic: Shroud in CNC - should be off by default
Replies: 11
Views: 8820

In original C&C, when an enemy unit shot at you (usually long range) from within the shroud, that would make themselves visible to you, along with a few squares around them. Is this possible/will this be implemented?
by psydev
Sun Jan 27, 2013 12:33 am
Forum: Mapping and Modding
Topic: Classic TD interface skin [v 0.1]
Replies: 5
Views: 6465

Looks great! Excellent work.
by psydev
Sun Jan 27, 2013 12:31 am
Forum: Mapping and Modding
Topic: Nuke'm's Random Art
Replies: 13
Views: 12513

Can infantry fire over your fallen log?
by psydev
Sat Jan 26, 2013 9:26 am
Forum: Mapping and Modding
Topic: Feasibility? - Factions & Tech Upgrades
Replies: 1
Views: 2340

Feasibility? - Factions & Tech Upgrades

Hey everyone. Hope you can answer a question I have. I like the idea of the C&C mod (or other mods) going in the direction of having 2 factions per side. One good way to distinguish factions is to have "unique upgrades" that only one faction gets for its units. My question is, how technically feasib...
by psydev
Sat Jan 26, 2013 8:58 am
Forum: Mapping and Modding
Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
Replies: 98
Views: 337226

Iran wrote: I placed the project on Github!

https://github.com/Iran/ClassicRA/
Is this project on Github for RA only or is it also supposed to enable a CNC Classic mod as well?
by psydev
Wed Jan 23, 2013 6:55 am
Forum: Mapping and Modding
Topic: Classic C&C Map Packs Converted for OpenRA
Replies: 7
Views: 7529

+5 internets for you, sir.

I'm nostalgic all of a sudden for playing those old-school multiplayer maps. I would like to include some of them in OpenRA as multiplayer maps.
Is anyone else playing CNC these days?
by psydev
Wed Jan 23, 2013 6:43 am
Forum: Mapping and Modding
Topic: [MOD] [D2K] Rounded Edges [001]
Replies: 25
Views: 19390

Perhaps a new method of infantry dropping could be invented? Maybe: - A new, infantry-only transport unit could be introduced. - Player could pay some money for a single-use drop pod that transports infantry across the map. - Players could pay to have drop pods of infantry fall from the sky and land...