Search found 93 matches
- Mon Dec 01, 2014 12:02 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
@Speedy - well, a few reasons really... I personally prefer the RA1 EvA over the RA2 allied EvA, the RA1 allied EvA will add to the feel of the single player missions as you will be able to feel the transition from RA1 allied forces to SpecOps 9 and finally GDI. I think combining the classic EvA fr...
- Sun Nov 30, 2014 2:49 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
option 2 Don't give up on your mod. I really like it! Don't worry, I won't. The openRA dev team have delivered some amazing results over the last six months - all I need to finish my mod now is the ability to save and load missions + singleplayer AI. When that is implemented, I'll deliver a complet...
- Sat Nov 29, 2014 2:08 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
So I got around to adding the EvA voice (announcements like building, and construction complete) from classic CnC for GDI and NOD, and left the Red Alert voice for the Soviets and Allies. While screwing around, I also included the Cabal EvA voice for NOD from Tiberian Sun, and was planning to add th...
- Fri Nov 28, 2014 8:21 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
Question: would it be possible to force infantry to decloak before planting a C4 charge? I'd like to give NOD a cloakable commando like unit, but as it is now, the unit plants C4 while cloaked. Please file a bug report / feature request for this. It is silly to add your own workarounds when it can ...
- Sun Nov 23, 2014 10:07 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
check how the fremen unit works in d2k or the submarine. I think it is possible if you follow how they do it. Not the same thing. The game doesn't register panting C4 as an attack, and the unit does not decloak. But cloaked commando that plants C4 is too imba in my opinion You might be right - but ...
- Sun Nov 23, 2014 7:59 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
- Sat Nov 22, 2014 11:56 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
Figured it out earlier - thanks for the input anywaykaneCVR wrote: ↑ Never mind - it turns out I had a duplicate entry in one of the rules files.
- Sat Nov 22, 2014 6:43 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
- Mon Nov 17, 2014 1:39 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
- Sun Nov 16, 2014 9:54 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
yeah, I did come up with the ~structures.cnc and ~structures.ra toggles to include buildings belonging to the RA and CnC factions, but ultimately I decided to include a ~gfac toggle in the perquisites trait - so the building is hidden to all factions except those who have the GFAC construction yard....
- Sun Nov 16, 2014 8:37 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
Problem is, I need to assign a structure to two out of four factions. Assigning it to one or all four factions is easy. To make it GDI exclussive,, I can add: Prerequisites: ~structures.gdi, ~techlevel.info To make it available to all factions, I can use Prerequisites: ~techlevel.unrestricted But to...
- Sun Nov 16, 2014 4:25 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
Ok, so after a long absence, I've managed to get some free time so I can work on this mod again. Lots of things have changed since my last release, and I'm working on updating my mod to the latest release - starting from scratch. The only problem I'm facing is the new "tech level" that's been implem...
- Wed Apr 09, 2014 11:17 am
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
- Tue Apr 08, 2014 3:48 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
- Mon Apr 07, 2014 10:10 am
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 189573
I just saw this: I'd take the task on myself, but I'm a med-student, not a programmer. "Damnit Jim! I'm a doctor, not a programmer!" :D It's sad to see that there is so little interest in Singleplayer - witch is unfortunate, because I have no interest whatsoever in Multiplayer. Despite that, I'm sti...