Search found 84 matches

by psydev
Fri Jan 03, 2014 12:02 pm
Forum: Mapping and Modding
Topic: D2K mod multiple building time reduction
Replies: 7
Views: 5831

Rydrael wrote:
psydev wrote:
It works in the way that whenever you build more than 1 of the same type of building, the time is reduced by a proportional amount. The more you build, the more the time is reduced.
Right, but do you know the percentages or have a link to that info?
by psydev
Fri Jan 03, 2014 12:01 pm
Forum: Mapping and Modding
Topic: Where is the D2K mod HQ?
Replies: 7
Views: 7919

I used to be involved, but I left last April because I had to take a break for school and personal life. I did a major overhaul to the game's balance last may, and redefined the gameplay significantly. I am still interested in the project and OpenRA in general, but have taken a break. I will be back...
by psydev
Fri Jan 03, 2014 11:56 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 190792

What is the purpose of the bio-lab?

Also, why exactly have tiberium *and* ore?
kaneCVR wrote:
Petrenko wrote: Heyho,
Anyway - added a new gameplay video - NOD vs Allies , alpha 073 here: http://www.youtube.com/watch?v=BCNUpYNbIqA
by psydev
Tue Dec 31, 2013 2:04 pm
Forum: Mapping and Modding
Topic: Terrain Expansion [RA][D2K]
Replies: 149
Views: 143256

The extra tilesets look very exciting for D2K. Will they be added to the map editor? Also, regarding the map editor: I think that the way that the tiles are currently ordered in the map editor has some flaws; some seem out of order. It is hard to see that some cliffs should connect to one another. I...
by psydev
Tue Dec 31, 2013 1:56 pm
Forum: Mapping and Modding
Topic: New User-Interface for CnC
Replies: 24
Views: 26060

I think a two-column UI that you have to scroll up and down is a terrible idea. I like the current system with tabs.
by psydev
Tue Dec 31, 2013 1:44 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 190792

This looks really neat!

By any chance, did you base this on the mixed universe that I made a while back? (http://www.sleipnirstuff.com/forum/view ... hp?t=16274)
by psydev
Tue Dec 31, 2013 1:41 pm
Forum: Mapping and Modding
Topic: D2K mod multiple building time reduction
Replies: 7
Views: 5831

Oh I didn't know about RA. How does the building time reduction change?

D2K doesn't have building time reduction at the moment. However, units which come down from the Starport come twice as fast, but cost 25% more.
by psydev
Tue Dec 31, 2013 1:15 pm
Forum: Competitions and Events
Topic: C&C Tournament (2 v 2 ) NOW 26th October-27th october
Replies: 11
Views: 15413

Got replays?
by psydev
Tue Dec 31, 2013 1:14 pm
Forum: General Discussion
Topic: [OpenRA] Limit base-walking by reducing freedom of building
Replies: 24
Views: 24135

You can still basewalk with a build radius, you just need to bring your MCV with you ;)
by psydev
Tue Dec 31, 2013 1:10 pm
Forum: General Discussion
Topic: about dune2000 mod
Replies: 3
Views: 3857

In any case, right now D2K kind of allows "spamming" anyway, because you can build a Starport, which gives you a second production queue. It lets you build units twice as fast, but with +25% cost. The Starport's behavior will probably be changed in the future (with prices fluctuating over time), but...
by psydev
Sat May 11, 2013 3:47 am
Forum: General Discussion
Topic: Anti-Basewalk for Red Alert
Replies: 3
Views: 3612

Yes.

It basically solved the basewalking problem in C&C.
In Dune 2000, it removed annoying engi rushes + building turrets in the enemy's base across the map. (It just got old as a tactic after a while).
by psydev
Thu May 02, 2013 5:33 pm
Forum: General Discussion
Topic: OpenRA & RA2/YR
Replies: 14
Views: 15057

epicelite wrote: Am I the only one who sees a face with 3 eyes on the TS Conyard?
Now I do!
:lol:
by psydev
Thu May 02, 2013 5:26 pm
Forum: General Discussion
Topic: Dune 2000 strategy guide
Replies: 2
Views: 4901

Cmd. Matt wrote:
Grenadier (Unfortunately, for technical reasons the D2K mod does not yet support the grenadier unit)
Working on it.
Sweet, looks good!
by psydev
Wed May 01, 2013 5:04 pm
Forum: General Discussion
Topic: Idea on how to stop basewalking: Building husks
Replies: 10
Views: 7629

Do what CNC did and make a build radius around the construction yard. If you want to build beyond the radius, you have to move the construction yard. It doesn't stop basewalking but just makes it sane. It makes it so that you can fight back against it by destroying his construction yard/mcv. He also...
by psydev
Wed May 01, 2013 5:01 pm
Forum: General Discussion
Topic: Dune 2000 strategy guide
Replies: 2
Views: 4901

Dune 2000 strategy guide

Not know anything about Dune 2000? Curious about the game? Well, I made a strategy guide to the D2K mod for OpenRA, so now you can learn about the game by reading about it. https://github.com/OpenRA/OpenRA/wiki/Strategy-Guide-for-Dune-2000-Mod Feel free to add to it if you think you have interesting...