Thanks! SpeedMultiplier worked beautifully.
Last question regarding these conditions: can these conditions be applied to projectiles and missiles? I tried looking in the Traits wiki, but I couldn't find anything regarding weapons at all.
Search found 255 matches
- Mon May 08, 2017 8:00 am
- Forum: Mapping and Modding
- Topic: Conditions Question
- Replies: 10
- Views: 7460
- Sun May 07, 2017 11:44 am
- Forum: Mapping and Modding
- Topic: Conditions Question
- Replies: 10
- Views: 7460
Conditions Question
Currently playing around with the new conditions system -- absolutely loving it and it makes way more sense for your average noob modder ( aka me). However, I do have one question...is there any to use the conditions system to give one unit 2 versions of the same trait? (i.e, an if/elseif condition?...
- Thu May 04, 2017 10:02 am
- Forum: General Discussion
- Topic: General Discussion / Simple Questions, Simple Answers
- Replies: 101
- Views: 127543
I'd suggest asking on IRC or in the Map and modding forum for one the devs to answer your question. Regardless though, it'd be much more helpful if you showed us your code with the
Code: Select all
button here.
- Thu May 04, 2017 9:48 am
- Forum: General Discussion
- Topic: Let's talk about RA's Navy
- Replies: 74
- Views: 62584
This thread is just turning into a cycle of "no i'm right, you're wrong." Instead of having a pissing contest over who's right and who's wrong, what to add and what not to add -- why don't you take some time to actually test Blackened's changes before trying to add or remove anything?????? He spent ...
- Wed May 03, 2017 7:18 pm
- Forum: General Discussion
- Topic: [RA] Playtest v1.6b - Still an experimental phase.
- Replies: 59
- Views: 39359
But I wonder if this is the correct way to apply the change. In OMnom's playtest build he tried 1600 cost WF. I would like to hear what was the reasoning behind capping WF production at 4 instead of cheaper WF as ways to reward players for building 2nd WF. First, a comparison of "bang for your buck...
- Wed May 03, 2017 9:06 am
- Forum: General Discussion
- Topic: How about a "Patrol"-key?
- Replies: 7
- Views: 5400
- Wed May 03, 2017 9:01 am
- Forum: General Discussion
- Topic: Let's talk about RA's Navy
- Replies: 74
- Views: 62584
Agree with Mustafa's transport suggestion. I believe Fortnight did that in his mod; stealing the code from there would be nice. If we're talking about naval balance in team games, I don't really have much of an opinion on that...i don't play enough team games to notice naval imbalances If we're talk...
- Wed May 03, 2017 5:29 am
- Forum: General Discussion
- Topic: [RA] Playtest v1.6b - Still an experimental phase.
- Replies: 59
- Views: 39359
I don't know how the numbers are calculated within the game engine, but the hijackers currently have a 95% chance of not being crushed. I'm thinking that the crush event probably gets run every time the hijacker tries to enter a moving vehicle, so that 95% is more like 50-60% after running that lin...
- Tue May 02, 2017 9:29 pm
- Forum: General Discussion
- Topic: [RA] Playtest v1.6b - Still an experimental phase.
- Replies: 59
- Views: 39359
Hijackers Thank you for reminding me about Hijackers. I think Hijackers should be uncrushable. Such a simple change would make them more reliable to use. It also doesn't make sense for a unit specifically trained for hijacking vehicles to be crushed by afk harvesting ore trucks. ZxGanon said Crysta...
- Tue May 02, 2017 8:56 pm
- Forum: General Discussion
- Topic: General Discussion / Simple Questions, Simple Answers
- Replies: 101
- Views: 127543
- Tue May 02, 2017 9:34 am
- Forum: General Discussion
- Topic: General Discussion / Simple Questions, Simple Answers
- Replies: 101
- Views: 127543
- Mon Apr 24, 2017 11:55 pm
- Forum: General Discussion
- Topic: OpenRA Balance Council Trial
- Replies: 11
- Views: 8267
I would like to mention that the formation of this committee isn't going to change the current balance process. It's just (experimentally) creating a formal chain-of-command where we can consolidate and organize the opinions on balance changes. I will be continuing with my playtests after RAGL is fi...
- Mon Apr 24, 2017 9:20 pm
- Forum: General Discussion
- Topic: General Discussion / Simple Questions, Simple Answers
- Replies: 101
- Views: 127543
Naval is in a weird spot right now...basically, you want to snipe the naval yard with subs, and use large numbers of subs to kill the destroyers. From my (limited) experience, 1v1, the destroyer will win, but subs tend to do better in larger numbers and at a closer range. If you want a non-naval cou...
- Fri Apr 21, 2017 10:48 am
- Forum: General Discussion
- Topic: Removing kill bounties from RA
- Replies: 108
- Views: 146487
- Fri Apr 21, 2017 5:59 am
- Forum: General Discussion
- Topic: Removing kill bounties from RA
- Replies: 108
- Views: 146487
To me, the equilvalent to this in RA would be two players having lost both their MCVs, with one trying to brute force their way into an arty/pillbox line. Of course the player with higher tech is going to win out. I feel an equivalent (or atleast situation that exaggerates this imbalance) is if bot...