Where are...?

Missing Units.

Discussion about the game and its default mods.
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Worldmind
Posts: 7
Joined: Thu Nov 29, 2012 2:09 am

Where are...?

Post by Worldmind »

I've noticed some missing units,
where are the following units?

Allies:
Theif
Mobile Gap Generator
Mobile Radar Jammer

soviets
Badger - Parabombs
Helipad- Hinds, chinooks

http://pnmedia.gamespy.com/planetcnc.ga ... chtree.pdf

Why are none of these unit avaliable??

If the reason is because "they are gay" that would be a bullshit reason.

also
Why can I not target bridges,civillian buildings,


Will there ever be a Red Alert 2 mod for this?

IF you have answers to these questions and more please respond below.

ihptru
Posts: 49
Joined: Mon Apr 04, 2011 6:56 pm

Post by ihptru »

1) I think spy can work like thief
2) Parabombs you get in crates
3) no heli for soviets: balancing
4) you can target everything while you hold CTRL
5) RA2 is a lot of work and for now it's unlikely someone will want to make it

Matt
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Location: Germany

Post by Matt »

ihptru wrote: 5) RA2 is a lot of work and for now it's unlikely someone will want to make it
I added it to the https://github.com/OpenRA/OpenRA/wiki/FAQ as this seems to be the #1 question these days.

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-Jes-
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Post by -Jes- »

I could swear I've posted this before:

Image

Basically, the sequence data's already there for the two vehicles.
The MGG isn't in for whatever unknown reason - it probably doesn't work right in multiplayer.
The MRJ isn't in because there's no functionality for radar jamming yet.
Last edited by -Jes- on Fri Jan 18, 2013 12:18 pm, edited 1 time in total.

Matt
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Post by Matt »

-Jes- wrote: The MGG isn't in for whatever unknown reason - it probably doesn't work right in multiplayer.
I think Scott added the mobile gap generator to single-player so you can defend yourself against the evil AI and it's air planes. It is buggy in multi-player.
Last edited by Matt on Tue Dec 04, 2012 7:38 am, edited 1 time in total.

Matt
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Re: Where are...?

Post by Matt »

Worldmind wrote: Thief
We could make this a soviet spy-counterpart that is cloaked (he has a cape) that steals money and/or vehicles.

Scott_NZ
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Post by Scott_NZ »

As far as I know, the problem we have at the moment with MGG in MP is that the shroud it creates is not removed later and so you can paint shroud across the map.

Indeed, I have put the MGG in the new version (not shipped just yet) of my Allies 03 SP mission.

I am planning to introduce all sorts of exotic units to the SP campaign.

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-Jes-
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Post by -Jes- »

Scott_NZ wrote: As far as I know, the problem we have at the moment with MGG in MP is that the shroud it creates is not removed later and so you can paint shroud across the map.
Hah, I thought as much. :lol:

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BaronOfStuff
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Post by BaronOfStuff »

Scott_NZ wrote: I am planning to introduce all sorts of exotic units to the SP campaign.
You can't leave empty teasers like this! Give us a hint!

Matt
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Post by Matt »

Spoiler ;)

https://dl.dropbox.com/u/8707714/OpenRA ... 46_555.png

These are actually CnC leftovers Scott found in the RA game files.

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BaronOfStuff
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Post by BaronOfStuff »

Oh, I knew about those when I tore the game apart in XCC Mixer. I thought we'd see some 'new' stuff made by combining bits and pieces from SHP's and whatnot.

Not that I am complaining! I always like having new units to toy with in missions.

Worldmind
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Joined: Thu Nov 29, 2012 2:09 am

Post by Worldmind »

Does anyone else remember being able to also use Tesla Tanks and aim them at your Coils to increase their range.
because I Sure do.

Matt
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Post by Matt »

see https://github.com/OpenRA/OpenRA/issues/2330 for boosting Tesla coils with units.

bunny
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Joined: Thu Oct 25, 2012 11:36 am

Post by bunny »

What about making the mobile gap genarator abit diffrent? make it work like an mcv but instead of becoming an construction yard it becomes a gap generator? so you can deploy it where you want and then move it if needed

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BaronOfStuff
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Post by BaronOfStuff »

Would require some new animation frames and whatnot for the transition from MGG to the GG build animation.

Personally I'd rather it was fixed and emulated the RA95 behaviour though; it could potentially add another level to advanced playing by trying to hide whatever mischief you may or may not be attempting under the MMG's effect (is it just a decoy, or are there really a bunch of units under the shroud?).

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