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The Oil things
Posted: Tue Mar 18, 2014 9:26 am
by zinc
Were they in any of the original games? Where did they come from? Can you repair them?
Posted: Tue Mar 18, 2014 12:28 pm
by Speedy
The Oil rigs? They were in the original Red Alert.. hell, they were in the first Soviet mission.
They weren't fixable back then, they were basically just explosions waiting to happen.
Posted: Tue Mar 18, 2014 2:38 pm
by zinc
Speedy wrote: ↑The Oil rigs? They were in the original Red Alert.. hell, they were in the first Soviet mission.
They weren't fixable back then, they were basically just explosions waiting to happen.
I mean the ability to get cash from them. Could you do that?
Posted: Tue Mar 18, 2014 6:16 pm
by Speedy
..as far as I know, they were just explosives waiting to happen.
Being able to get money from Oil Rigs didn't happen until Red Alert 2..
I could be wrong though, Red Alert 1 was years ago for me.
Posted: Tue Mar 18, 2014 10:25 pm
by BaronOfStuff
Speedy wrote: ↑The Oil rigs? They were in the original Red Alert.. hell, they were in the first Soviet mission.
They weren't fixable back then, they were basically just explosions waiting to happen.
Close but no cigar. There were oil derricks in the first
Allied mission, not Soviet (explosions waiting to happen? Maybe you are thinking of barrels?). However, they use an entirely different SHP file to the one used here.
The capturable rigs/derricks are new SHP files created for OpenRA, or were at the very least unused in RA95 (haven't bothered checking the .mix files -- it's safe to say that they definitely don't appear in the game though). The standard derricks in RA95 were unbuildable, pre-placed structures that (outside of general decoration) generally served no purpose other than giving mappers a destructible object to hide crates under. They could also be linked to events/triggers if required (like any structure/unit could be), but I don't recall any examples of this in the campaign or expansions.
For what it's worth, Iran is looking to add RA2's capture/cash tick logic to his current RA95 patch. It's just a matter of finding a way to get it to work.
Posted: Tue Mar 18, 2014 10:39 pm
by Sleipnir
Capturable tech structures are a new addition in OpenRA over the original games. Other capturable buildings include hospitals (which makes your infantry auto-heal) and biological labs in TD (which let you build visceroids and dinosaurs).
Posted: Tue Mar 18, 2014 11:46 pm
by Speedy
BaronOfStuff wrote: ↑Speedy wrote: ↑The Oil rigs? They were in the original Red Alert.. hell, they were in the first Soviet mission.
They weren't fixable back then, they were basically just explosions waiting to happen.
Close but no cigar. There were oil derricks in the first
Allied mission, not Soviet (explosions waiting to happen? Maybe you are thinking of barrels?).
Ah, you're right. The map's littered with oil barrels..
Considering oil rigs ALSO tend to explode (as far as I remember) I mixed them up with the barrels.. My bad.