Gameplay bugs

Post them here

Discussion about the game and its default mods.
Pepzi
Posts: 9
Joined: Sat Oct 02, 2010 10:56 pm

Post by Pepzi »

Generalcamo wrote: We need to add a random map generator.
I can do without. Seriously, it screws up the maps.

Iran
Posts: 92
Joined: Wed Sep 08, 2010 3:16 pm

Post by Iran »

We're probably gonna announce a mapping "contest", as we're lacking in maps.

ragingirish
Posts: 18
Joined: Tue Oct 05, 2010 4:17 pm

Post by ragingirish »

some noted bugs.
1. dogs attack walls and lock game.
2. ore miners grid lock themselves.
3. My units do not auto attack units in range.
4. someone has already said it but the helipads cost way to much.
5. helicopters will not auto cycle on pads to reload ammo.
Not a bug but..
- I like that infantry are more useful however tanks seem to be underpowered against them.

Pepzi
Posts: 9
Joined: Sat Oct 02, 2010 10:56 pm

Post by Pepzi »

Sometimes I'm not able to target units to attack, as it seems that I must assign the mouse pointer exactly on the cell the enemy unit is positioned at. Yes it's a huge difference compared to RA1 or any other C&C game. I've said this before but, every command I make has a slow response time, start building construction, takes about 2 seconds before anything happens; select unit and move to location, same thing there.

Gecko
Posts: 51
Joined: Mon Oct 04, 2010 10:05 pm

Post by Gecko »

Pepzi wrote: Sometimes I'm not able to target units to attack, as it seems that I must assign the mouse pointer exactly on the cell the enemy unit is positioned at. Yes it's a huge difference compared to RA1 or any other C&C game. I've said this before but, every command I make has a slow response time, start building construction, takes about 2 seconds before anything happens; select unit and move to location, same thing there.
That slowdown also occurs when hosting your own game?

Slendermang
Posts: 8
Joined: Sat Oct 09, 2010 3:21 am

Post by Slendermang »

When you drop troops off from a transport they get dropped ontop of it on the water tile, not the beach. Nor will they load, you have to place them right next to them.

Pepzi
Posts: 9
Joined: Sat Oct 02, 2010 10:56 pm

Post by Pepzi »

Gecko wrote:
Pepzi wrote: Sometimes I'm not able to target units to attack, as it seems that I must assign the mouse pointer exactly on the cell the enemy unit is positioned at. Yes it's a huge difference compared to RA1 or any other C&C game. I've said this before but, every command I make has a slow response time, start building construction, takes about 2 seconds before anything happens; select unit and move to location, same thing there.
That slowdown also occurs when hosting your own game?
I don't think it's relevant. I have only played offline against the AI, I would have to assume it's even slower when playing online. I haven't gotten past sitting in a joined game channel.

QA
Posts: 5
Joined: Mon Oct 11, 2010 10:31 pm

Couldn't set my color more than once when joining game

Post by QA »

I joined a game I set my color to green.
But the other players wanted to have one team be shades of red and the other shades of blue.

So I tried to change my color to blue but I couldn't. I moved the color slider and accepted the change but it just stayed stuck on green.
Also I couldn't change from Allies to Soviets. Clicking on that button did nothing.

release: 20101009-2
Mac OS X

QA
Posts: 5
Joined: Mon Oct 11, 2010 10:31 pm

Post by QA »

Dukat863 wrote:
nanosheep wrote: Many classic Red Alert controls don't work:

E: Doesn't select all units on the screen

G: Doesn't put units into "guard" mode

CTRL + Alt doesn't make units go into "escort" mode

I'm not sure if ALT makes unit go into "force move" mode
Also:
It's a bad idea when pressing S you build shipyard instead of ordering to STOP
If tank in same cell as infantry, it must die
Units does NOT react when enemy nearby, i almost captured enemy structure with engineer (Almost because enemy player killed engi)
YES
I totally agree! I accidentally built a Shipyard too and was like WTF?
Also, didn't X used to scatter the units?

QA
Posts: 5
Joined: Mon Oct 11, 2010 10:31 pm

Post by QA »

Generalcamo wrote: We need to add a random map generator.
As somebody who used to build RA maps, I can tell you that feat would be a huge undertaking. Plus it takes away the creative element. I would be happy with just a map editor and a rating system so we could weed out the crappy ones.

Empty
Posts: 17
Joined: Sat Oct 09, 2010 4:04 am

Post by Empty »

Perhaps some ui improvements to the editor though, at the moment it's pretty time consuming just finding the pieces you want.

Maybe split it into sections (with a dropdown box) with stuff like: "Beach tiles" "Road Tiles" "Doodads" "Cliffs"

Etc?

chrisf
Posts: 246
Joined: Mon Sep 06, 2010 4:59 am

Post by chrisf »

We're working on making the keybindings sane. Please be patient, some of it might be available in the next release (saturday!)

@Empty: Sounds like it might work. I have to redo the editor bin anyway, so this should be pretty easy to add.

Aner1181
Posts: 32
Joined: Thu Oct 14, 2010 6:57 pm
Location: Moscow

Post by Aner1181 »

Please add patch that resizes the big ugly oversized infantry in RA1 to the size they are in C&C1. This path for OpenRA is ready and you can download it here:

Code: Select all

http://rs30tg.rapidshare.com/#!download|30|425612380|redalert.mix|3503
Image

chrisf
Posts: 246
Joined: Mon Sep 06, 2010 4:59 am

Post by chrisf »

I actually quite like the oversized infantry in RA. They are much easier to see.

Perhaps we can get this merged and offer an 'infantry size' option in settings?

Aner1181
Posts: 32
Joined: Thu Oct 14, 2010 6:57 pm
Location: Moscow

Post by Aner1181 »

chrisf
chrisf wrote: chrisf
I actually quite like the oversized infantry in RA. They are much easier to see.
It so, but the unit which is more than the tank looks isn't realistic :(
chrisf wrote: chrisf
Perhaps we can get this merged and offer an 'infantry size' option in settings?
Yes, make it please!
Last edited by Aner1181 on Tue Oct 19, 2010 9:50 am, edited 2 times in total.

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