[RA - Mod] Red Alert - Entrenched

Revision II - Coop Maps - Z GameMode

Information and discussion for custom maps and mods.
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Petrenko
Posts: 156
Joined: Fri Apr 08, 2011 5:36 pm

[RA - Mod] Red Alert - Entrenched

Post by Petrenko »

Heyho,

I Revisioned my mod to work with 20111024-RA.

It still needs lots of testing.

Also:

You got to put the maps from /mods/ra to /mods/ra-entrenched. Don't replace shellmap!


todo-list:

Sounds

Changelog:

Code: Select all


Helicopters got infinite Ammo. (There are a lot more AA-Units now)
Helicopters attack automatically.
Helicopters are built by AI. (Not Implemented because of CTD's when AI tries to attack)

Techcenter provides Multiple Supportpowers. (Paratrooper/Parajeep)
Radar-Domes provides Multiple Supportpowers. (Parabombs)

Cost-Balance-Changes for Buildings and Units.
Power-Balance-Changes for Buildings and Units.
Productiontime halfed.

Everything heals now at a slow rate.

Harvester now carries twice as much. (But more expensive)
Harvester gives a higher bounty now. (600$ - Hunt them!)

Barracks now gives free infantry when placed. (Only Once)
Tent now gives a free jeep when placed. (Only Once)

Pillboxes are bigger and more effective. 2x2 + Rockets

New Gfx for Small-Allied-Tank and Medium-Soviet-Tank
New Gfx for Pillboxes (Soviet+Allies)

NukeSilo is now Supply-Depot which provides additional funds. (Needs other Camo)

No More Experimental Units, Defenses (They are used by subfactions)
No More Planes (They are now used as supportpowers)
No More Nukes (Is now Nuclear Airstrike)

Helipad cost increased - Starts with a free Transporthelicopter

New Subfaction - Tesla
New Supportpower  -Shocktrooper paradrop
New Structure - Teslaturret (needs icon)
New Gfx for Teslatrooper (Chemwarrior)
New Aircraft - TeslaDrone; Teslagunship
New Structure - DroneCommandCenter

New Subfaction - Stealth [ Along with some new units, changed buildings etc. ]
New Aircraft - Rocket Gunship (Stealth)
New Tank - Light Rockettank (Stealth)
New Vehicle - Stealth Buggy (Stealth)

Buildable Minefields
Flakboat for Soviet

1 Update

Code: Select all

Bugfixes
2 Update

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Bugfixes
3 Update

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Flakboat added to Soviet
Please leave feedback!
Attachments
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Last edited by Petrenko on Sat Oct 29, 2011 12:03 pm, edited 18 times in total.
Hail to the soviets!

rb10c
Posts: 25
Joined: Wed Feb 16, 2011 8:02 pm

Post by rb10c »

Bug?

You can build on bridges... whether thats a bug, or a version thing...

Nevertheless, with an iron curtain, you have a floating tesla coil, packed with awesomeness.

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Petrenko
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Joined: Fri Apr 08, 2011 5:36 pm

Post by Petrenko »

Tested it out myself.

Jope... you are now able to build on bridges and i absolutely got no idea why.

But building defenses on water might be cool.

If there is anyone who is able to make a few icons for the buildings and units it would be great.

As i said before i got not shp-knowledge nor talent.

rb10c
Posts: 25
Joined: Wed Feb 16, 2011 8:02 pm

Post by rb10c »

Erm... Harrison has made a few SHPs, whether he's willing to distribute and/or cater your needs is a different matter. I'm assuming he would, but i don't know. Raminator is making his own showcase, but i think he's using SHPs from other games. Ask either of those guys, but i'm pretty useless here.

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Petrenko
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Joined: Fri Apr 08, 2011 5:36 pm

Post by Petrenko »

Heh... for now my plan is to learn by doing and by asking.

When the developers release some info on traits i will go more into gameplay anyway.

But being able to atleast add some scenery and buildings would be great.

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Petrenko
Posts: 156
Joined: Fri Apr 08, 2011 5:36 pm

Post by Petrenko »

There a few bugs i can't get out of my mod and it would be great if somebody could give me an advice:

1. The Transporthelicopters ability to build infantry only works after a barracks is built after constructing the helicopter. One got to do this for every new transport-helicopter to make it work. So how do i get him to allow to build infantry without building a new barracks after eacht helicopter?

2. Is it somehow possible to disable friendly-fire for aircraft? its always killing itself.
For now i devided the 2 aircrafts and helicopters of eacht faction in a ground-attacking-one and an air-attacking-one but in a crowd they always kill themselfs.

3. Is it possible to let specialpowers cost money?

4. Is it possible to get instant specialpowers? (I wan't to combine it with #3)

Thanks in advance!

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Petrenko
Posts: 156
Joined: Fri Apr 08, 2011 5:36 pm

Post by Petrenko »

Did a revision of my mod.

Comments would be great.
Hail to the soviets!

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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff »

Downloading now. I'm going to play the hell out of it before making any comments though! ;)

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Petrenko
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Joined: Fri Apr 08, 2011 5:36 pm

Post by Petrenko »

Heyho.

Found two bugs^^

1. CTD when AI attacks with helicopters
2. Buildsounds wrong. (Structures is built: "unit ready")
Hail to the soviets!

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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff »

There's a huge exploit for the MCV/ConYard; you can just keep deploying/packing over and over again and rack up a bundle of credits, $500 at a time. Whether this is intentional or not I don't know, but it effectively results in infinite money.

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Petrenko
Posts: 156
Joined: Fri Apr 08, 2011 5:36 pm

Post by Petrenko »

Heyho,

thanks for mentioning this.

I think if i reduce the time between getting cash and the cashamount, the time packing/placing would make no difference.
Hail to the soviets!

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Petrenko
Posts: 156
Joined: Fri Apr 08, 2011 5:36 pm

Post by Petrenko »

Heyho,

did an update and added a new subfaction.

I guess i have to switch to win7, because vista won't let me run any tool provided on the forums.
Hail to the soviets!

gamefreak11221
Posts: 12
Joined: Fri Apr 15, 2011 8:56 am

Post by gamefreak11221 »

when test it the game crashes

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Petrenko
Posts: 156
Joined: Fri Apr 08, 2011 5:36 pm

Post by Petrenko »

Heyho,

could you please add the exception-log?
Hail to the soviets!

gamefreak11221
Posts: 12
Joined: Fri Apr 15, 2011 8:56 am

Post by gamefreak11221 »

Code: Select all

System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
   at System.ThrowHelper.ThrowKeyNotFoundException()
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at OpenRA.WidgetLoader.LoadWidget(Dictionary`2 args, Widget parent, String w)
   at OpenRA.Game.InitializeWithMods(String[] mods)
   at OpenRA.Game.Initialize(Arguments args)
   at OpenRA.Program.Run(String[] args)
   at OpenRA.Program.Main(String[] args)
thats all

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