[Mod] Taco's RA [1.04]
A rebalance of the current OpenRA Red Alert + new units
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
-
- Posts: 126
- Joined: Tue Jun 26, 2012 3:37 am
- Location: St. Louis, MO
@BaronOfStuff
Thank you so much. You, sir, are a lifesaver. I only managed to get 6tnk and tdsticon to work, for the record. I dunno what the other two are, but they cause a crash xD
But really. Thank you. I have no idea how to get around it x] So that just saved me hours. Muchos gracias or whatever, I don't speak Spanish
I think I've decided fo rizzy I'm just gonna scrap the entire team-based thing for now and go with just adding the tank destroyer. It's semi-balanced now.
A mammoth ($1800) can sometimes destroy a tank destroyer AND medium tank ($1000 + $850). Depends on whose rockets hit and whose miss, however, it's just about equal. So it's balanced, in terms of cash. Heavy tank and medium tank are just about equal at it, too, much more so than medium tanks.
Oh, and Heavy Tank ($1150) vs. Tank Destroyer ($1000) is just about equal; the tank destroyer wins slightly more often. Then again, that's why it's called a tank destroyer. Tweaking is to be done here. More focus from rocket to cannon, I think.
The interesting part about the tank destroyer is it's rocket is the strongest part about it. It's like shooting a V2 rocket at a tank, however, this rocket is slow and inaccurate and can be avoided by medium and light tanks. Not sure about other tanks. This rocket, though, only fires once every 300--once every 20 seconds I believe. So it is awesome at first strike, then tapers off.
Oh, and tank destroyers can be beaten by 2 rocket dudes ($600), so it's pretty pitiful in anti-infantry combat.
Next Job: Commando for Soviets. After I get that kind-of-working, I'll upload. I honestly think I'll just copy over Tanya and use different models. If I can't figure out how to change voices, Soviet Commando's gonna be a chick. xD Or just some other normal Russian.
Thank you so much. You, sir, are a lifesaver. I only managed to get 6tnk and tdsticon to work, for the record. I dunno what the other two are, but they cause a crash xD
But really. Thank you. I have no idea how to get around it x] So that just saved me hours. Muchos gracias or whatever, I don't speak Spanish

I think I've decided fo rizzy I'm just gonna scrap the entire team-based thing for now and go with just adding the tank destroyer. It's semi-balanced now.
A mammoth ($1800) can sometimes destroy a tank destroyer AND medium tank ($1000 + $850). Depends on whose rockets hit and whose miss, however, it's just about equal. So it's balanced, in terms of cash. Heavy tank and medium tank are just about equal at it, too, much more so than medium tanks.
Oh, and Heavy Tank ($1150) vs. Tank Destroyer ($1000) is just about equal; the tank destroyer wins slightly more often. Then again, that's why it's called a tank destroyer. Tweaking is to be done here. More focus from rocket to cannon, I think.
The interesting part about the tank destroyer is it's rocket is the strongest part about it. It's like shooting a V2 rocket at a tank, however, this rocket is slow and inaccurate and can be avoided by medium and light tanks. Not sure about other tanks. This rocket, though, only fires once every 300--once every 20 seconds I believe. So it is awesome at first strike, then tapers off.
Oh, and tank destroyers can be beaten by 2 rocket dudes ($600), so it's pretty pitiful in anti-infantry combat.
Next Job: Commando for Soviets. After I get that kind-of-working, I'll upload. I honestly think I'll just copy over Tanya and use different models. If I can't figure out how to change voices, Soviet Commando's gonna be a chick. xD Or just some other normal Russian.
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
Heh, no problem. I don't speak Spanish either!
The Tank Destroyer only has 32 rotations; the turret is always facing forward (like most WWII Tank Destroyers). In a mod/experiment I made, it functioned as a slow-firing 'super gun' with twice the punch of a Turret (and slightly longer range), but with fairly feeble armour and a turning speed similar to Artillery.
As for the 6tnk, I don't know if ORA can load and display PCX files, but try renaming the MBTKICON to 6TNKICON. If that doesn't work, I'll convert to SHP (although for some bastard reason, as of literally right now, XCC Mixer no longer wants to recognise any RA palettes, which may be a small problem).
EDIT:
And as for Soviet Commando, I've got a Tiberian Dawn Commando that's been converted to use the same sequence orders as Tanya. Just have to find it...
The Tank Destroyer only has 32 rotations; the turret is always facing forward (like most WWII Tank Destroyers). In a mod/experiment I made, it functioned as a slow-firing 'super gun' with twice the punch of a Turret (and slightly longer range), but with fairly feeble armour and a turning speed similar to Artillery.
As for the 6tnk, I don't know if ORA can load and display PCX files, but try renaming the MBTKICON to 6TNKICON. If that doesn't work, I'll convert to SHP (although for some bastard reason, as of literally right now, XCC Mixer no longer wants to recognise any RA palettes, which may be a small problem).
EDIT:
And as for Soviet Commando, I've got a Tiberian Dawn Commando that's been converted to use the same sequence orders as Tanya. Just have to find it...
-
- Posts: 126
- Joined: Tue Jun 26, 2012 3:37 am
- Location: St. Louis, MO
I'd love if you could find that 
But yeah, renaming it did nothing. But I'll try toying around with the other tank you sent me, I haven't tried giving it a fixed gun yet. If so, I'll adjust it's damage +20%. What do I do in the sequence, just set it up like an artillery, I guess?
I did some tests, though, and the tank destroyer couldn't destroy a tesla tank. So I decided to rebalance the tesla tank >_> Since no one uses them anyways and I super-buffed them, no one will notice.
Time to toy around with that tank of yers.
EDIT: Toying around, currently; Every time I train one it crashes. Hmm. Scratching my head a bit.
EDIT2: Yep, keeps crashing. Going back to the first, CnC GDI MBT. Thanks again!
EDIT3: While I was snooping around, I found a "sniper" unit which will probably be in the next update. Tried implementing it myself, quickly and lazily, and it worked until I selected him, then it crashed. Will try again in the morning. xD

But yeah, renaming it did nothing. But I'll try toying around with the other tank you sent me, I haven't tried giving it a fixed gun yet. If so, I'll adjust it's damage +20%. What do I do in the sequence, just set it up like an artillery, I guess?
I did some tests, though, and the tank destroyer couldn't destroy a tesla tank. So I decided to rebalance the tesla tank >_> Since no one uses them anyways and I super-buffed them, no one will notice.
Time to toy around with that tank of yers.
EDIT: Toying around, currently; Every time I train one it crashes. Hmm. Scratching my head a bit.
EDIT2: Yep, keeps crashing. Going back to the first, CnC GDI MBT. Thanks again!
EDIT3: While I was snooping around, I found a "sniper" unit which will probably be in the next update. Tried implementing it myself, quickly and lazily, and it worked until I selected him, then it crashed. Will try again in the morning. xD
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
I used the GDI MTNK as what the PCX displays; an advanced/upgraded Medium Tank. It pretty much functioned as 'half' a Mammoth Tank; a big 120mm gun combined with a rocket launcher for dealing with pests. Speed was about the same as a Heavy Tank (I think fractionally slower), but in one-on-one combat the 6TNK would often trash the 3TNK thanks to the rockets (and being that bit tougher)... but good god the cost and prerequisites made sure this was the damn point!
Regarding the Tank Destroyer:
Unit:
Weapon:
It's better balanced than it looks, it really is. Tesla Tanks didn't know what hit 'em.
I'll take a look through my ancient YAML defs for some of the units I pissed around with during my experiments, post the important bits (I tried to keep it fairly balanced) and I'll chuck in the SHPs for these. I ended up converting a lot of the Tiberian Dawn units in the process because I suck at making my own graphics, which should eventually give you plenty to play around with.
Regarding the Tank Destroyer:
Unit:
Code: Select all
tdst:
Inherits: ^Tank
Buildable:
Queue: Vehicle
Prerequisites: atek
BuildPaletteOrder: 220
Owner: Allies
Valued:
Cost: 1050
Tooltip:
Name: Tank Destroyer
Description: Anti-armour vehicle.\n Strong vs tanks, Light Vehicles\n Weak vs Infantry, Aircraft
Health:
HP: 320
Armor:
Type: Heavy
Mobile:
Speed: 7
RevealsShroud:
Range: 5
AttackFrontal:
PrimaryWeapon: ATGun
RenderUnit:
AutoTarget:
Code: Select all
ATGun:
ROF: 180
Range: 8
MinRange: 3
Report: TANK5
Projectile: Bullet
Speed: 40
Inaccuracy: 10
Image: 120MM
ContrailLength: 20
Warhead:
Spread: 6
Versus:
None: 30%
Wood: 45%
Light: 100%
Heavy: 100%
Explosion: large_explosion
WaterExplosion: med_splash
InfDeath: 2
SmudgeType: Crater
Damage: 220
I'll take a look through my ancient YAML defs for some of the units I pissed around with during my experiments, post the important bits (I tried to keep it fairly balanced) and I'll chuck in the SHPs for these. I ended up converting a lot of the Tiberian Dawn units in the process because I suck at making my own graphics, which should eventually give you plenty to play around with.
-
- Posts: 126
- Joined: Tue Jun 26, 2012 3:37 am
- Location: St. Louis, MO
Not gonna lie, not using your method for the code, but even doing this it crashes when I create one and I don't know why. the things are named "tankdestroyer.shp" and "tankdestroyericon.shp" properly.
in sequences.yaml:
in vehicles.yaml
in sequences.yaml:
Code: Select all
tankdestroyer:
idle:
Start: 0
Facings: 32
Code: Select all
TANKDESTROYER:
Inherits: ^Tank
Buildable:
Queue: Vehicle
BuildPaletteOrder: 220
Prerequisites: fix, dome
Owner: allies
Valued:
Cost: 1000
Tooltip:
Name: Tank Destroyer
Description: German Elite Tank.\n Strong vs Tanks, Light Vehicles\n Useless vs Infantry, Aircraft
Health:
HP: 450
Armor:
Type: Heavy
Mobile:
Speed: 6
Crushes: wall, atmine, crate, infantry
RevealsShroud:
Range: 5
AttackFrontal:
PrimaryWeapon: 105mm.at
AutoTarget:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
-
- Posts: 126
- Joined: Tue Jun 26, 2012 3:37 am
- Location: St. Louis, MO
Code: Select all
System.InvalidOperationException: Trait prerequisites not satisfied (or prerequisite loop) Actor=tankdestroyer Unresolved=GpsDotInfo,WithSmokeInfo Missing=RenderSimpleInfo
at OpenRA.ActorInfo.TraitsInConstructOrder()
at OpenRA.Actor..ctor(World world, String name, TypeDictionary initDict)
at OpenRA.World.CreateActor(Boolean addToWorld, String name, TypeDictionary initDict)
at OpenRA.Mods.RA.Production.DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo)
at OpenRA.Mods.RA.Production.Produce(Actor self, ActorInfo producee)
at OpenRA.Mods.RA.ClassicProductionQueue.BuildUnit(String name)
at OpenRA.Mods.RA.ProductionQueue.<ResolveOrder>c__AnonStorey13F.<>m__334(World _)
at OpenRA.World.Tick()
at OpenRA.Game.Tick(OrderManager orderManager)
at OpenRA.Game.Tick(OrderManager orderManager, Viewport viewPort)
at OpenRA.Game.Run()
at OpenRA.Program.Run(String[] args)
at OpenRA.Program.Main(String[] args)
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
Hmmm. Odd, but I think I know what's wrong.
CHEAP FIX TIME.
Copy/paste the ARTY definition and edit as required. It should work then, as any nonsense about rendering smoke and GPS Icons will be covered. If I'm going to be honest, this is pretty much how I define all new units; hack the shit out of a copied default one until it's what I wanted to make.
CHEAP FIX TIME.
Copy/paste the ARTY definition and edit as required. It should work then, as any nonsense about rendering smoke and GPS Icons will be covered. If I'm going to be honest, this is pretty much how I define all new units; hack the shit out of a copied default one until it's what I wanted to make.
-
- Posts: 126
- Joined: Tue Jun 26, 2012 3:37 am
- Location: St. Louis, MO
I tried copy-pasting the EXACT artillery thing, maybe it's the model or something. I dunno what it is. I copied exact in both sequences and vehicles and I edited "ARTY" to "TANKDESTROYER" as I should've, but still, build = crash. I think it's the model. I'm using the "tdst.shp" for "tankdestroyer.shp" and the icon works perfectly.
EDIT: If you have converted models for an Orca or Commando that'd be great. And maybe even the A10. I'm going to be adding a little bit to aircraft, if so.
EDIT: If you have converted models for an Orca or Commando that'd be great. And maybe even the A10. I'm going to be adding a little bit to aircraft, if so.

- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
Add "RenderUnit:" in the def, below "AutoTarget:". I think that's the missing property which is making everything explode in your face; I can't see it in your posted def.
EDIT: Want the 'original' Orca, or a modified one that I lazily mashed away at until it vaguely resembled a Comanche enough for me to use this as a Cameo?
And yes, I have various aircraft SHP's all finished, including the A-10; some are simple conversions of TD stuff, others are lazy recolours of existing RA craft (including the Spy Plane). Nothing completely original though, because I am shit at that.
But I'm still looking for that bastard Commando. I know I have it somewhere.
EDIT: Want the 'original' Orca, or a modified one that I lazily mashed away at until it vaguely resembled a Comanche enough for me to use this as a Cameo?
And yes, I have various aircraft SHP's all finished, including the A-10; some are simple conversions of TD stuff, others are lazy recolours of existing RA craft (including the Spy Plane). Nothing completely original though, because I am shit at that.
But I'm still looking for that bastard Commando. I know I have it somewhere.
-
- Posts: 126
- Joined: Tue Jun 26, 2012 3:37 am
- Location: St. Louis, MO
-
- Posts: 126
- Joined: Tue Jun 26, 2012 3:37 am
- Location: St. Louis, MO
Yeah, it wheels around and stuff perfectly. But when I make it shoot, it crashes. Dunno why. Renamed the gun, slightly.
from weapons.yaml:
from weapons.yaml:
Code: Select all
105mmAT:
ROF: 100
Range: 5
Report: TANKS
Projectile: Bullet
Speed: 40
Image: 120MM
Warhead:
Spread: 3
Versus:
None: 10%
Wood: 35%
Light: 75%
Concrete: 50%
Explosion: small_explosion
WaterExplosion: small_splash
InfDeath: 3
SmudgeType: Crater
Damage: 100
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
Can probably shoehorn both in somehow with my bad habit of swapping grey/remap colours in the palette. It's how I got new Yak/MiG types in (although Naval units look like shit when using this approach, so ships are some way away).tacozmeister wrote: ↑ But whatever Orca you think looks coolest / more RA-friendly.
Likely to be an error in your weapon's definition. What does exception have to say about it?tacozmeister wrote: ↑ Until it shoots at stuff. It crashed >_> Probably my bad.
-
- Posts: 126
- Joined: Tue Jun 26, 2012 3:37 am
- Location: St. Louis, MO
Oh! Duh. File sound not found, "tanks.aud". It's probably called something else >_> I always forget about the stupid exception files. x] I'll fix it. Thank you so much.
But yeah, an orca's an orca. I really was planning on giving this orca to be a bomber-esque kinda thing, like how I want to add in an A10 or Badger for a high-leveled bomber. If you can get me an A-10, I think I'll add in some kinda napalm bomb thing for it. Otherwise, I'll use the classic parabombs
Oh, for artillery, it's "TANK5" not "TANKS" the 5 looked like an S. That's where I made my mistake.
But yeah, an orca's an orca. I really was planning on giving this orca to be a bomber-esque kinda thing, like how I want to add in an A10 or Badger for a high-leveled bomber. If you can get me an A-10, I think I'll add in some kinda napalm bomb thing for it. Otherwise, I'll use the classic parabombs

Oh, for artillery, it's "TANK5" not "TANKS" the 5 looked like an S. That's where I made my mistake.