[Mod] Taco's RA [1.04]

A rebalance of the current OpenRA Red Alert + new units

Information and discussion for custom maps and mods.

Which faction are you most excited to see in the future?

German
6
38%
African People's Army
3
19%
Operation Group Echo (pre-GDI)
7
44%
 
Total votes: 16

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

Post by BaronOfStuff »

The SHP is still using the Tiberian Dawn palette.

Here's mine, fully converted, along with an actual (albeit somewhat wonky) Tank Destroyer:
http://www.speedyshare.com/FNh3X/ORAStuffAgain.zip

tacozmeister
Posts: 126
Joined: Tue Jun 26, 2012 3:37 am
Location: St. Louis, MO

Post by tacozmeister »

@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 :P

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.

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

Post by BaronOfStuff »

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...

tacozmeister
Posts: 126
Joined: Tue Jun 26, 2012 3:37 am
Location: St. Louis, MO

Post by tacozmeister »

I'd love if you could find that :D

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

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

Post by BaronOfStuff »

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:

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:
Weapon:

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
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.

tacozmeister
Posts: 126
Joined: Tue Jun 26, 2012 3:37 am
Location: St. Louis, MO

Post by tacozmeister »

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:

Code: Select all

tankdestroyer:
	idle:
		Start: 0
		Facings: 32
in vehicles.yaml

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

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

Post by BaronOfStuff »

What does exception.log say?

Can usually find out what's causing the crash just by checking this, I can't see a problem in the YAML definition at the moment.

tacozmeister
Posts: 126
Joined: Tue Jun 26, 2012 3:37 am
Location: St. Louis, MO

Post by tacozmeister »

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&#40;World _&#41;
   at OpenRA.World.Tick&#40;&#41;
   at OpenRA.Game.Tick&#40;OrderManager orderManager&#41;
   at OpenRA.Game.Tick&#40;OrderManager orderManager, Viewport viewPort&#41;
   at OpenRA.Game.Run&#40;&#41;
   at OpenRA.Program.Run&#40;String&#91;&#93; args&#41;
   at OpenRA.Program.Main&#40;String&#91;&#93; args&#41;
So it's missing some "simple traits" like what?

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

Post by BaronOfStuff »

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.

tacozmeister
Posts: 126
Joined: Tue Jun 26, 2012 3:37 am
Location: St. Louis, MO

Post by tacozmeister »

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. :D

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

Post by BaronOfStuff »

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.

tacozmeister
Posts: 126
Joined: Tue Jun 26, 2012 3:37 am
Location: St. Louis, MO

Post by tacozmeister »

xD It's okay, take your time. But whatever Orca you think looks coolest / more RA-friendly. I'll be testing out adding the render thing.
IT WORKS! Thank you so much! :D ... Until it shoots at stuff. It crashed >_> Probably my bad.

tacozmeister
Posts: 126
Joined: Tue Jun 26, 2012 3:37 am
Location: St. Louis, MO

Post by tacozmeister »

Yeah, it wheels around and stuff perfectly. But when I make it shoot, it crashes. Dunno why. Renamed the gun, slightly.
from weapons.yaml:

Code: Select all

105mmAT&#58;
	ROF&#58; 100
	Range&#58; 5
	Report&#58; TANKS
	Projectile&#58; Bullet
		Speed&#58; 40
		Image&#58; 120MM
	Warhead&#58;
		Spread&#58; 3
		Versus&#58; 
			None&#58; 10%
			Wood&#58; 35%
			Light&#58; 75%
			Concrete&#58; 50%
		Explosion&#58; small_explosion
		WaterExplosion&#58; small_splash
		InfDeath&#58; 3
		SmudgeType&#58; Crater
		Damage&#58; 100

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BaronOfStuff
Posts: 438
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Post by BaronOfStuff »

tacozmeister wrote: But whatever Orca you think looks coolest / more RA-friendly.
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: Until it shoots at stuff. It crashed >_> Probably my bad.
Likely to be an error in your weapon's definition. What does exception have to say about it?

tacozmeister
Posts: 126
Joined: Tue Jun 26, 2012 3:37 am
Location: St. Louis, MO

Post by tacozmeister »

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

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