You know, stuff such as...

...and yes, I'm figuring out ways of getting most of these (and some others) out as buildable units ASAP. Quite a few of them are workable now, but they're for v2.0! Nothing before then!
A rebalance of the current OpenRA Red Alert + new units
Sweet! Didn't know you were going that far. I'm not going to be adding ALL of them (yet), because quite frankly we have a heavy tank and medium tanks already. But a few of them will see it into 2.0, and the rest likely in 3.0 as the African People's Army. I think that's what the faction will legit be called.BaronOfStuff wrote: ↑I'd say get everything working for a current version first, and then start adding all that new stuff.
You know, stuff such as...
...and yes, I'm figuring out ways of getting most of these (and some others) out as buildable units ASAP. Quite a few of them are workable now, but they're for v2.0! Nothing before then!
tacozmeister wrote: ↑ 1.4:
- Still need that SpecOps Icon
- I'd like the GDI's MLRS to be used as the US's kind of BM30 smerch.
- Shotgun sound?
Could you get those for me?
You are like Jesus. My savior. Seriously. You deserve to own ALL rights to this mod. I feel bad for repackaging your awesome work. I only have one real question: how do I make the shotgun guy do his sound? Changing the "Report: " to "shotgunfire" (all caps or not) does nothing but crash. After I get that down, I can package and release 1.4
I'll look into this. Try shortening the filename or something in the meantime, it might be some sort of unspecified character limit for filenames.tacozmeister wrote: ↑ I only have one real question: how do I make the shotgun guy do his sound? Changing the "Report: " to "shotgunfire" (all caps or not) does nothing but crash.
I have an APC edit that could fill the gap for this as a placeholder. Let's be honest, they're just glorified armoured vans with tracks anyway.tacozmeister wrote: ↑ I kind of want a utility van with rockets strapped on the sides.
When we have Chronospheres, weaponised Tesla Coils and Iron Curtains, a railgun as a weapon for an expensive top-tier unit is far from "too high-tech"!tacozmeister wrote: ↑ But I dunno about the uh, Rail Driver. Seems like it's too high-tech for this game. But if we ever add that high-tech faction, maybe 4.0, we can do it.
Bio Laboratory and Advanced Power Plant from Tiberian Dawn. Renamed the cameo for the latter though, "Nuclear Power". A possible prerequisite for Missile Silos (that provides a fuck-tonne of power and explodes like a 100-megaton bastard when destroyed... well maybe not that horrendously unbalanced last bit).tacozmeister wrote: ↑ What's the bio and npwr? They're buildings, but which buildings?
Not at all. You can freely add as many factions as you want -- I easily added some 10+ countries in an old mod that I was experimenting with over a year ago.tacozmeister wrote: ↑ Bleh. This is gonna be hard to do, mostly because the game is currently hardcoded for two factions, as far as I'm aware. And I'm not about to go into the source.
Hmm.. Operations group echo. Sounds like a great idea.BaronOfStuff wrote: ↑Not at all. You can freely add as many factions as you want -- I easily added some 10+ countries in an old mod that I was experimenting with over a year ago.tacozmeister wrote: ↑ Bleh. This is gonna be hard to do, mostly because the game is currently hardcoded for two factions, as far as I'm aware. And I'm not about to go into the source.
One thing you will want to do though is mess around with new faction flags and build menu backgrounds for var-... oh forget it, I've already done this too. Months ago, in fact.
Speaking of factions...
There's our 4th faction, because it makes sense.
You so smart. Thank youCmd. Matt wrote: ↑Have a look at https://github.com/OpenRA/OpenRA/blob/b ... .yaml#L257 and https://github.com/OpenRA/OpenRA/blob/b ... hrome.yaml Just add your third country there.
The SSML is a shit to get working properly - that is, to launch one rocket at a time and display it properly on the turret.tacozmeister wrote: ↑Version 1.04 is out now
I also got a barebones APA working, what kind of sequences does the SSML have? I tried a few different things and it's workin' kinda silly =P
Code: Select all
ssml:
idle:
Start: 0
Facings: 32
turret:
Start: 32
Facings: 32
aim:
Start: 32
Facings: 32
turret-empty:
Start: 96
Facings: 32
Hmm.. That's actually a very good idea. And the SSM launcher can probably just cost more, and the Rocket launcher can have slightly less range. :D Sounds great!BaronOfStuff wrote: ↑ Now, all this talk of rocket systems gives me ideas. We can include the SSML too, and explain away any sort of 'me too' effect by changing the Missile Truck, simply limiting its attacks to being 'flat'. That is, unlike the SSML or V2 or whatever else, they don't go flying up and arc through the air, and as such are incapable of passing over walls.
The advantange is that they just instead smash the shit out of the walls and allow other units to fire on whatever's behind it (or just pour through the gap).
The SSML, to balance the fact it fires two rockets that CAN breeze above the clouds, can be laughably inaccurate when compared to its one-shot counterpart.
Last (for this post), the Op. Group Echo idea was to replace the idea of a sole German faction. Four factions is workable, five would just be ridiculous to balance!
I can scavenge a surprising amount of this into workable conditions. The difficulty is going to be with structures and that Biplane. Although we could probably get away with excluding them from even having an Air Force (with the exception of Chinooks if necessary). It worked for the GLA in Generals, so it can work here.tacozmeister wrote: ↑ But here goes my list of shp's for APA, to make them at least functional. I added the nod buggie, that can act as a technical. Infantry is barebones, but functional. But here we go:
- Biplane
- Unique Light Tank -- maybe one of the T-(#) tanks from Bellator's mod. Preferably before '72. A 62, 64, 52, or 34 if he has those
- Unique Medium Tank -- A latter version of the light tank but more bunged-up looking
- Some sort of suicide vehicle
- Boats
- Tent SHP, or an explanation how to make a new barracks building look like the default tent barracks
- Base defenses (MG nest, camo SAM site, some sort of anti-tank)
- That Rocket truck (artillery version)
- That utility van / APC with rockets strapped on it.
- Mortar Truck or ghetto form of artillery
- Some sort of AA
I think we should just rip out the tent from the original (Open)RA or something similar. I would like the Hand of Nod idea, but i think anything Nod-related should stay in Tiberian Dawn. Not to mention, according to an article I read, the Hand of Nods were created by using "arms of destroyed soviet statues" for the hand and arm.BaronOfStuff wrote: ↑ As for the Barracks, Allies and APA may both end up using the standard tent (looks like OGE are getting GDI's PYLE.SHP at this rate), unless (and this does make some level of sense if you look at the campaign map in Tiberian Dawn) the APA get a modified Hand of Nod. I can effortlessly rename the cameo to 'Barracks', so there's no problem there.