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Posted: Sun Oct 03, 2010 11:01 am
by Pepzi
Generalcamo wrote: We need to add a random map generator.
I can do without. Seriously, it screws up the maps.

Posted: Sun Oct 03, 2010 3:05 pm
by Iran
We're probably gonna announce a mapping "contest", as we're lacking in maps.

Posted: Wed Oct 06, 2010 3:14 pm
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.

Posted: Sat Oct 09, 2010 9:36 am
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.

Posted: Sat Oct 09, 2010 10:58 pm
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?

Posted: Sun Oct 10, 2010 2:54 am
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.

Posted: Sun Oct 10, 2010 10:34 am
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.

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

Posted: Mon Oct 11, 2010 10:48 pm
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

Posted: Mon Oct 11, 2010 11:01 pm
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?

Posted: Mon Oct 11, 2010 11:41 pm
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.

Posted: Tue Oct 12, 2010 7:35 am
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?

Posted: Tue Oct 12, 2010 6:20 pm
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.

Posted: Mon Oct 18, 2010 11:01 am
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

Posted: Mon Oct 18, 2010 6:24 pm
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?

Posted: Tue Oct 19, 2010 6:39 am
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!