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Posted: Thu Aug 11, 2011 5:58 pm
by Generalcamo
BaronOfStuff wrote: (are these even possible without creating several clones of units with altered stats?)
In the original, it was, with a little ini modification. Here, I don't know. I have added a feature request to add this to openra.
Posted: Fri Aug 12, 2011 3:45 pm
by Generalcamo
I am considering adding a secondary way to get cash. This would allow the game to go on longer, but I need ideas. Here are a few options I was thinking:
Buildable Oil Derrick
Ore silo gives a certain amount of cash every second, probably ten.
Have any other ideas?
Posted: Fri Aug 12, 2011 3:52 pm
by BaronOfStuff
I haven't tried this method myself (I went for the 'buildable income generator'), but it should be possible to create a 'supply drop' power. It would be much like the random crate drops from the neutral planes, but with a player-controlled dropzone (and preferably with a much higher cash bonus in the crate). Failing that, you can always just have it drop a bunch of supply trucks!
I guess this would require a new building in a way though (C&C 'Comm. Centre' springs to mind).
Posted: Wed Sep 21, 2011 7:52 am
by AntiNeko
Wow, I thought people had forgotten about vicious ol' Volkov! I'd very much like to see you release this mod. How are things progressing?
Posted: Sat May 26, 2012 1:52 am
by Generalcamo
Meh, it's been a while.
Currently, I am trying to convert the mod to the latest playtest. This will take a while, but will be worth it.