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Posted: Sat Dec 21, 2013 7:39 am
by Matt
You can also try to register it at http://www.moddb.com/games/openra/mods For Desura publishing you only need some screenshots and a video to get authorized for distribution. I tried it once with the http://www.moddb.com/mods/openra-classic / http://www.desura.com/mods/openra-classic and everything should already be set up at http://desura.com/games/openra for mod support.

Posted: Sat Dec 21, 2013 7:10 pm
by Angusm3
I think there may be something wrong with the datafile download link, I don't seem to be able to download 0.73

Posted: Sat Dec 21, 2013 11:19 pm
by kaneCVR
Angusm3 wrote: I think there may be something wrong with the datafile download link, I don't seem to be able to download 0.73
That's wierd, forks fine for me... I'll create a mirror link.

you may need to untick "Use our download manager and get recommended downloads" - otherwise the site will try to push crappy software on you instead of providing the download.

Mirror: http://www.megafileupload.com/en/file/4 ... 3-rar.html

Posted: Fri Dec 27, 2013 12:28 pm
by Petrenko
Hi there,

i adapted about 15 original maps to work with your tiberium!

More to come.

Posted: Fri Dec 27, 2013 1:00 pm
by Petrenko
Here you go man...

8 more Maps

Posted: Fri Dec 27, 2013 1:10 pm
by Petrenko
Two more...

I credited myself too on these maps since i reworked them a bit. Just a bit.

Posted: Fri Dec 27, 2013 6:09 pm
by Petrenko
Hello again,

made two more.

Btw: Are there some that you'd really like to be done?

Also: I used more rubble and stuff at tiberium-fields this time.

Posted: Fri Dec 27, 2013 6:34 pm
by Petrenko
Alright, thats it.

Three more maps from http://content.open-ra.org/

Posted: Sat Dec 28, 2013 10:58 am
by Petrenko
Hi there,

i almost forgot my accidentaly masterpiece - Hagakure!

Btw: A shame its not in the newest release :(

Posted: Tue Dec 31, 2013 1:44 pm
by psydev
This looks really neat!

By any chance, did you base this on the mixed universe that I made a while back? (http://www.sleipnirstuff.com/forum/view ... hp?t=16274)

Posted: Thu Jan 02, 2014 9:33 pm
by kaneCVR
@Petrenko - thanks a lot for the help man, I will include all your maps in the next release! This helps ALOT.
psydev wrote: This looks really neat!

By any chance, did you base this on the mixed universe that I made a while back? (http://www.sleipnirstuff.com/forum/view ... hp?t=16274)
I didn't actually... I wanted to start from scratch so I could learn to mod the game on my own.... I've had the ideea for a while now - here is the old thread on cnc-comm http://cnc-comm.com/community/index.php?topic=2052.30 - where I started working with the original RA engine and ARDA 0.1

I'm sure there are lots of us who had the ideea to make a crossover of these two games.

Alpha 0.74 is coming soon - got some more ballance changes and bugfixes in there - including new graphics for the Allied Railgun Tank (Predator)

Posted: Fri Jan 03, 2014 12:52 am
by Petrenko
Heyho,

thanks!

If you need some maps ported or ports reworked or anything. Just tell me.

I just got to say: I'm busy...busy...busy... so fucking much stuff. Starbound, RWR,... my own Podcast... still a nurse-student....too much stuff to do!

Keep on Rocking!

Posted: Fri Jan 03, 2014 1:36 am
by kaneCVR
Petrenko wrote: Heyho,

thanks!

If you need some maps ported or ports reworked or anything. Just tell me.

I just got to say: I'm busy...busy...busy... so fucking much stuff. Starbound, RWR,... my own Podcast... still a nurse-student....too much stuff to do!

Keep on Rocking!
Nursing school - what a coincidence! I'm 3rd year med-school!

Anyway - added a new gameplay video - NOD vs Allies , alpha 073 here: http://www.youtube.com/watch?v=BCNUpYNbIqA

Work on the mod will slow down in the next month since my exam period is starting - but it will pick up after that - will post it on Desura and modDB after I'm done with exams.

Posted: Fri Jan 03, 2014 11:56 am
by psydev
What is the purpose of the bio-lab?

Also, why exactly have tiberium *and* ore?
kaneCVR wrote:
Petrenko wrote: Heyho,
Anyway - added a new gameplay video - NOD vs Allies , alpha 073 here: http://www.youtube.com/watch?v=BCNUpYNbIqA

Posted: Sat Jan 04, 2014 2:43 am
by kaneCVR
psydev wrote: What is the purpose of the bio-lab?

Also, why exactly have tiberium *and* ore?
kaneCVR wrote:
Petrenko wrote: Heyho,
Anyway - added a new gameplay video - NOD vs Allies , alpha 073 here: http://www.youtube.com/watch?v=BCNUpYNbIqA
It's something i've been playing with - I added the Tiberium Research Lab (witch uses the BIO lab SHP) to allow construction of the Tiberium Rafinery and other Tiberium Age technologies.

I thought it up as a single player building mostly, and have been playing around with it in multiplayer to test out possible tech-trees.

Tiberium is worth more than ore and gems. Where ore is worth 25/bale, gems are worth 45/bale, tiberium is worth 65 / bale - BUT requires a techcenter and a Tiberium Research Lab.

After playing around with them, I decided to have the Tiberium Research lab buildable AFTER the you build the Techcenter. It will be cheaper than now (500-800 creds), and unlock the Tiberium Rafinery, Harvester, and maybe some other Tiberium Age stuff.