"Skill is when luck is customary to"
Yes, thats it.
Poor Rookie, can't even see him in all those explosions :(
Dogs for example can now only detect stealthed infantry with a range of 5 cells. They charge now to infantry and can not attack any buildings, vehicles and cyborgs/armored infantry.
In TS they had a range of 1 cell. They could detect anything stealthed and they could attack any ground unit or building. They also had no attack leap.
It looks quite funny when dogs fight each other while running in a circle trying to attack the other one. Some infantry even manages to evade an incoming charging dog.
I didn't touch the UI yet. It's on my todo list, but not a high priority thing.
I was released earlier from service because of medical reasons.
Don't worry it's nothing bad - so I am fine :)
Full time back on working as IT-Businessman and hobby modder ^_^
I am still playing with the balance around, it will feel similar like the revised version of the TS mod, but it's not a 1:1 port of the numbers to OpenRA.
AI handles units much better than TS one too. Can't wait to give it my bigger toys to play with :D
Yes, techlevel 1 is already finished. But still needs polishing.
Modpage will change soon from Tiberian Sun to OpenRA...
The page and links itself will stay, just the category will be changed, so you will find Crystallized Doom here soon: Moddb.com
PS: Yes OpenRA supports building hotkeys.
You can also choose starting positions for all players and AI, set up teams and playercolors are chooseable in complete RGB range.
The only chooseable AI opponent for now, is the default OpenRA "Test AI" which has been adapted to use the new stuff too. Expect to see a lot of AI types in the public beta/release version. There will be simple variants which are just called "Easy, Normal and Hard AI" but also many special ones too.
Multi produciton tabs, it is also possible to queue buildings like units.
So you can for example build a GDI Powerplant and on the same time build a power upgrade + queue another one after it.
PS: Please notice all those images are WIP :P
OpenRA allows custom "techlevels" this can be virtually anything we want.
Example shown above are classic techlevels called Tier X. But this also allows setups like no superweapons, infantry only mode, etc.
Starting units can also be choosen examples are MCV only, light, medium and heavy. Those settings give each faction specified starting units.
Fog of war works without crashing problems known from TS engine.
In the future you will be able to choose subfactions too!
Still a lot of OpenRA standard settings.
This screen was made a day before I added Forgotten.
At the moment my full focus is on OpenRA, as for the TS version - it's on hold for now.
My biggest problems with TibSun's engine are compatibility problems with new operating systems and too much limits to add new features.
I don't know what will happen with the original version in the future. As for now it's still superior compared to my build in OpenRA, but that will change very fast in the next days.
Oh yes, that indeed too.
So far done:
- 4 factions playable by AI/players
- seperate faction MCVs
- seperated refinaries and harvesters
- basic infantry (Marine, Rookie, Grunt, Husk, Disc Thrower, Rocketeer, Hunter, Heavy Husk)
- unit voices and sidebar images
- and some other stuff like animations, building graphics, etc
Work left for T1:
- Proper gameplay balance (most stuff does use placeholer weapons ATM)
- Fixing animations, graphics to work without problems in OpenRA
For comparison, it took me a week to get Cabal with full AI support working in TS. In OpenRA it took me about 1h.
I did this once with the high tier Nod bomber, but I thought that they already got the Chemical spray infantry for that. But I thought a lot about such unit.
But still OpenRA port process is on a good way, we have already Cabal playable (AI also can use it too). I saw some exciting stuff in the code of OpenRA.
Can't wait to show you all the cool stuff we are doing ATM! :D
Actually Rewire started it's own OpenRA port.
I just added a few OpenTS screens, showing a few experiments.
Since version 2, wow thats quite a long time!
It's good to see people who enjoy our work!
Is disabled becauase of save game bug (game crash when loading saves)
I may need to use pixel doubling for screenshots, as my resolution is a little overkill for this game.
At least it's very easy to port this kind of stuff over :)
You knew I would write something like that ^_^
Please notice that that powerplant was my first building ever placed, so it's indeed some great progress coming! :D
Seriously now, I am gonna check it out and mess around with it.
YR+Ares would be an option too, it wouldn't be not much trouble for me to learn the additional features. But the biggest work would be to get rid of that cartoon look of RA2 and to make it look dark like Tiberian Sun (and getting all the TibSun stuff into it).
But I am still not sure which would of them would be a better base for Crystallized Doom in particular. As for the original Tiberian Sun engine, it started to really limit my ability (biggest problem is/was the compatibility and lack of features).
Biggest parts I want to expand for feature techlevels is aircraft, subterrain and naval. Aircraft is quite limited in TS. Subterrain is simple and naval isn't working without using nasty workarounds.
Crytek can't support them, guess who the holder of the Cryengine (Dunia Engine) and Far Cry IP is. It's not them, it's not EA it's Ubisoft...
1.9.42 does only support T1 and T2. That's because we are reworking all from scratch up.
If you want more toys to play with, you can play the "Legacy" version which support's T1-T10. But it's not the newest build anymore.
With each upcoming update we are going to add a new techlevel.
Best in comparison to old Tiberium Plants: Moddb.com
I tried also another kind of weapon system for the MLRS, but that weapon, yeah - what should I say it was way to devastating for a T3 unit lol.
It was shooting cluster missiles which explode in mid air following several dozens of shotgun bullets (looked like a raining of bullets). But it was waaaay to OP. You could wipe all infantry in a 5x5 field completely out.
But I liked the wepaon a lot (was comrades idea), so I will add it to high tier stuff maybe...