"Skill is when luck is customary to"

Comment History  (60 - 90 of 1,668)
Astor
Astor May 23 2015, 8:57am replied:

Yes, thats it.

+1 vote   media: Peace through power!
Astor
Astor May 22 2015, 5:13pm says:

Poor Rookie, can't even see him in all those explosions :(

+4 votes   media: Disc Throwers
Astor
Astor May 22 2015, 7:42am says:

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.

+1 vote   media: Peace through power!
Astor
Astor May 22 2015, 7:19am replied:

I didn't touch the UI yet. It's on my todo list, but not a high priority thing.

+1 vote   media: Cabal side
Astor
Astor May 21 2015, 12:57pm replied:

I was released earlier from service because of medical reasons.

Don't worry it's nothing bad - so I am fine :)

+2 votes   media: Peace through power!
Astor
Astor May 21 2015, 12:31pm replied:

Full time back on working as IT-Businessman and hobby modder ^_^

+1 vote   media: Peace through power!
Astor
Astor May 20 2015, 2:54pm says:

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

+4 votes   media: Peace through power!
Astor
Astor May 19 2015, 7:18am replied:

Yes, techlevel 1 is already finished. But still needs polishing.

+1 vote   media: Skirmish menu & Production tabs
Astor
Astor May 18 2015, 7:23pm replied:

Soon ^^

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

+2 votes   media: Skirmish menu & Production tabs
Astor
Astor May 18 2015, 1:03pm says:

Example tooltips.

PS: Yes OpenRA supports building hotkeys.

+3 votes   media: Tooltips
Astor
Astor May 18 2015, 12:48pm replied:

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.

+2 votes   media: Skirmish menu & Production tabs
Astor
Astor May 18 2015, 12:43pm says:

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

+2 votes   media: Skirmish menu & Production tabs
Astor
Astor May 18 2015, 12:38pm says:

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!

+2 votes   media: Skirmish menu & Production tabs
Astor
Astor May 18 2015, 12:26pm replied:

Still a lot of OpenRA standard settings.

This screen was made a day before I added Forgotten.

+1 vote   media: Cabal side
Astor
Astor May 17 2015, 12:49pm replied:

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.

+1 vote   mod: C&C Tiberian Sun Crystallized Doom
Astor
Astor May 17 2015, 12:45pm replied:

Oh yes, that indeed too.

+3 votes   media: GDI, Nod, Cabal and Forgotten AI
Astor
Astor May 17 2015, 12:33pm says:

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:

- Engineers
- Dogs
- Infiltrators
- Walls
- 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.

+5 votes   media: GDI, Nod, Cabal and Forgotten AI
Astor
Astor May 17 2015, 8:01am replied:

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

+1 vote   mod: C&C Tiberian Sun Crystallized Doom
Astor
Astor May 16 2015, 8:05am replied:

Actually Rewire started it's own OpenRA port.

+1 vote   media: Titan comparison
Astor
Astor May 15 2015, 8:04pm says:

I just added a few OpenTS screens, showing a few experiments.

+2 votes   mod: C&C Tiberian Sun Crystallized Doom
Astor
Astor May 15 2015, 8:02pm replied:

Since version 2, wow thats quite a long time!

It's good to see people who enjoy our work!

+1 vote   mod: C&C Tiberian Sun Crystallized Doom
Astor
Astor May 15 2015, 8:01pm replied:

Is disabled becauase of save game bug (game crash when loading saves)

+1 vote   download: Crystallized Doom 1.9.42 Beta [Standalone TS]
Astor
Astor May 15 2015, 6:09pm says:

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 :)

+2 votes   media: First steps, GDI Marine
Astor
Astor May 15 2015, 2:40pm replied:

You knew I would write something like that ^_^

+1 vote   media: Checking out OpenTS
Astor
Astor May 15 2015, 2:36pm says:

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.

+2 votes   media: Checking out OpenTS
Astor
Astor May 15 2015, 12:47pm replied:

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.

+1 vote   news: Crystallized Doom and OpenRA
Astor
Astor May 7 2015, 4:09pm replied:

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...

0 votes   media: The Lost Screenshots
Astor
Astor Apr 13 2015, 12:28pm replied:

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.

+1 vote   mod: C&C Tiberian Sun Crystallized Doom
Astor
Astor Apr 12 2015, 12:39pm says:

Best in comparison to old Tiberium Plants: Moddb.com

+1 vote   media: Forgotten Powerplant ingame
Astor
Astor Apr 2 2015, 1:20pm replied:

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...

+5 votes   media: Hover MLRS
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