"Skill is when luck is customary to"
Tiberian Sun's engine uses custom written code from Westwood.
While OpenRA uses YAML and LUA scripting.
Example in TS:
in OpenRA it would look like this:
Basic Nod infantry armed with assault rifles.
It's fast to learn if you have already experience in modding TD, TS, RA or RA2 ;)
It will also support the same graphic files, so I don't need to convert them.
OpenRA would allow me custom sidebars, custom EVA for each side, multiple production queue and many more! :)
As for Tiberian Sun in OpenRA:
It still isn't that far, but it's going on :)
I really am looking forward for the shadow improvments and the smoother movement of 3D units like tanks.
Yes, indeed. It was a small mistake from me.
Fix already aviable ;)
I think, the chance is higher that I port this mod to OpenRA.
Then I could do much more with this ;)
But that will only happen, once the Tiberian Sun mod for OpenRA is ready, after that I can start to work on top of it, but with much more freedom :)
Imagine 16 Player battles, on gigantic maps with Crystallized Doom gameplay...OpenGL too, so modern hardware get used too and much less problems. It still will take a year maybe, till it's ready.
You don't need Tiberian Sun for this.
Just download the mod, extract the 7z file with 7zip for example. Then just start the mod with the game.exe
If necessary add one of the ddraw.dlls into the main folder.
This is complete standalone.
Maybe someone already noticed the small "mistake"
More like exploiting the hell of it, adding a playable side to the game is one part, but adding a new playable faction which is completly independant from other sides is another story.
I am experimenting with this the next days a lot. ATM they are just 4 normal factions + 5 GDI clones, with different names.
With the way I added Cabal and the Forgotten, I am only able to add two more faction, for a total size of 6 playable ones which should work for the AI without problems!
+7 factions may get...complicated. I may end up with two GDI, two Nod, one Cabal and one Mutant faction. That should be enough I hope :)
I want to archive something similar like in RA2 with allies & soviets.
Multiple starting factions/sub factions for players - no problem
Getting the game & AI handle this - big problem
Answer - trial and error till it works how it should!
You're one of a few who where since the beginning of this mod here.
So, I say thank you for your long support :)
I managed to edit the game, to add new things, to fix new broken things, now it's time to fine tune them.
With overhaul it's not meant to change all units - instead it's more like an intense check of each object ingame.
I will go through all animations (snow/desert) checking if each is working as intended.
Voxel units will be adjusted in Z buffer size, so they won't show on top of a power plant smoke exhaust or building.
So it's mostly those annoying small detail things I am going to hunt now down.
The AI will learn that spamming is not the only solution. It will react to player tactics more.
Balance is still a core part, but I want also to do this detail things too, but thats only possible one by one.
I will do my best ;)
Yes, we noticed while testing - that you would really need such a feature. As the AI can be overwhelming sometimes.
But still, this is far from finished, I have big plans :D
Maybe someone want to have a closer look at this:
It's the complete changelog from 1.9 to 126.96.36.199
I lost the changelog from version 1.9.3 so that one is missing there. But still, I am suprised how much changed from that one.
Maybe someone of you will remember that time when the mod was crashing like hell.
For me...it was a pain in the *** to fix it, but it was worth! :D
It should be downloadable tomorrow for all.
188.8.131.52 should be aviable for download soon.
Oh my god. You guys, once this will be aviable I will mod the hell out of it!!! :D
Yes indeed it is that.
1# Download the mod
2# Extract the 7z file with 7zip for example
#3 Start the game with the custom game.exe
No installation required, you may need to use a ddraw.dll if you have problems with TS in general (Win7 or Win8) but there is a readme for the dll's included with the details.
Dean Harris (known as MusicComposer here on moddb)
I really appreciate his great help in our mod.
Thank you all for supporting me, this means a lot for me and keeps my motivation high :)
Will be fixed with next update!
The next following weeks will be going to be very exciting for all of us!
Yeah we could have use for you!
I send you a PM :)
Once I managed to rework the first techlevel from scratch it will go very fast till feature completeness.
I am gratefull for all support people give to me, so I thank you too for your interest :)
If you find any bugs please report them to me, as I will try to fix them for 184.108.40.206 - this upcoming version will be the last one with the system right now you have.
Starting with 1.9.41 I will revise all techlevels! That will be a preperation for the campaign.
Each update will include fully optimized AI for that level and much better balance. More information about this will follow the next days.
Build 220.127.116.11 is right now uploading, expect it soon aviable for download!
Yes that's a bug, the AA Bunker can't attack flying infantry ATM, will be fixed with the next build.
The RMG will only crash with water if it places bridges, ATM I don't know how to fix it, but I will keep on to find one solution like always :)
The build radius will be in general reworked. It will be based mostly on building cost and type.
A cheap building (silo etc) or defense won't increase your radius much but a refinary, radar or maybe a tech building will indeed increase it.