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Darkademic
Darkademic - - 95 comments @ Combined Arms 1.02

Can get the individual files on GitHub, maybe we should put links to those.

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

Much appreciated!

For the campaign we tried to replicate the "red, but with white units" colour scheme for Nod, which basically meant manually overriding palettes for specific units. There are probably other units that will be red rather than white for Nod too; I think it's an acceptable edge case for now but I'll add it to my backlog to fix.

In the upcoming version the Grizzly Tank will no longer be available via infiltration. Stay tuned!

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

Hia, thanks & glad you like the mod. The AI builds units faster and more cheaply on Hard difficulty and above. On Normal it just has a small amount of income (less than one harvester's worth) if it gets low on money, to prevent it from getting stuck unable to produce anything. Easy has no money or production advantages at all.

Good karma+2 votes
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

Out of interest can you run the latest version of regular OpenRA? Just to confirm it's an engine issue. If it is you'd need to ask them as it's not under our control.

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

Hia. Yea OpenRA doesn't support Windows 7 I'm afraid. Would recommend upgrading since Windows 7 went out of support years ago.

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

We used to have it, but it caused the came to crash occasionally and we couldn't figure out why. We'll probably reintroduce it if we can fix the crashing.

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

It disables superweapons and minor superweapons like Chronosphere, Iron Curtain etc., but nothing else. In the next version it will only disable the primary superweapons.

Good karma+4 votes
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

You can turn off superweapons by selecting the "High" tech level.

Good karma+2 votes
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

It was designed for island maps to prevent the AI building loads of ground units that just get stuck. We should probably rename it, or just get rid of it and make all the AIs able to understand when they're on an island, it's just not particularly high priority at the moment.

Good karma+3 votes
Darkademic
Darkademic - - 95 comments @ Combined Arms 1.00 Release

Sounds more like you're just not sure what would happen next, rather than confused about what has happened so far?

There isn't currently a truce, GDI don't even know about the purification yet, and Kane's intentions aren't entirely clear. The nature of purified Tiberium is explained only by Kane, who may be an unreliable narrator.

Good karma+2 votes
Darkademic
Darkademic - - 95 comments @ Combined Arms 1.00

Hiya, yea it's a known bug that only affects mission 1 on hard difficulty. We'll be releasing 1.01 possibly tomorrow which will fix it plus some other minor issues. Thanks for the feedback, glad you're liking it!

Good karma+2 votes
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

Under the folder you installed CA, go into mods/ca/audio and there's a file called "notifications.yaml". Open it, and near the top it has the prefixes for all the factions. r_ for the original RA one, and r2_ for the new Russian one. Change r2_ back to r_ and save.

I wasn't sure about it at first, but the Russian one has grown on me (not sure what you mean by "out of the game"). Ideally it'd be nice to be able to choose whatever EVAs you want for each faction in-game, but currently that's not possible, so it'll probably be as-is for the foreseeable future.

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Combined Arms 1.00 Release

Hello!

The ModDB page hasn't been updated in quite a long time, and is from a time when we had no C&C3; units (and no Scrin). Will update it soon.

I think the main reason for not including any RA3 units is that neither of us have played it much, so we don't have fond memories of it, and don't know the units beyond what we can find on a Wiki. Saying that, there is one unit from RA3 that I recently put on a list of potential things to add. Anything we add just needs to fill a gap (and sometimes gaps are deliberate as we don't want every faction to be equally good at everything), so if there's something that fits which happens to be from RA3, then we'll use it.

The Avatar would overlap a bit too much with the Cyborg Elite in terms of its role and stats. Battle Fortress aside, Allies and Nod both lack big heavy units like Mammoth Tanks and Tripods, which is one of our "deliberate gaps" to differentiate those factions. It's possible it'll make an appearance in the future, but probably not as a standard unit (maybe campaign only, or unlocked in some limited way).

Good karma+4 votes
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

Assuming you mean the missions from regular OpenRA, they won't work without some modifications, and won't work "properly" (i.e. with CA stuff available) without further modifications. If you just mean maps, most OpenRA RA maps should work. If you mean the non-OpenRA originals, those definitely won't work.

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

Yea mission 2 is currently bugged. There will be a new version coming soon with a fix.

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Combined Arms 0.92

Good to hear. Post on Discord if you think there balance issues. There are a bunch of balance changes ready for 0.93, but nothing drastic.

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

The docs are pretty good for OpenRA lua scripting: Docs.openra.net

I didn't know lua before starting these missions, just picked it up as I went along.

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

Ah thanks for that, yea my mouse has the annoying habit of sometimes double clicking when I single click. Thankfully not a major issue, but will fix it for when the next version goes out. Cheers!

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Combined Arms 0.92

Would recommend uninstalling the old one first. Alternatively you can download the portable version from GitHub which doesn't need to be installed, just extract and play. Github.com

Good karma+2 votes
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

The easiest option is to upload it to the OpenRA Resource Center website, then anyone who joins your game will get the option to download the map if you select it in the lobby. Alternatively, just send them the map file directly, and each player will need to put it in their maps folder for the correct version (normally C:\Users\<username>\AppData\Roaming\OpenRA\maps\ca\<version>).

Good karma+2 votes
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

Don't know what the minimum is, but it runs acceptably on my 2011 laptop with an i5-2430M and 4GB RAM.

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

It is standalone. The freeware assets are downloaded when you run the game for the first time. You don't need a copy of the original games.

Good karma+2 votes
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

"F" is the default deploy/undeploy hotkey. Or just right-click the MCV/Conyard while it's selected.

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Combined Arms 0.91 Release

Yea each upgrade has a small icon in the top right corner. The blue or yellow beaker one means it's "research", so existing units need to be upgraded via SD.

A green arrow, or yellow up & down arrows, means it applies to existing units.

Blue/green just means it's a pure upgrade, whereas yellow means it's a sidegrade (i.e. there are pros and cons).

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Combined Arms 0.91 Release

"You can check out the full change log on our Discord.gg"

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Combined Arms 0.91 Release

There's an upgrades tab where you purchase the upgrades. Some of them apply immediately, but some require existing units to be retrofitted via a Service Depot.

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

Will need a bit more info. What operating system? What version of CA? Anything in the logs?

Good karma+2 votes
Darkademic
Darkademic - - 95 comments @ Combined Arms 0.90

Nah this is purely Command & Conquer, we have no intention of adding factions from other universes. There's always Cameo if you want that kind of thing.

Good karma+1 vote
Darkademic
Darkademic - - 95 comments @ Command & Conquer - Combined Arms

They would be redundant, Cyborg Elites fill the same role while having the added bonus of not being just another Titan or Tripod.

Good karma+2 votes
Darkademic
Darkademic - - 95 comments @ Combined Arms 0.90

Tech Level = Super Weapons is required for superweapons (Weather Storm, Nuke, Ion Cannon, Chem Missile, Rift) and minor superweapons (Chronosphere, Iron Curtain, EMP Missile, Stealth Generator, Suppression Field) to be enabled. Other support powers can only be disabled by lowering the tech level further, but this will affect units on the same level.

Unfortunately there's no way to save settings from in the game. You can override/lock the settings for servers via some yaml editing though: Github.com

Good karma+1 vote