Or Graion Dilach. No more needed to be said, because I used this name everywhere I turned up and nobody ever else used it.
Who knows who I am, knows what shall expect. Who does not, well, google then. :P
A new "Barracks". Due to some recent issues, it had to be revamped.
Sure, see Ppmforums.com and Ppmforums.com.
As it stands, the Conyard might end up to be remade from scratch, due to the style also being a messy blob compared to everything else.
Well, at least I'm strongly pushing Astor to that direction.
Switched to OpenRA forever. The current-OpenRA-version-issues are more likely to get fixed longterm than working around the legacy YR/Ares version limits.
Had the wrong-frame-bug in the made-by-HVA-Builder gif and I still dunno what is the default delay so I just picked a random number in GIMP when I saved the GIF there. :D
Quite certain that Service Crane cameo shouldn't be there.
Amphibious assault is already empathized. Russians have three amphibious units (BMP, Mishka, Golem), which with the right upgrades (Assault Armaments for Mishka atleast to get some inf into it) does the job.
Well, atleast it can do that better than US's hover Crusaders.
The transforming land-air mechas are impossible. Any ROTR tester would tell you stories about the Mastodon, a ROTRified RA2 Siege Chopper. The engine bugged it out so much that it got cut entirely.
It makes me real proud to look at some of these gifs for reasons. :D Good update, nevertheless.
Yeah, I based a lot of their lore on Paradox's Confeds, although I doubt that the end result will feel or play like what they had planned.
Yep. Debris/shrapnel spawner warheads. With every possible property customizable in YAML, so it can imitate both FS splits and RA2 shrapnel at the same time.
ROTR is the active project. ShW got a major balance patch, and got a new balance maintainer in the run.
The 1.87 updates from April onwards are already post-ShW polish updates. Summer heats tend to slow down people though, that's all.
Slowed it down now.
These are just pitched up variants of the sets, without additional change.
That's an SHP, not a voxel. >_>
Looks a lot better. One of my issues with the original design was that it was too curved compared to the ConYard, but the control station molds the two nicely.
Looks great, the details are a lot more visible.
*HSL, not HSV.
IMO it's too smooth. Either decrease ambient and increase diffuse lighting in RenderVoxels or increase the contrast of atleast the green gradient. I already told you how to do the latter and it's not as tedious as you dismissed it.
IIRC there were drop pod SHPs in the TS mixes so your remake was unnecessary.
Taking some action is why I got the PC without GPU in the first place - the GPU broke during assembly in the shop/whatnot and it's getting replaced under warranty and they decided to throw me what worked before the spares arrived.
I can test this under the TS mod though if I really want to (apparently, the TS terrain sheet size is still fine for an Intel HD 2000, RA2 and onward results with an instacrash during map load, but I also run out of VRAM during matches in CD afterall), it's just that I am struggling for 2 months now because I wanted to buy a hardware I can actually fluently run AS.
I can imagine I have to play with the chassis color scheme at a later point though (probably by creating another voxel chassis palette), but I'm fairly sure it looks fine otherwise, since I am following my own style and size setup here.
You don't need a terrain editor, OpenRA can use SHPs as terrain (with each cell being a frame).
Does this involve properly inheriting the stuff from the cnc mod which you don't touch (terrain, content mixes, the cnc dll, etc) instead of c'n'p duplication and using a proper tool to convert your messed-up space-based indentation to proper tab-based one?
Also removing the monstrous amount of armors. I'm not sure if space works there (space never worked in WW games) but damn, don't tell me you require over 9000 armors. You can use armor layers if you want to go so crazy - give an actor multiple armor traits and the versus will stack.
Have to acknowledge, you just gave me ideas to progress with the logic behind this further. Thanks.
It's still planned, yes. That's everything which can be stated regarding it though.
There was an actual Pole interested in picking up the unit, however this apparently didn't happened (yet or overall, I don't know).
I asked it on the IRC if anyone was interested but noone replied - Logs.openra.net - so I took that as no interest.
The weapon warhead has a list of units to spawn and when the explosion is triggered, it looks around in arange of cells to see if it can place these units down. If it could, it spawns them. Literally the same way a lot of YR-Ares support SWs worked (Zephyr Beacon, Molebomb, Motor Ambush, Risen Railgun to list a few Mental Omega examples) except that they can be triggered in other ways besides support powers.
Ofcourse, this won't be so common ingame but the idea is something I really want to play further on.
Yer, but the Prism Fortress is actually a bulky and strong unit, while the Flak Truck was always one that died just by looking at it. :P
Most of the issues with your old voxel was that it was too bulky afterall, so it would actually put the two comparable. This feels like a wasted Secret Lab boon.
In any case, regarding Secret Lab tech, I'd advise to keep all boons on the same tier strength, to make all boons semi-balanced atleast.
Might been better to use your previous iteration of the Flak Track voxel as the base chassis IMO.
Achievement unlocked: Superawesome legacy support.
Great job, nevertheless. I totally forgot the game originally even had it until this screenshot.
The cameo style also seems to be even more blending-together than the Allied one is and I'm still notsure if that is good enough when you see more of these together in your sidebar next to each other.