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
Kite it. It's still not turreted.
This stresses the shading issues (brown1 vs brown2). Totally should be normalized now.
More veteran levels have already been added. I stopped at 3 because the gains are major and anything further would probably render the unit long-term unstoppable.
Directional cover and army customizer don't really interest me, sorry, tho afaik Astor will give the latter a try in Crystallized Doom.
Kill count sucks. The logic for it doesn't exist yet, but if it would, it should work as player experience and not strictly kill count - player experience could work as an additional resource and players could buy stuff from it on a separate queue making the system acting like Generals/RA3 instead of C&C4;.
The Freedom Confederate is the Texas-originated resistance movement aiming to free the ex-United States after the Allies' retreat leading to the country's fall against the Oppressors basically.
The movement's key figures are Carmen Gel, a daughter of a dead 5-star general, as being the de facto leader and main strategist, Logan Rodgers, a MacGyverish mechanical engineer tinkering most of the technologies together from what they find and Gabriel Syme, a police inspector who maintains the supply flow and watches over the training programs.
The faction itself is pretty much a nod to RA3 Paradox.
And I'm still just converting the YR mod over. Noidea what will happen when I actually start experimenting with OpenRA. :D
You just did if Crimson didn't solved it beforehand. I'll get you in the team asap that stage is reached.
Well, I think it's amusing to think of such. Ofc noone would ever do that - imagine the hassle to get 50 people into a single game - but regardless, it's still a nice PR to see that this is possible, even if not really feasible. :)
Sorry to clarify you: the current map editor does not support changing height like FinalSun/Alert. Looking for mappers still need my rough estimation of two OpenRA releases beforehand - not 2 playtests from today on but 2 actually labelled as releases.
Wonder if I can get it working under Linux. :D
Bigger than 1x1 craters are logically unsupported atm anyway - although yea, heightmap-aware-shroud is the main priority for 2.5D terrain progress atm.
From what I understood, I'd guess the proposed fix of the bug Astor points to would bring in decoupling the offset from the actor's visible facing and pair it with the internal facing, which is only unlimited at voxel actors, letting sprite actors jumping their offsets.
pchote has a separate branch for converting maps - Github.com - it's not merged yet but it does it's job quite okay. The overlays list might be off atm - last time it was used, the maps ended up without veins themselves.
>cue wall-of-text on T10
It uses the original Red Alert graphics. It can't be as good - because they're the same. CS/AM artwork are even included.
Honestly, we had a long internal discussion about this (with this being the third version maybe followed by two-three more revisions) resulting with a lot more differentiated chevrons. I have no idea why this version got uploaded to be honest.
TL;DR: This isn't the actually employed version, that's much more intuitive.
You're free to recreate the classic mods, but no developer is interested in maintaining such a mod.
ATM Sole Survivor would be more likely than Renegade or Generals... OpenWestwood might sound more exact. :P
Knowing which plane you consider OP would help. The choppers rearm in air because individual unit queues render aircraft relatively useless if they'd keep the bottleneck of rearming in the pad.
You can change both within your installedfolder/OpenRA/mods/cnc/rules/aircraft.yaml, just look for SelfReloads: regarding the helicopters. You probably will have to tinker with the weapons of that aircraft you consider OP, which you fill find in one of the yamls within the mods/cnc/weapons.
Keep in mind these would be local changes.
There is a WIP RA2 mod - emphatize WIP and RA2 - led by Phrohdoh, but you might be right regarding it being too soon. For now.
On the other hand since my workpace with AS is also slow, I think that'll be finished around the same time I'll be done, so yeah, I'm not really worried. Especially if by the time I'll get to the finishing stage I just go and remake the missing RA2/YR features on my own. :D
Also the more I wait, the more time it'd take me to do the switch if I aimed for proper support - since let's face it, compatibility with YR is getting worse with each day passing by - so in the end it all comes down to be properly prepared for the future.
And OpenRA will be the future. Maybe already tomorrow, maybe just next year - however I think I will finish this later than that day. And by then, the date of that achievement won't even matter.
You probably never modded TS at all. Otherwise you would have known that the modding limits of TS are really terribly limited. Besides, nowadays even common people are aware of the compatibility issues the Westwood games have.
It all just come down to the fact that OpenRA reached the state of maturity in terms of features and capabilities to be a worthy alternative choice - and CD realized it before any other mod.
If that brings less compatibility issues for the players as well - and even you know that it will -, it's a win-win scenario for everyone.
TL;DR: People will welcome if the mod needs less compatibility voodoo. Nothing surprising happened. :P
Even MO3's Apocalypse with it's both missile-and-cannon usage can be replicated. :)
Don't worry, me too. That's why OpenRA is awesome - you can reuse most of them (only the sidebar can't be reused on a 1:1 basis). :)
Notsure if that sounds right - your problem was caused by the missing Microsoft Visual C++ 2010 redistributable package, not because of freetype6.dll being corrupted.
HD TD tiberium in TI? Sounds totally your style, indeed.
The old tib indeed had to go, it was pretty much the worst pixelart they did in the entire game.
Well, their diamond-tile support is still work-in-progress (with some issues regarding depth here'n'there) but it had left the Red Alert 1-only past a long while ago.
Future Crisis from the looks of it.
You should report that on the bugtracker - Github.com .
There isn't sadly.