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Hell yeah I'm ready!
Question for the devs: have you considered integrating OFS with Cnc-online.net?
Cool, looking forward to it!
The Red Alliance definitely sound like my kind of team. :P
Are you guys going to do features on the other factions at the same time or will you be getting the RA out of the way first?
Long range too? Like some sort of TD?
Amazing mod guys, super polished and fun, and some of the best particle fx I've seen in a generals mod. I also had problems at first with the .bat not working, so I changed the filenames manually. Could it have something to do with Generals being installed to Program Files(x86? I know some old games run into problems with permissions in there on W10.
Anyway, a couple things about China, since they're my main faction:
1)Their aircraft seem to die a lot easier than USA's and GLA's, since even after the armor upgrade my MIGs would die to literally two stinger missiles, and any helicopter gunships I built would drop like flies, something I didn't see when using Apaches and Hinds. Special Weapons' flares inproved survivability only a little.
2)Don't take this as a me acting spoilt, haha, but are there any eventual plans to give the Red Army a unique superweapon? I only ask, because every USA and every GLA general has their own. And on a similar note, every Chinese general unlocks some sort of Overlord as their endgame, heavy assault unit, while the other factions have more interesting stuff.
Anyway, thanks a lot for releasing the mod, it's a lot of fun!
Damn, looking nice, as always. WEA gone lock **** down.
A question about the ADF: will they basically be the same as they were in the 2010 demo?
I'm definitely with you on this, though I think I'm more negative on the game. The moment to moment combat just feel so stiff and unexciting; outside of some of the unit abilities nothing feels like it's got the impact that it should have.
Definitely not a fan, and it really seems like a step back for Relic.
So I just need to reinstall the mod, right? Not the whole game?
Yes, during loading "Error 0003: Could not compile aiLoaderStandard.xs"
Just installed this mod and none of the AIs seem to work, even the original civs. Tried with Spain and France so far.
Hmmm, looking good, though I hope you guys get a FX artist before release instead of using stock CNC3 effects.
Yeah, definitely throwing my hat in for this one!
Awesome, I've been waiting for this! Shame it's only in Russian, but I can probably manage...
You were expecting a Battlemaster. But it was me, Dio!
Is there any way to start with regular amounts of money?
Because it's cool, dummy.
It's not in the House of Culture, it's in the grocery above the Shelter.
That's the guy from the bar, right? You have to wait until night.
No, he's right, the grocery is directly above the shelter, which is underground. If you in through the front it should be on the floor in one of the back rooms.
Remember what Skiff said; head west along the south side of the powerplant until you see a large building with stairs up the side. Head towards it and you'll be teleported.
Haha, I remember that, same thing happened to me. There are two staircases up to that floor and you'll want to take the one further east.
I've only played with them installed, because hey, if it helps the game run better...
But as far as I know they're completely optional.
Hey folks, I'm the dude who helped localize the script and test the mod at the end there. If you have any questions about where to go and what to do feel free to AMA since it's still fresh in my mind.
I'm gonna die historic on the Fury Road
It looks like you're getting fairly close to finishing the USF though. Do you plan to release the mod with one faction at a time or in bigger chunks, do you know?
So does each cannon have a separate cooldown?
A Mammoth able to fire its railguns, missiles, and vulcan at a single target? OpenRA really is the future. :P
Man, this mod looks amazing. Are you still working on Global Crisis for RA2 as well?