anti rush
DemoFor installation unzip to mods folder in openra folder.
Anti rush mode. Now try do fast rush is useless. Changes: -Power plants regen automatically and give more energy. -MVC regen automatically and give 100 power. -Node obelisk can attack air and need 90 power only -Harvester regen automatically and can attack by flame -Silo give 5 energy and periodically produce 15 tiberium -All infantry have tiberian immune
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Making infantry immune to tiberium doesn't really prevent rushing, if anything that encourages it.
When a field is larger, it acts more as a barrier to enemy infantry. In late game when the field size has diminished due to harvesting, they pose less risk overall.
If anything, you should be encouraging mixed unit tactics by making infantry more consistently viable in late game while less viable against base structures in general thus requiring vehicle support.
Some of these other changes seem hinky and arbitrary in regards to effectiveness against rushing, it seems like if anything it just makes turtling easier.