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I really like this mod.
Here some bugs:
Supply trucks need unrestricted tech to be build.
On medium tech Black Hand commando appear but cant build tech center.
On No Superweapon tech GDI & NOD have their superweapon.
On No Superweapon tech you cant build GDI commando but you can build NOD Black Hand Commando.
If you power off a GDI adv.comms the Ion Cannon ability is still active.
The requirement of Black Hand should be temple of NOD, mechanic and Hijacker should be Repair Bay?
Nod Hijacker need Service Depot, build Repair Depot didnt unlock it.
On Map Editor Blossom Trees dont appear at resource spawn category
If the only change is no Red Alert mod override, you should name it 0.71 like the ingame version.
Bunker bonus approval. check!
Color code approval. check!
Release date. uncheck!
Hello, did you miss me?
First bug to report:
Exception of type `System.InvalidOperationException`: Unit `gi` does not have a sequence named `garrison-muzzle`
how to reproduce: have a chinook with a gi inside and try to shoot something
and I think cyberf*ckingTanya inside chinook seems to shoots only with pistols and not any flames that shoots while on foot.
Your Hacky(Unleashed) AI crashes on map load.
Super-Sonic bomber have mig's fall (death) animation (texture).
Desolator dont get veteran bonus when spy got on baracks.
Neither some vehicles get veteran bonus (maybe intended), Aegis rocket laucher, Dismantler, super tank, slave miner.
Yes slave miner has a MG so it must have vet bonus like YR.
Maybe the units that dont get veteran bonus they cant get veterancy bonus at all.
I didnt know about Chrono Tanya until read the description XD.
She is pretty awesome with that chrono range.
Bug or intended: When you put a spy on enemys production structures, for example war factory, the new units dont get veterancy bonus on production.
Tested with allies put a spy on war factory and mrls, dismantler etc didnt get veteran bonus when produced.
If you force fire on ground is it become invincible?
It sounds pretty OP to me. XD
all units can mind controlled?
ok, looking forward to.
Could you add the old service depot sell vehicle feature?
Release a hotfix and a new update, so multi-dock crashes wont be on the hotfix release.
I always forgot to click the replay button and posted as comment. XD
Yes here you are, Mega.nz
I have two replayes with same crash I upload you the smallest.
My map is here Resource.openra.net
I think some of your miner has bug,
Exception of type `System.NullReferenceException`: Object reference not set to an instance of an object.
at OpenRA.Traits.ActivityUtils.<>c.<SequenceActivities>b__1_0(Activity next, Activity a)
at System.Linq.Enumerable.Aggregate[TSource](IEnumerable`1 source, Func`3 func)
at OpenRA.Traits.ActivityUtils.SequenceActivities(Activity acts)
at OpenRA.Mods.Yupgi_alert.Activities.SpawnerHarvesterHarvest.ScanTick(Actor self, MiningState& state)
at OpenRA.Mods.Yupgi_alert.Activities.SpawnerHarvesterHarvest.Tick(Actor self)
at OpenRA.Activities.Activity.TickOuter(Actor self)
at OpenRA.Traits.ActivityUtils.RunActivity(Actor self, Activity act)
at OpenRA.Game.InnerLogicTick(OrderManager orderManager)
at OpenRA.Program.Run(String args)
at OpenRA.Program.Main(String args)
so thats why it called Ludicrous! hahahahaha (just checked the replay)
multi-dock airfiled/helipads maybe will need building changes, lets say a bigger 3x3 building to fit 2 docking points.
As for time I think the game engine can't keep up, because I have a pretty good computer. 4x and ludicrus its seems they are the same speed, and at fastest and 4x difference isnt noticable. Are you sure you implemented new speeds correctly? maybe missing something or game engine has a maximum (hardcoded) speed?
You should evolve some kind of superweapon for the Mutant faction because they are lowPowered on late game.
And the times of production on >fastest speed are inaccurate, dont know if you can show them as fractions of seconds.
An example is, rifleman and rocketman both have 1 sec to produce,but it is noticable that rocketman do 2 sec (or almost 2 sec) test it on 4x speed.
Nice work, I would prefer the old, one file mod.
no need for original OpenRA game.
1. unzip mod to a folder
2. make a text file inside there
3. put this text inside the new text file: start OpenRA.exe Game.Mod=yupgi_alert
4. save it as .bat file
5. open .bat file and have fun.
Obviously the .cmd file inside yupgi_alert mod folder doesnt work.
I like tib trees it slow kills anything that is not ant, it has some defense purpose and they are infinte money, like labor camps of soviet.
But do whatever you like!
I just found a really nice exploit with the supply logic on units, sell building so you get your free techicians (they are you best buddies) obviously they are so usefull that cost 1000$ and with your bug put the on a building and claim your free 500$, selling power plants wasn't more worth of.
Even without this bug, in teams if one teammate has mutant and the other not, the no-mutant teammate can sell technicians on Vein Pit of his friends. XD
If you manage to fix it, dont forget that supply truck give whole amount of money and not half.
If I remember correclty in original RA, you could sell units at repair pad. If there is such thing you can use it on Vein Pit.
But is there any really use of this Pit grinder?
Except if out of money and not have any drone ant (ultra rare).
I will rephase my bug report, all units can enter all buildings (didnt test the 'all' but I am pretty sure) to be grinded. XD
Any release date for 1.1?
I totally agree!
To install just unzip yupgi_alert.oramod to whatever folder you want and double-click it, it open it with OpenRA automatically.
I just unzip it to Documents/OpenRA/mods
I dont understand why yours instructions to game folder?
Didnt know Iron Curtain is a grinder like Vein pit (does allies have too?).
shouldn't a Iron Curtain powered off, stop flashing like crazy?
Oh and try build a supply truck and select it to check what happens. XD
I really like the deer and dog model, its a pity we wont see them in game.
Have a good month.
Now both Corrino and Atreides have MG trikes and MG quads.
Shouldnt have Rocket Quads instead?
OK looking forward to, I posted on 1.08 (article) a comment with a crash when picking up a crate.
When I take a crate in skirmish game crashes, can you confirm it? I was having Harkonnen team both times.
"Exception of type `System.Collections.Generic.KeyNotFoundException`: The given key was not present in the dictionary."
I think trike have more rate of fire than a quad both in MG and Rocket variant.It shoots more often, I did more 1vs1 and sometimes quads wins.