This is a submod for OpenRA's RA mod that vastly expands the number of available countries per side, with its aim being to flesh out the subfactions mechanic found in the RA mod.

Each of the subfactions are having country bonuses, unique support powers, unique units and a tech unit per subfaction.

There is also lots of changes like extra units for each side, tweaked weapons and so on.

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RA+ Lite mod release

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This mod started when i, dissatisfied with how lame the country mechanic is in RA mod, decided to make my own submod that would make them have worthwhile differences. In the process have got inspired by the original RA game, lots of other fellow ORA modders works, even other games like AoE or EE to create an set of subfactions that each has an thematic and an set of bonuses associated with it.

you can view an textual summary of the nation bonuses here

The mod is mainly being developed at:

Github.com

I have decided the create two versions of the mod: Full, which is featuring all the extra countries and new units, etc. and Lite, which is from now on is going to feature only 3 country per side.

The current release(s) can be found at:

Full:

Github.com

Lite:

Github.com

Posted on moddb in the hopes of getting some players, i havent pieced this together to gather dust only.

Enjoy the mod!

Comments  (0 - 10 of 15)
ripper-ausosig
ripper-ausosig

Hey, I really like this mod, and I love how each country does feel a little more unique now (reminds me of Generals: Zero Hour). It's a very promising mod, however I do have some feedback if that's ok? Some of then new units and tech units are fantastic, but it also means it's going to be a bit difficult to balance as well.

For example I realise that every Soviet team get war harvesters, rather than just one or two sub-factions, which makes me think that maybe the Allies should get something to counter-balance this, kind of like how they got Chrono-harvesters in RA2.

Another is I realise that every Soviet team (or almost all of them) have invisible missile silos, which means I can only ever detect them if I accidentally bump into them, or fire near them. Are there other support powers than can detect them? I don't recall France's Listening Post detecting them, unless I wasn't close enough.

Finally there's just a few little things, like how Turkey is able to build an unlimited amount of Commandos, which despite them not being able to attack vehicles, having 20+ Commandos in APCs let loose in an enemy base can be very devastating, haha.

I will say the enemy AI is really tough, and they feel more like real players when compared to vanilla OpenRA! Hijackers prioritise stealing your harvesters, just to **** you off, haha, and enemy planes attack areas where there are no AA defences, rather than just being shot down carelessly like in vanilla OpenRA.
Overall this is a very promising mod, and I do hope you still love working on it, and continue to make it awesome! :)

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MialiciusMeowdini Creator
MialiciusMeowdini

Your feedback is most welcome.
Its going to be near impossible to balance, atleast i will try however.
Chrono Harvesters had been pure cheese in RA2, i would probably not implement that. Can try something like Harvester with mini-pillbox atop it or with an aa-only missile turret for Allies.
Every Missile Silo is cloaked, what you have described is an oversight on my part its cloak is supposed to cease function when at lowpower, so you will able to destroy powerplants to find out in next update. Until then try to space out Infantry as they detect cloaked in the cells right next to them. Listening Post not detecting invisible seems like an bug, its supposed to be a Detector.
Each Commando costs 1000, so what you faced there is 20000k spent into commandos + their APC costs. Rather easy to waste such an attempt upon getting wind of it. I may bump its cost to 1200 however.

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ripper-ausosig
ripper-ausosig

Hey, thanks for the reply, and it's great to hear you're still working on this amazing mod!

Mini-pillbox or AA missile sounds pretty interesting! I'm wondering if Allied harvesters could self-heal over time (when not in combat) to make them a little different to the war harvesters, but give them something special?

Also I'm glad you mentioned the low power thing, I have experienced in-game where the missile silo is visible when the enemy has low power. I didn't realise mine was invisible too, but I did realise the camo pillbox is now actually stealthed until it starts firing, which I found interesting. As for the Listening Post, I must have not put it near the silo. I thought I saw it after a Chrono-shift, went to put the post next to the building but must have mistaken its location.

Also someone earlier mentioned that they thought the AI was basic, but I honestly think it's much harder than vanilla OpenRA, it's quite a challenge! I played 2v2, me and my bro vs 2 AI, and I guess the AI will always be able to micro-manage a lot more things simultaneously than a human can, perhaps my experience is a little swayed that I've gone against difficult AI, haha. Also Volkov can be annoying, but thankfully it's only one per team, haha. Keep up the great work!

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MialiciusMeowdini Creator
MialiciusMeowdini

Harvesters already self-heal slowly when below 50% of max. HP in OpenRA, i havent changed this behavior so its happening here in this mod too.
Currently the AI earns 20% more than a human player and builds everything 20% cheaper, its been made into a cheating bastard because otherwise it can barely keep up with human player at all.
There will be better AI in future OpenRA releases that will hopefully enable AI that can manages itself without cheating, until then not much i can do on that front im afraid.

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ripper-ausosig
ripper-ausosig

Hello again. Thanks for the responses to my questions earlier, and I want to say thank you for releasing the full RA+ mod as well! There are a lot of great, and interesting balancing, new toys to play with, and a brutal AI that offers more of a challenge!

I have one question though regarding the Soviet transport plane. I built one and tried putting units inside when it lands on the ground (it doesn't work when it's on the airfield) and I can't seem to get any of the units inside. I tried different vehicles, as well as infantry, grouped and un-grouped, and unfortunately I couldn't get them inside the big plane. Is there something I'm doing wrong by any chance?

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MialiciusMeowdini Creator
MialiciusMeowdini

ah, well ive seen your comment now.
Regarding the transport plane: it does work when on the Airfield, Vehicles will enter one-by-one, one after the another, entering from south of the Airfield going into centre of Plane, happens very slowly.
I dont know how you managed to make the Plane land on ground instead of an Airfield, that seems like something that wasnt supposed to happen at all.
Also mind that Mammoths have weight of 4 as opposed to most Vehicles that weigh 2, so if you ordered one inside while there wasnt enough space in the Plane it will stand there doing nothing.

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Meaty_Aberation
Meaty_Aberation

Very nice looking mod. Great work.

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Guest
Guest

Can not train attack dog in 1.3.6 beta,eva told me "Unable to build more"

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MialiciusMeowdini Creator
MialiciusMeowdini

thx for report, fixed it.

Reply Good karma+1 vote
Gonzalord
Gonzalord

Dude, i just tryed your mod, wish it had AI to play against too with friends, but non the less, it's amazing, i wish vanilla game had all the amazing and outstanding features this mod has.

Why isn't this on OpenRA's Main Page? i dunno know, but it should be.

I already played with some friends, i reported a small bug with Volkov on ur Git, but it's just a silly one, he doesn't have a Garrison Flash, so when he fires while garrisoned he kills the game.

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MialiciusMeowdini Creator
MialiciusMeowdini

Thank you for the kind words and reporting that bug.
There is AI player, however it can only play very basic and is not much of an challenge. Apparently there will be more options for creating competitive AI in future ORA releases, which im looking forward to.

Reply Good karma+1 vote
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