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
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
Meat monsters broke out of a secret lab in Soviet Russia and are now trying to take over the world! In addition to the Monsters, many other factions are...
Enter the age of many crusades and early civilization as the Valiant king Gabriel Dardanis the first (GDI) or as the traitorous Baron Hodsworth of Noddingen...
Shattered Paradise is an expansion for Tiberian Sun on OpenRA, its goal is to (im)balance the game by adding new factions (Mutants, C.A.B.A.L. and Scrin...
OpenSA (Swarm Assault) is a real time strategy game that requires you to control huge swarms of ants, beetles, spiders, scorpions and wasps in a desperate...
OpenRA mod based on Command & Conquer: Red Alert 2, rebalancing and adding new logics to the Allies, Soviets and Yuri to make it more competitive. Tune...
Tiberium Origins lets you play all four sides from Tiberian Dawn and Red Alert in one game, plus two more. It features Tiberium as a third resource, more...
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.