I found a few problems while using this program for GenEvo translation. This util is out of date, please visit Github.com for the newest release.
I found a few problems while using this program for GenEvo translation. This util is out of date, please visit Github.com for the newest release.
Not really, it is from a WW 1 mod that is canceled!
I already have my engine updated but it has nothing new, I decided to hold until I add something :)
Now it works
Very strange, I uploaded twice but still doesn't work. Must be some problem with moddb.
Not too much, but it needs a few more modules to support RA2's funky stuff. TS is still under rapid development and we need to wait: Github.com
Probably yes, they have RA2 repository in the OpenRA git.
Fix released (r018+1)
Thanks! I'm really short on time, I guess I'll fix GI crash first.
That's cool! I want this in my mod too xD
While OpenRA supports Linux, OpenRAModSDK doesn't seem to support Linux. I think you have to compile my mod from source:
Github.com : and copy the mods directory in this zip.
Chinook looks to be moving on the ground? I hope my DockManager PR makes it into the engine and it will be much easier to make custom docking actions. MW by CombinE took just my DockManager to make his own docking stuff, too.
I made AI build the superweapons just hours ago! It will be released around this weekend.
Thank you, I released the hotfix for this.
Of course, they provide me something to look at but they aren't starting points.
They are no good for me.
1. Script parts are useless, they define build orders and unit compositions.
2. Engine parts are useless, they rely on BWAPI and not in C#. Porting their meaning is just as difficult as writing from scratch.
I do a similar thing but doesn't work well. First of all, there are many fields and which expansion to choose. Second, it doesn't consider terrain that it will expand behind the cliff that harvester will have to go a long way. Reality is tough :)
Embarrassing, I'm the casual modder xD
I'm aware of them. SC is easier in some sense, it is easier to determine where to expand because there's mineral there and the only good place to expand is at the center of those minerals. Then there are ramps that allow the AI to find defensive positions easier while C&Cs; series are intended to play in open place.
The problem with C&Cs; is that MCVs are the core of the gameplay and it keeps moving from place to place :)
Indeed :) If I can make a non-cheating AI that can beat humans then I'd be a star (not possible haha)
Lua AI seems to be very difficult to overcome. I discovered many bugs in Lua script after the release. I'll overcome that though...
I fixed the urgent Lua scripting error. I'll get my hands on other stuff later.
+1 hotfix has the files needed to fix it.
Oh yeah, Now I remember that I need to modify stuff in, OpenRA\lua
not just .exe and .oramod
At this point, I think I should go for independent distribution.
Not intended! I'll take a look.
Floater is planned, Mutants need something anti-naval!
But no flying ones. My initial idea is to make them something like GLA that have no air unit. That might change if I come up with an interesting idea, though.
Since the trait I only look at the activities, yes, until it runs out of ammo.
That's because in C&C Generals casual players didn't know how they worked exactly. If Aurora had a designated target it was INVINCIBLE. Then after delivering its payload, it became vulnerable.
RA2 Aegis targeting implemented! But it is a ground unit this time.
MLRS was in tier 2, which was the same as artillery. I decided to make it a tier 3 unit. As RA2 Aegis Cruisers, after firing one shot, it switches target. If a target is designated, it will focus fire on the target.
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