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Add file Over Powered Mod Release 011+1 for 20170527
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yupgi_alert_r011_1.zip
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Full Version
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boolbada
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8.49mb (8,903,437 bytes)
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63 (1 today)
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1e232e5616fe8462d6e54d6856dcd286
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Description

Soviets now have Slave Miners. Allied Medium Tanks have railguns. Refineries have 2 docking spots. Harvesters never get stuck.

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Over Powered Mod Release 011+1 for 20170527
Comments
D.jTeo
D.jTeo

Nice work, I would prefer the old, one file mod.
Instructions:
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.

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boolbada Author
boolbada

Oh dear.
I'll revise that quickly in a few hours.

I ditched the old method because my mod even interferes with OpenRA.Game.exe, which makes it much harder for users to install and run the mod.

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boolbada Author
boolbada

The mod can be installed as it was in previous release but it should be easier to run :) The new EXE inside the mod zip now takes care of Game.Mod parameter.

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Tonhaospawn
Tonhaospawn

hello,

Bug Number 1, Sam site no destroy combat chinok ,no hit combat chinokk,only AA gun and artilhery and rocket soldier can destroy combat chinokk.

Number 2 Labor camp not exist,no appearance

number 3: My combat chinok dont atack,Only AI combat chinok Can atack

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boolbada Author
boolbada

Hi! They aren't bugs.
(1) Combat chinook's laser is so good that one samsite can't kill it with just one sam site! To kill it with missiles, you need many missile weapons
(2) Labor camp is removed and replaced with Gulag Miner in the vehicles build tab.
(3) You have to put infantry in it to make it attack, like Zero Hour combat chinook. However, AI doesn't know how to put infantry in it so I made AI make chinook with infantry in it.

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Tonhaospawn
Tonhaospawn

Thank you^^

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D.jTeo
D.jTeo

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.

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boolbada Author
boolbada

Ant superweapon is planned but my primary interest is on multi-dock implementation right now: with refinery multi-dock, service depot and airfield/helipad is on the way!

About timing issue, i'm not too sure what I can do. That happens for superweapon timers too. I guess the speed setting 4x+ is not what computer can keep up! In other words, the computer is doing as fast as it can but it can't do all the things the game is telling it to do in one second.

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D.jTeo
D.jTeo

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?

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boolbada Author
boolbada

Modern computers are fast but OpenRA engine uses high level language features that are neat programming-wise but not very good for computers. Armor types for example, are "strings" not numbers: OpenRA engine tries to be very general for the modders at the cost of computational complexity. I don't think there's hardcoded speed.

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boolbada Author
boolbada

The difference between 4x and Ludicrous becomes noticeable when playing replays. Replay viewer allows frame skip and 4x and Ludicrous do play at different speed.

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D.jTeo
D.jTeo

so thats why it called Ludicrous! hahahahaha (just checked the replay)

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D.jTeo
D.jTeo

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.Actor.Tick()
at OpenRA.World.Tick()
at OpenRA.Game.InnerLogicTick(OrderManager orderManager)
at OpenRA.Game.LogicTick()
at OpenRA.Game.Loop()
at OpenRA.Game.Run()
at OpenRA.Program.Run(String[] args)
at OpenRA.Program.Main(String[] args)

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boolbada Author
boolbada

Thank you, do you have the replay too?

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D.jTeo
D.jTeo

I always forgot to click the replay button and posted as comment. XD

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D.jTeo
D.jTeo

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

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boolbada Author
boolbada

thank you very much!

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boolbada Author
boolbada

I think I fixed it, it will ship on this week's release. But then there will be some more multi-dock airfield/service depot/helipad changes that might cause more crashes xD

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D.jTeo
D.jTeo

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.

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boolbada Author
boolbada

I think I can sort of do that, but it will be closer to Supply Trucks. I'm thinking of force moving vehicles into service depots then it will be refunded instead of being repaired.

I'm not for hotfix, this release already brought a big change that can destabilize the game xD

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