Soviets now have Slave Miners. Allied Medium Tanks have railguns. Refineries have 2 docking spots. Harvesters never get stuck.
r011+1: Hotfixed for new installation instructions:
As before, place yupgi_alert.oramod to C:\Program Files (x86)\OpenRA-20170527\mods or where ever your mod folder is. Place OpenRA.yupgi_alert.exe to where OpenRA.Game.exe is. By default it should be "C:\Program Files (x86)\OpenRA-20170527". Run the game with the new executable. If you are a modder who is using my mod you can rename yupgi_alert part to your mod's name! (Anything between OpenRA. and .exe is fed as Game.Mod= parameter, when no explicit Game.Mod parameter is given)
- Soviet now has Slave Miner instead of Working Camp.
- Allies medium tanks now fire railguns! (1.5x firepower buff)
- Units can no longer step over Ant Hill or Queen's Nest. Unloading drone ants can dock any cells adjacent to them.
- Ant Hill now provides sight and counted for victory.
- Ore Refineries have two docking spots now.
- Improved harvester AI. They never get stuck at the field. They rarely get stuck at the refinery. If they do, they automatically get resolved within 30s. (15s average)
- Vein Pit bug fixed. All structures acted like Yuri Ginders in previous release.
- Buzzer sound changed to be less annoying
- Chrono miner, super tank husk burns with proper fire color.
- Chrono miner performance issue addressed
- Build palette order (icon orders in side bar) updated.
- Iron curtain animation now gets disabled on low power or power down.
- Dismantler and Tiberian Fiend attack animation fixed (didn't play).
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.
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.
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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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
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.
Thank you^^
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.
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.
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?
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.
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.
so thats why it called Ludicrous! hahahahaha (just checked the replay)
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)
Thank you, do you have the replay too?
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
thank you very much!
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
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 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