OpenRA is a highly moddable RTS game engine for classic Westwood 2D games. In fact Red Alert, Command & Conquer and Dune 2000 are implemented purely as mods on it. Tools are provided that allow you to add new units, maps and tilesets even create your own mod. Have a look at the wiki.
The RA mod for OpenRA is a reimagining of Command & Conquer: Red Alert. It is not just a clone of the original but has improved and rebalanced gameplay. The UI is modernised for higher resolutions and better usabiltiy. It has fully working multiplayer support for both internet and local play (via direct connect).
The CNC mod for OpenRA is a reimagining of the original Command & Conquer: Tiberian Dawn game. As with Red Alert modern networking and rendering technology is used. Also new features are implemented such as snow terrain, neutral tech buildings and many glitches from the original have been fixed.
The D2k mod for OpenRA is a reimagining of Dune 2000. A remake of the remake so to speak. It separates itself from the rest of the C&C series in terms of lore, certain game mechanics and file formats, but also shares a lot of technology with it's spiritual successors. Avoid the sandworms and build your base on stable foundations. The spice must flow!
Probably the most wanted missing feature, the next version will include support for savegames in both skirmish and the campaigns. No more losing all progress to a stray dog eating your Tanya!
Longer missions can now be played in several takes instead of needing you to pull through in one go.
Our spectator UI has always been noted to be clunky and take too much space on the screen. With the next update we are happy to finally introduce a more slim and focused spectator UI.
Our second most visible update features yet another long standing UI rework that was just completed last month after sitting on the shelf for years. The sidebar in Tiberian Dawn was completely overhauled and looks better than ever.
There is not much to say here, the images will tell the story. The tweaked placement preview makes it easier to see both the building being placed and any cells that are blocked by units or debris.
On a side node for the modders reading this: With the coming update the core engine will also support placing building variants in your mod (if you like north and south facing refineries for example).
The ingame UI was not the only thing getting an upgrade. We overhauled the map previews of the map chooser to look the same as ingame.
Parabombs and airstrikes have long been a point of both frustration (when taking too long to reach their destination) and joy (when immediately whipping an army at the map edge). We kept the joy aspect, but removed the frustration! The upcoming release will allow you to conveniently select the approach vector by dragging into a specific direction while placing the power.
The list is long, too long for this post. A few other noteworthy changes include:
You can take a peek at our development changelog if you are interested in the entire list of upcoming changes.
Another, hopefully final, test build on the road towards the next release.
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First Realice of Reds in defence a litle unbalanced but it should work
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