thats coming in the next release of openra
thats coming in the next release of openra
Im sorry, but if you are still receiving this would like you to know had to stop development of the mod.
Its only due to personal life reasons that i can no longer keep up with updating.
Thank you for playing !
infinite production should already been made possible.
i will just need to find out where to enable that.
as for the recipe i thought you mean something like a preset buildorder, which you would setup somewhere else in the game's system, that you can then ingame tell on the production structure to build until completion, as a set. ?
thats a rather good idea that would require advanced changes to the engine however, maybe you can suggest it to the ORA developers too.
ideally i would allow the user to pick their own ui color, using a similar system to colorpicker. would rather not mess with the ui code however for sake of my sanity.
i guess its about having fun. Pink is the best <3
it was meant to be some silly thing to pass time until next release of OpenRA finally comes.
ended up implementing many a good things however which will definitely go into next release of RA+ also.
It should probably be renamed to Steppe instead with all those pine trees about.
ah the intricacies of how the Aircraft traits function. Suppose will keep them on 'Always take off on creation' setting just to prevent this bug alone at the next release.
are the Scimitar jets based on anything from IRL or are they custom homebrewn ?
When i get the time for it, surely there will be, alas... there are only 24 hours a day.
It was oversight on my part. should be fixed now in v.1.4.3
well, if it helps in the next version im removing the bonus income AI players get, and also making the AI production cost and build time boost a lobby tickbox toggleable option.
sort of looks like RA1 medium tank with how flat it is ?
this mod has been abandoned, or rather: merged into C&C All mod.
he probably means production like in ORA TD mod, each factory to build seperately.
for some reason enabling this on a save with Artifact Acquisition and Overhaul mod caused items in treasury to turn blank, as in they are there but lack name, description and provide no function. disabled mod the items resume normal function again.
is there any reason paris and the county below have trade post both being right next to each other
population is showing insane high numbers.
productivity and population icons dont show up (if they were supposed to have any)
city patrol and arm the peasant decisions not have icons.
city guards patrol auto-reenacts itself on its own when cancelled.
have fixed the modcontent crash, it was not being included.
sorry for that.
i like the old game pixel aesthetic, well done!
just a headsup: have finally updated this mod to latest release. It should work proper now.
how in the earth did you manage to add completely new races i had been taught thats impossible to do when in the not so distant past i was inquiring about adding an playable undead race.
ah, well ive seen your comment now.
Regarding the transport plane: it does work when on the Airfield, Vehicles will enter one-by-one, one after the another, entering from south of the Airfield going into centre of Plane, happens very slowly.
I dont know how you managed to make the Plane land on ground instead of an Airfield, that seems like something that wasnt supposed to happen at all.
Also mind that Mammoths have weight of 4 as opposed to most Vehicles that weigh 2, so if you ordered one inside while there wasnt enough space in the Plane it will stand there doing nothing.
You can play as GDI and Nod on any RA map, instead of Allies and Soviet.
btw have an discord for RA+ mod over at Discord.gg so if you like to present ideas feel free to do so.
1. I should have fixed that by now.
2. Will add an overlay for this then.
3. As it turns out multiple ReloadAmmoPool on the same Aircraft unit doesnt work properly so it has been reverted to an 'classic' Heli that rearms on Helipad.
4. I would like to simply replace Behemoth Artillery with something else.
5. Ok, i will check this.
6. AA Infantry will get new weapon that has fast traveling rocket with increased rocket travel distance. ATGM will get increased attack range and probably +damage per shot.
7. Currently the Heavy Tank 1-B is just an economic alternative to HTNK, being slightly cheaper and with less Hitpoints. I do like your idea however and might make the 1-B version have increased Hitpoints, or atleast same as 3TNK.
8. Chem Trooper is pretty much "elite" Flamethrowers. The two kept seperate only because Chems use old-style flamespray weaponry that can attack only the cell next to them.
9. I would say that is working as intended. Destroyer is one tier higher unit than the Gunboat after all.
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