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You need to infiltrate both ConYard and Battle Lab afaik.
Are you on OpenRA discord channel, my discord name is MustaphaTR, you can find me there. If not you can join my other mod's server and find me there: Discordapp.com
What happens when you do that? Can you send a screenshot of error message if there is any.
Afaik Origin needs some extra steps to make the mods work but i'm not sure what, try looking for some info on google.
Yes, as it is similar to original game, but you need to specifically target them, instead of units killing them first than the site as in original. Snipers and toxin weapons would auto target them as they can't attack the building itaelf.
Just download the lastest version and unzip it in ZH folder.
Yeah, i saw that mod while i wa trying to uplod this. I looked to it to see what it has, it doesn't seem like it has any fixes or Generals Challange. I didn't properly test the AI, not sure if better than mine. Mine is mostly copy-paste from Vanilla Chinese one with some small additions like Sneak Attack/Tunnel Network team, Burton attack force etc.
Extract the zip file in the game folder, just putting it there isn't gonna work.
This mod does more than just enabling Leang as listed in mod desc, so just 2 actions is an understatement. Especially working Skirmish AI is a hard thing to do. Tho, i can't say it is big either. I'm no Generals Modder, just wanted to take a look to its code a bit and that's one of the easiest things you can do.
English please, i don't know Russian.
I have been workign on weapons yesterday and today. I have finally figured out how exactly original weapon spread worked. Nuke Cannon should be more like original already, thanks for reminding the Aurora, i haven't updated it yet. Soon all the weapons should be more like original.
OpenRA's AI is not really good anyway, even with the improvements of mine to make them work with some of the Generals logics, it still don't work reliably.
I rebased the engine today, it should work fine now.
It is known. PR that fixes it is merged to the upstream (https://github.com/OpenRA/OpenRA/pull/14997), i just need to rebase my engine to get the fix to the mod. I won't be here/working on the mod during weekend, so it'll be fixed during Monay or Tuesday.
Mod's release has delayed a lot, i was planning to release this on December, lol. I really don't wanna give another date, but with the new OpenRA release is out, maybe Soon™.
Tho, i have added a lot of cool stuff since than that wouldn't be in the mod if it was released back than, which is nice. Mod is available on GitHub anyway.
I didn't add the drone repairing yet. Currently they are just additional weapons/stealth detection.
When you select a vehicle you can chose a drone from the production bar, like anyother thing to build. When you build a drone, vehicle no longer shows a production UI.
When you lose the drone, as i said in the image desc, you get one free in a minute, rather than manually rebuilding it. So when you selected a drone, vehicle is stuck with it.
Yes, there is no auto-updater unfortunately.
The latter, engine limitations.
You get cash (10% of units original cash) for killing enemy units (like GLA has in CnC Generals) with that enabled. That was the behaviour before too, but you can now disable it.
Nolt rendered them for me, from voxels, not proper 3D models. You may try to ask him.
What is the error saying?
Yes. I was planning to do the list of crediting for custom voxels i used after i get all in. I just get the voxels from my old mod CnCD2K so i'm not sure what is who's right now.
New urban always had dirt afaik. At least with Terrain Expansion.
Will check, sounds like it never happened to me because, i never kill the enemy bases when i play.
I have updated the map to lastest release Resource.openra.net
Have you followed the introduction at the github page? What error does it exactly give?
Even if you get it running, i wouldn't recommend to play it rn. There is an issue with a piece of code that i didn't write, which causes freezes in like 90% of the games. One who wrote that code is currently moving and i don't wanna bother fixing that. He said he'll be avaiable in December and after fixing that, there will be a release anyway. I would say wait for it.
Haven't take a look to it for a long while. Lastest version on resource site should work fine on previous release. I may update it and m7v2 for new release, maybe.
No addon units are missing on OpenRA, just some are subfaction specific. MGG and Fake buildings are also faction specific (but they are not addon unit) and Mechanic and MAD tanks aren't while being addon unit.
Unless you are counting Heli-carrier which was a last-time scrapped unit in Aftermath that works fine if you enable with Tech Level. OpenRA doesn't have that unit.
OpenRA has all the units from Original game what are you talking about?
They are just coıntry specific so you don't get all at the same time, but they are there.
Looks like a ZOffset issue with walls to me.