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Thanks for the feedback, guess in that case we will have to reduce the easy AI, thing is this isnt programmed to work like on tiberian sun, the AI will produce units at random and send them to you once they have enough, so at the start the waves are weaker because its busy building, we can reduce the delay between training orders though, that could make the game easier.
Si, se ve bien, good.
OpenRA AI is far more active than the old vanilla ts AI, but overall its predictable, it builds units at random and attacks what it considers the weakest point, it might attack at different times on each game, you only have to make sure you are active, build an army and scout, you will learn to exploit it eventually.
Do not forget that OpenRA its a recreation of the originals but the entire codebase is different.
Im very late to the party, that sounds like a GPU issue, you should ask in the ORA discord / IRC if you did not do so already.
As a note, the animation plays very fast because it already uses an enormous amount of frames, I could increase them but I dont know if that could impact the game.
I am super late but my condolences, should have looked up sooner.
Replace Scrin subfactions with forgotten? what? I dont think that means what I understood.
Citadel doesnt sound bad if you think about it.
You dont, the map editor doesnt have elevation support for isometric mods, you are better off using Final Sun and importing the map to OpenRA using the utility later on.
Sort of, terrain has to be done in Final Sun, the rest is handled with the ORA editor plus your favourite text editor.
Its an option, and also there is no other way to increase the challenge, besides playing multiplayer.
Cant, the engine was not designed for that.
AI improvements are linked to ORA development and not this mod, so I cant give you an estimate at all, at most the only thing I can do is make it harder than smarter (money cash and stat buffs), but thats not what I would call fair difficulty, so only the money cash is in, without it the AI would get stuck trying to build from three queues, with a single harvester.
Missions are scripted.
Puta la wea
By rewritte I meant work on the base code, not spend time to polish an already working AI, we did all we can on that area, but the AI itself isnt very good.
thats a general issue with all the OpenRA AIs of all the mods, we could fix it if someone rewritte a lua based AI but no luck so far. Its better to play multiplayer until this improves imo.
Ouch, this isnt exactly my area.
The installers are standalone, the file I uploaded is the installer for Windows, if you read the description or Graions Comment you can find the others for linux and mac, if you want to do a manual compilation, you would better head here.
The faq file I put in the description also mentions which engine build and mod version to get to make sure your version is compatible with the servers, that will allow you access to the servers. (playing on different versions causes a desync)
If you have a specific problem, you would have to provide more information.
Guess next time we will put the instructions on the image.
We did what we could :)
Congratulations to you both, this mod couldnt happen without your help.
that poweplant and repair pad looks nice, keep it up man.
Nope, wait for release, hopefully that will be on one month or two, we are waiting for some updates from the devs.
Dude what the hell, I was pointing at the fact the just removed exceptions, like uncrushable units or infantry with custom armors.
Weon, but did you knew that one wea is one kind of wea, and another wea is a completely different kind of wea?
weon, la wea.
Because last time you checked ORA was like 2 years ago? Well now development is slowing down, but there are still meaningful improvements.
But disruptors are already in :(