Explain Naval Yards then.People still don't get it that you can't make another factory.
It will always come out of WF!
MO3.0 Feedback // SUGGESTIONS
#2341
Posted 20 October 2015 - 09:30 AM
according to our determinedly dopey Prime Minister Mr Brown, Obama also has a beach in Normandy named after him. If that can't win you an election, what can?
#2342
Posted 20 October 2015 - 09:34 AM
according to our determinedly dopey Prime Minister Mr Brown, Obama also has a beach in Normandy named after him. If that can't win you an election, what can?
#2343
Posted 20 October 2015 - 11:22 AM
Naval Factories were already a thing in Vanilla RA2 and Red Alert 1 though.
That Slave Miner Logic is already feasible just need to increase the Scan Radius for the Slave Miner Structure itself to make it so it wouldn't undeploy to move closer to ore.
If I recall Attacque Superior had it on one of their Factions. Not sure if this is still the case when it migrated to OpenRA
Edited by Atomic_Noodles, 20 October 2015 - 11:26 AM.
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
#2344
Posted 20 October 2015 - 11:58 AM
SlaveMinerShortScan and SlaveMinerLongScan?
Edited by DetectiveTaco, 20 October 2015 - 12:00 PM.
#2345
Posted 20 October 2015 - 02:55 PM
Attacque Superior had it on one of their Factions. Not sure if this is still the case when it migrated to OpenRA
It was a shitty concept to begin with and OpenRA gives me more ways to differ that faction - so I don't know if I'll keep that thing afterall. But I share the results anyway.
If you increase that above 2 tags to ludicrous ranges, you can prevent the deployed Slave Miner to ever undeploy, which is a requirement to give the SM logic to an ordinary refinery - otherwise the refinery will always try to undeploy/sell(!) itself when ore runs out of range - they can be mixed, kinda. I didn't tried having two kinds of slave infantries tbh. Also the slaves cannot enter/exit to the Refinery during a standard miner's dumping.
AS Discord server: https://discord.gg/7aM7Hm2
ComradeCrimson: AS is the product of Hungarian acid
ComradeCrimson: And magical hussars
Dutchygamer: and Weird Al.
#2346
Posted 22 October 2015 - 06:34 PM
So what are the names of other two subfactions for side 4 gonna be?
- The last Bastion.
- Haihead.
Infinitive absence.
#2347
Posted 24 October 2015 - 09:40 AM
Deviator is no more.
Cryo Commando is no more.
Playing not short game vs epsilon is a suicide.
Stolen tech infantry is no more.
Really?? WHY and sorry for my English.
Edited by FELITH, 17 November 2015 - 10:18 AM.
#2348
Posted 24 October 2015 - 11:15 AM
Deviator is no more.
Cryo Commando is no more.
Playing not short game vs epsilon is a suicide.
Stolen tech infantry is no more.
#2349
Posted 24 October 2015 - 12:20 PM
Didn't Speeder say that the Deviator is still in, just without the gas, as a super artillery? He also said that Stolen Tech Infantry will be still in the game, just gained via a new method.
#2350
Posted 24 October 2015 - 05:21 PM
Didn't Speeder say that the Deviator is still in, just without the gas, as a super artillery? He also said that Stolen Tech Infantry will be still in the game, just gained via a new method.
It uses the poisonous warhead that is the ultimate anti infantry unit.
#2351
Posted 24 October 2015 - 06:13 PM
Explain Naval Yards then.People still don't get it that you can't make another factory.
It will always come out of WF!
The existence of naval yards does bring the possibility of separate build queues. The game engine only looks at Naval Yards when considering such, however. If Ares expands this, great. If not, we mod with what we have.
BuildAt= in Ares has already resolved the part about something coming out of WF. RA1 Kennels (share the same buildqueue, but units come out from barracks) are already possible.
Deviator is no more.
Cryo Commando is no more.
Playing not short game vs epsilon is a suicide.
Stolen tech infantry is no more.
No things are confirmed, until... the game is released.
Deviator can be removed, repurposed, moved to a different faction or merged with another unit. So can other units.
#2352
Posted 27 October 2015 - 11:43 PM
Pilots were scrapped mostly because one... if your aircraft just got killed chances are they won't be surviving that parachute down a base covered with 10+ AA Defenses/Units waiting to chomp them up. Making Espionage Infantry amphibious would break their disguise system. You have to add in the amphibious sequences for all the infantry it can disguise on or give them one which alot of the infantry do not have actual amphibious graphics. (Unless you're totally fine with Infantry stuck on their Stand Poses gliding over the water) Also it would give the Allied Spy an edge thats far too overpowered compared to the other sides spies.
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
#2353
Posted 28 October 2015 - 04:19 PM
Atomic is quite right, chances are that pilot will not last long (Particularly in a Epsilon base) when paradropping inside enemy bases. Also damn, the deviator now shoots bio-missiles? Sweet, AoE Virus anyone? MUAHAHAHHAHA.
EDIT: I almost forgot, is it perchance possible to increase menu resolution? If not, darn, if yes. THANK YOU THANK YOU THANK YOU.
Edited by Com.Davanov, 28 October 2015 - 04:20 PM.
#2354
Posted 28 October 2015 - 04:46 PM
Never modded anything but from my observations, I think it's hardcoded for VGA.
More on topic, I think Ivans are too powerful against naval units. Disarming is nearly impossible if you are any reasonable distance away from the shore and AFAIR bomb planting doesn't trigger a message that your forces under attack. So, if you are looking elsewhere, tough luck... Is it possible to at least disable post-explosion fire on water?
#2355
Posted 28 October 2015 - 04:53 PM
I kinda wish if the dynamite icon would be visible for the "other player" as well, because I don't think it gives any advantage to have it not show up, just annoyance in trying to find where the bomb is.
#2356
Posted 28 October 2015 - 05:10 PM
Engineers are for a reason. They detect bombs and can disarm them.
#2357
Posted 28 October 2015 - 05:54 PM
Really? I never knew that! Now that I read the description on the site, it is really there. Wow. Was it like that in the originals as well? The game never mentioned that.
#2358
Posted 28 October 2015 - 06:18 PM
Yes, in vanilla RA2/YR they also were able to do that.
#2359
Posted 29 October 2015 - 11:47 AM
There's still the problem of Engineers not being able to disarm naval units unless they were amphibious or docked right exactly beside the beach.
IDK if this would be even be implemented though... I got around it by making Engineers Amphibious. Another idea could be adding a Naval Unit that is able to defuse bombs and another support ability. (I.E: Repair/Buffing/Additional Damage)
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
#2360
Posted 29 October 2015 - 02:00 PM
I have an idea for a unit based on some old red alert 2 concept art.
it is basically a GI on a motor wich can quickly deploy, shoot and then get out as fast as he came in.
there is only one problem it works basically the same as a GI IFV and problaly needs some extra features to make it more unique.
still would be cool to see in game maybe for the Latin conferdation or scorpion cell because they are both about quick assault
let me know what you think.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users