OpenRA
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Couple notes on this one:
- I reduced the range and effectiveness of Flame Towers to avoid overhauling the map. Added an explainer comment early in the mission.
- I expanded the room with two flame towers and 15 infantry because rifles in ORA have 2 more range than the original. I wanted the footprint trigger to be out of range of the general.
Completed the mission, everything seemed about right. Except...
I made some new friends:
Lint check still fails
OpenRA.Utility(1,1): Error: Actor type `v2rl` consumes conditions that are not granted: airborne OpenRA.Utility(1,1): Error: Actor type `3tnk` consumes conditions that are not granted: airborne OpenRA.Utility(1,1): Error: Actor type `4tnk` consumes conditions that are not granted: airborne
Needs to be rebased and translations added #20387
Perhaps there should be an objective added to complete the mission before sarin gas timer? I didn't notice the timer my entire journey through the mission.
It is also a bit weird not that you can kill flame towers with riflemen without the retaliating . Perhaps instead of reducing flame thrower range reduce their autotarget range? as in if you attack it it attack you back at normal range?
What of the difficulty in the vanilla mission, was the difference only the timer? When playing on hard I did notice the timer at least as it was announced in chat and in voice
I'm not sure why I thought GameOverDelay would affect the voice overlap. I can only guess I was thinking of NotificationDelay in Conquest. My apologies for that, Smitty.
I did run through a few more times and didn't find any new crashes or the like, despite trying some odd things.
What of the difficulty in the vanilla mission, was the difference only the timer? When playing on hard I did notice the timer at least as it was announced in chat and in voice
Difficulty in RA was more like a handicap setting and Easy/Hard added stat bonuses or penalties to what a player owned. Units and buildings could also get their build times and costs adjusted. The mission scripts themselves don't change (and seem unable to check the difficulty even if a mapper wanted that).
I don't think I have anything new to report, other than one bit. Because of the armor change, Grenadiers do about 4x damage to Flame Towers now and the turncoat gets bullied.
Current:
https://github.com/OpenRA/OpenRA/assets/4985264/0d537d2f-c082-4e72-8b51-9d0a0e710961
Ye olde Heavy armor for comparison:
https://github.com/OpenRA/OpenRA/assets/4985264/4904ba5a-0fd8-4bc2-896f-52f8b41eb318
we could just nerf the grenadier anti-concrete damage