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pchote

Fremen
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  1. This is caused by an incorrect `Theater=desert` definition in that custom map. The original game didn't care about case, but OpenRA does. If you change it to `Theater=DESERT` to match the official maps it will import cleanly.
  2. Hmm... not going to commend us for preserving this bug from the original game? I guess we will never catch a break :P
  3. Ok, so a newly placed building half on concrete will start with 75% health. Does it then decrease down to 50% (at half the rate than if it was entirely off concrete?), or does it stop degrading at 75%? Either of these would be easy to do in OpenRA, but I'd prefer that we did it right the first time around.
  4. I'm not sure why you keep putting these words in our mouth. We have always been up front that OpenRA isn't a straight clone - there are plenty of other projects serving this niche with varying degrees of success. Most of your comments towards us (which come across as bitter and overtly hostile) appear to be based on this incorrect assumption. Our goal since ~2010 when we decided to move away from "yet another RA clone" has been to keep the original atmosphere and the gameplay aspects that (in our opinion) make the originals fun, but revamp the mechanics and limitations that (in our opinion) make them feel dated. An important part of this has been creating a flexible and mod-friendly engine, and this has heavily influenced our design decisions. There's little sense in recreating the restrictive RA trigger and palette remapping systems when we can instead implement significantly more powerful solutions that also let us recreate the original behavior. Note that the atmosphere/gameplay comments above don't apply to our D2K mod yet. We are still missing logic for many of the features that make D2K interesting, and this is something we intend on addressing in time.
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