Description:
Map Design Contest 2017 Entry #1
Custom Rules:
- Mig can attack air.
- Turrets are a bit more powerful.
- Grenadiers are Allied Unit, requires Turret, has less explosion damage and costs 200$.
- FlameThrowers also explode like Grenadiers.
- French can build Fake Gap Generator.
- MCVs and Mammoths can crush Kennel, PillBoxes, Brick Wall, Flame Turret, Silo, Ranger, Light Tank, Mobile Gap Gen., V2, Artillery, Mobile Flak, Supply Truck and Demo. Truck.
- Medics require Hospital, buildable by both sides and able to Self-Heal.
- Tech Power Plant.
- Tech Cloning Vats.
- Commando; buildable by both sides when captures Technology Center on middle of map. Has sniper rifle and C4.
- Volkov; buildable by both sides when captures Forward Command on middle of map. Has AP Gun. Chronoshift and Iron Curtainable.
- Added GiveUnit crate powerup with Mobile Flak.
- Large Squad Crate Powerups contains 3 E1, 2 E2/4, 2 E3 and 1 E6.
- Added Carryall to Soviets. Available directly after Airfield as it is a counterpart of Chinook.
- Added ParaTanks for Allies, available after Helipad. It drops 2 Light Tanks and 1 Ranger. Has same recharge time with Paratroopers.
- Britain can build Snipers.
- Phase Transport can be built by all Allies.
- France can build Grand Turret. They are like Grand Cannons from RA2 but not that much OP and has build limit of 1. They requires Tech Center to be built.
- Mobile Gap Generator can be built by all Allies.
- Germany can build Tank Destroyers. They are like RA2 ones. Artwork and Fire Sound by Nooze.
- Chrono Tank can be built by all Allies.
- Russia can build Stalin's Fist. A Mobile War Factory. Has Build Limit of 1.
- Tesla Tank can be built by all Soviets.
- Russia can train Conscripts instead of Rifleman which is more powerfull version of them.
- Shock Trooper can be trained by all Soviets.
- Ukraine can build Flame Tanks. Not much different than ones that Nod has in TD.
- Parabombs can be called by all soviets.
- Ukraine can build Double V2 Launcher instead of V2 Launcher.
- Demo Truck can be build by both sides after Missile Silo as in Original.
Edit map info
Reports of Desert Warfare
Lint check for release-20161019
Lint check for release-20160508
OpenRA.Utility(1,1): Error: Actor hgate is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor hgate is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor hgate is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor hgate is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor ctgflg is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor ctuflg is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor ftnk is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor ftnk is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tnkd is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tnkd is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor ctclon is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor ctclon is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor ctclon is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor ctclon is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tpwr is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tpwr is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tpwr is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tpwr is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tpwr is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tpwr is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tpwr is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tpwr is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor proc_no_harv is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor proc_no_harv is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor proc_no_harv is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor proc_no_harv is not defined by any rule.
Errors: 27
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It's the latest |
If you are going to add engineers for the AI to use add these lines to the AI as well: CapturingActorTypes: e6, mech, hijacker
CapturableActorTypes:
MinimumCaptureDelay: 300
MaximumCaptureTargetOptions: 20
CheckCaptureTargetsForVisibility: false
Tinker with them as needed and the AI should be able to capture things when they aren't grouping units.