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Description:

giving it a go on modding Behind the Veil again, see what we can provide:

Major stuff:

1. Volkov and Chitzkoi are now in the game for the Soviets. obtain a soviet tech center and barracks/kennel to give you access to them (icons share for Tanya and Attack Dogs respectively)

2. since Volkov has two main weapons and C4 (this being a Sniper Rifle and Rocket Launcher), it would be fair to give Tanya a weapon to go against vehicles, so i gift to you "Anti Tank Grenades"

3. playing as Germany will provide you with Medics that - for $50 extra - carry around a pistol to defend themselves (action still looks like they're patching something up)

4. Hijackers have throwing knives to deal with Infantry that get in the way of obtaining vehicles (has three of them but will eventually auto reload them)

5. APC is now share-tech between the factions (though replaced the machine gun with a cannon similar to a Mark 1 tanks from WW1)

6. Soviets now have a controllable Badger plane which uses the Parabombs from the support power (may likely have to balance since the thing is pretty powerful, but only drops about 2-3 on the first go before requiring a turn around to drop the rest)

7. Flak trucks and transport 10 infantry and has powerful shotgun flak attack (back to the pride and faithful, thank you so much Astor for that idea when i looked in the code way back when i was still playing CD)

8. V2 and Artillery are as crazy as you remember from the original go at modding BtV (twelve V2 rockets from 1 V2 and six 155mm shells from 1 artillery)

Minor stuff:

1. light tank now has a coaxial gun on the turret (to mow down infantry)

2. mammoth tank can now use all armaments against tanks and infantry

3. ranger can hold 2 passengers (though due to APC being share-tech, i doubt'll matter unless you want scouting information)

4. Technology Center is in the middle of the map which if captured: will provide the middle-most paths with enough vision to spot an attack before it has time to cohere together

5. Forward Commands (really didn't want to do this, but no other choice since other idea couldn't work at all) have build radius and are at the closest most ore patch from the main, allowing you to keep the MCV there and build up an outpost

6. Flame Tower has a slight bit more range than Pillbox and fires more fireballs than before (attacks at 8 cells away and can lob 10 of them within a delay of 5 ticks, inaccuracy was added to add chance of spread hitting as well)

that about clears up what i've done so far, it'll be interesting to see what you think as you play through the game. enjoy! :)

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Comments for revision 1 (current):
flamewh33l2 commented on Aug. 17, 2017, 8:12 p.m.

just going to warn you right now: i don't think it'll work on the Playtest of OpenRA, so use the Release for safety reasoning. though i think most of you migrated back to Release of the RA mod anyway, but just to clarify so no worries happen :P

Some rights reserved: Creative Commons Attribution-ShareAlike 4.0 International. External graphics and sounds are not covered by the license.
Mod:
RA
File Size:
31.9 KB
Categories:
Conquest
Uploader:
Players:
2
Tileset:
DESERT
Size:
96x70
MapFormat:
11
Published:
Aug. 17 - 2017
Downloading:

Parsed by: release-20170421
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