Floods (Navy)
Advanced
Click to see custom Rules.
Description:
sux lol
Changelog:
- Works again (bug-free experience not guaranteed).
- New sprites for Gunboats, Battleships, Missile Cruisers, Scout Crafts, FLAK Subs, AAVs (while in water).
- Sub Pen sprites replaced with those from RA.
- Blinking from Tiberium Mines removed.
- Tiberium Mines can be en-/disabled via tech-levels (disabled by default) and no longer replace silos.
- AI should be able to use naval units. They will likely play very badly on island-based maps.
Yaml-checker lists two errors, which are both about the AAV switching graphics when entering water. I don't think that this causes any issues, though, and I don't know if it is currently possible to achieve this without generating errors.
Edit map info
Reports of Floods (Navy)
Lint check for release-20190314
Testing map: Floods (Navy)
OpenRA.Utility(1,1): Error: Actor type `aav` has more than one *SpriteBody with Name: body!
OpenRA.Utility(1,1): Error: Actor type `aav` has more than one *SpriteBody with Name: body!
Errors: 2
Previous revision | Revision | Next revision |
---|---|---|
Nothing found | 1 |
Mod:
CNC
File Size:
723.0 KB
Categories:
Naval Conquest
Uploader:
Players:
6
Tileset:
TEMPERAT
Size:
96x96
MapFormat:
11
Published:
Jun. 27 - 2019
Downloading:
Parsed by: release-20190314
Lint check status:
release-20190314
Rating:
0.0
Viewed:
673
Downloaded:
218
Played:
0