Comments (24)
We could maybe just add a conditional death explosion to the aircraft so when we do "leave husks as a lobby option" we can toggle between the two behaviors.
e.g.
Unit Husks [x]: Aircraft shows an explosion when dying and has no husk (original)
Unit Husks [√]: Aircraft shows no explosion when dying but spawns a husk. (current)
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Do we wanna change default value of FoW to off?
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My vote would be off but can be swayed, what do you guys think?
Definitely leave the setting there though regardless.
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With aircraft having no vision they'd be flying around blind under the fog. So unless we give the aircraft some vision, I think this needs to be turned off by default.
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I wanna ask some other things about removing things original didn't have:
- Building death animations.
- Cash texts on refinery and crates.
- Engi's Remap.
- Losing prerequisite when losing provider. (In original, for example once you get V2 by getting radar, you can still build V2s after losing the radar dome).
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1&2: Fine with being removed.
3: Can this be treated as a quality of life improvement?
4: Not a huge fan of keeping the original's behavior on this one. I think there's a few features we should treat/note as QOL improvements. Edit: Indifferent after thinking about it, could be nice to support both but would want to discuss implementation of the original in any case first.
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Anyone recall how RevealOnFire was setup? I know for sure the defense structures & long range units had it, but can't seem to recall seeing it on infantry or tanks.
Also the trait's default value of 25 ticks seems way too fast from what I remember.
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@FrameLimiter @MustaphaTR moving this repository to the OpenRA organization.
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Anyone recall how RevealOnFire was setup? I know for sure the defense structures & long range units had it, but can't seem to recall seeing it on infantry or tanks.
I gave some units and gun turret 1000 range with ini editing, all seems like reveal the shroud normally. Revealed shroud don't grow back, not sure what is the case in OpenRA, tryed to test by opening 2 instances, but computer is too bad to handle it. I'm not sure what to do with fog for that.
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Some things I'm unclear on translating from the Rules.ini to OpenRA:
∙Projectile speeds
∙Unit speeds
∙Splash radiuses (Rules.ini uses 0, 1, 3, 6, 8 for their warheads)
->Medic/Mechanic's Organic/Mechanical warhead says "0" splash. Would this indicate using a splash of 0c32 since the fallout is 4x -- equaling 0c128 [infantry hitshape size]?
->OpenRA uses 0c128 splash for rifles/tanks ect. with Rules.ini using a splash of "3".
->Artillery via rules.ini says splash of 6; does this suggest a splash of 0c256?
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Do we wanna keep the way it currently is or change the unit tooltips so it uses generic name (Enemy Structure/Vehicle/Soldier) and remove OwnerRow?
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I think you can do the permanent prereqs thingy with d2k-akin upgrades defined as freeactor for provioding them on the respectable tech buildings.
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Building survivors when they're destroyed are missing from the initial list.
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I already have a EmitInfantryOnDeath trait for my General's Alpha mod. It is mostly a copy paste from EmitInfantryOnSell and i don't really like it, it is not really like original.
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Some history: there was a dormant fork at https://github.com/Iran/ClassicRA and OpenRA/OpenRA#2633 for our early attempts to integrate it. Maybe you can learn from our failure or even re-use some stuff.
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Been out of commission for a few weeks, sorry folks.
@FrameLimiter - We might have to use approximations in some cases, if so we could store rules.ini -> yaml conversion values on a wiki page.
@MustaphaTR - I prefer the newer tooltips for multiplayer reasons, but could go either way.
@GraionDilach - Added to list, also your note about sequence inheritance for the merged civilian PR.
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@pchote has work down the pipeline that lets us support more lobby options, such as an Aftermath Units
checkbox (e.g. ra mod's "Kill Bounties" PR).
Right now we're using the aftrmath.ini values for units but we are not enabling aftermath units. Perhaps we should enable these units by default right now, then bring in the checkbox after.
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Looks like Machine Gun weapons weren't blocked by walls in original. Do we wanna change that behaviour, as it doesn't really make much sense.
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Yeah sounds good changing that if it doesn't make sense, pretty minor.
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Hidden units as a lobby option (off by default)
What exactly are the hidden units? Volkov, chitzkoi, phase transport, helicarrier, ants?
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What do we wanna do with Aircraft Husks here. They are nice visually, but as original planes died in midair, they didn't deal any crash damage, while they do here.
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I pictured hidden units as those with build icons but not actually buildable (phase transport/helicarrier), but could expand that to what you've listed?
That husk idea sounds possible once we pull the engine upgrade in.
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Another option is to remove the damagewarhead from the aircraft husk, leaving it in as a mere cosmetic change.
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Hey guys, been a while but I won't be able to dedicate time to work on raclassic. @MustaphaTR / @FrameLimiter / others, if you guys want to change the mod's direction, todo list, or merge stuff feel free.
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Related Issues (20)
- Gold Rush (Aftermath) map has missing ore wells HOT 1
- Add checkbox for "PlayerScatter"
- Aftermath production SpeedUp HOT 1
- Rocket Soldiers avoid crushes regardless of Auto-Scatter setting
- Hires infantry touch-ups
- Lores infantry touch-ups
- Weapon balance issues HOT 2
- electro fires & death tick delays
- debug.log reports an issue with inherited ^civilian sequences HOT 1
- Engine update required: GeoLite2-Country.mmdb.gz cannot be downloaded
- Shift-click on structures in menu HOT 3
- CTD when using debug
- Units can walk on TEMPERATE cliff 140 HOT 1
- Allies start with 9 units, when units are set to 6 in lobby HOT 1
- Allies start with 9 units when lobby option is set to 6 HOT 1
- Debug menu crashes the game HOT 1
- Exception of type `System.NotImplementedException`: No rules definition for unit 1tnk.husk HOT 1
- Classic Ore behavior
- No way to change Ore Growth Rate HOT 1
- Build Tanya icon becomes enabled if Tanya goes in Helicopter (2nd Tanya cannot be built)
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