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Releases: forcecore/yupgi_alert0

Over Powered Mod, r013

19 Jun 00:55
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Installation:

Place yupgi_alert.oramod into mods folder as usual. Like the previous release, put OpenRA.yupgi_alert.exe to the game folder where OpenRA.Game.exe is then run the mod with OpenRA.yupgi_alert.exe.

  • Ants automatically enter structures designated by rally point. Currently, it supports Tunnel Network Evolution Chamber and Vein Pit.
  • Infester: This unit can mind control up to 3 enemy units. Even Super Tanks or Volkov. It can also infest or capture most structures in the game including civilian buildings. If the structure is larger than 2x1 then it will be infested.
  • Infested structures spawn one Warrior Ant each 30 seconds. Infested structures belong to same "selection class". That is, if you select one of the infested structures then do type select to select from the whole map, then all the infested structures, no matter how they look, will be selected at once.
  • Slave miner's slaves can be freed like was in YR!
  • Ant faction has new EVA voice.

For the full list of changes, please visit https://github.com/forcecore/yupgi_alert0/wiki

Over Powered Mod, r012

11 Jun 18:18
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Installation:

Place yupgi_alert.oramod into mods folder as usual. Like previous release, put OpenRA.yupgi_alert.exe to the game folder where OpenRA.Game.exe is then run the mod with OpenRA.yupgi_alert.exe.

  • Multi-dock helipad/airfield : Normal AI will build more aircraft than before. Has improved micro-control.

  • Ant super weapon: McBurger Kong and Kong. Kong is regenerated at McBurger Kong immediately after it dies. To kill it for good, McBurger Kong must be destroyed.

  • Desolater deploy attack improved (works immediately when it changes deploy position)

Over Powered Mod, r010

21 May 23:36
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  • New Unleashed AI difficulty that uses most of the OP units!

  • Vein Pit can now grind friendly units to get 50% of unit's build cost back. (like RA2 Yuri Grinder)

  • Buzzers from Buzzer Hive will not kill other Buzzers with friendly fire anymore.

  • Kirov Carrier now costs 3000 (from 2000)

  • Desolator's AoE eradication damage buffed 2.5x

  • Chrono Miners can now teleport itself, like Chrono Tanks. Useful for escaping from threats

  • Soviet Paratrooper support power nerfed to drop only 50 people (was 100).

  • Iron curtain effect looks better

  • Tiberian Fiend's attack is now more visible

  • Improved performance when there are many Kirov Carriers

Over Powered Mod, r009

14 May 23:23
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New release for the latest stable 20170421!

  • Bug fix: Buzzers from buzzer hive will no longer kill each other with spread damage.
  • Bug fix: Ant AI can build higher tier units again
  • Added run_opmod.cmd so that users will no longer experience the first run crash.
  • Soviet V2 will now fire two burst shots!
  • V2 range increased by 2 cells
  • V2 missiles can now be shot down with anti-air weapons, as in RA2's V3.
  • Kirov Carriers now have multiple exits. (Looks cooler than before, where the migs only launched from the front)
  • Radar domes nerfed. They now have to "deploy" to enter high-power-high-sight mode. In high power mode, they require two more Advanded Power Plants.
  • Allies Chinook is now Combat Chinook. It can shoot down small missiles (not V2 missiles!) with point defense laser. Infantries inside can shoot from inside.

Over Powered Mod, r008

19 Apr 04:04
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Updated for Playtest-20170408

  • Fixed a bug that caused spawned units not to enter the spawner when the spawner was hovering over other units or structures. (Kirov Carrier)
  • Added Super Saiyan Technician! Deploy a M.A.D Tank and you'll get one.

Over Powered Mod, r007+1

05 Mar 22:17
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Not much changed in terms of playing the mod in this release. However, many internal things have changed to keep with the engine version. The mod is now based on OpenRA Playtest-20170304.

  • Queen Ant's HP nerfed from 2000 to 1200. (Still 2x tougher than ordinary MCVs)

There are minor changes though, which reflects the changes in the original OpenRA's Red Alert mod:

  • Allied and Soviet barracks are cheaper. (from 800 to 600)
  • Both Allied and Soviet mines are anti-vehicle mines now. No more modded missile launching mines for Allies.

Modified engine source code is here:
forcecore/OpenRA@04d4d47

Over Powered Mod, r007

28 Feb 03:50
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This patch brings some new logics into the game and can be buggy. (but mostly works, ofc)

  • AI's heavy tank self-iron curtains when attacked.
  • Shock troopers and Desolators can be produced again.
  • Ants can't fixed in ally Service depots anymore.
  • AI's fire ants will deploy when attacked.
  • Soviet now has Kirov aircraft carrier. One carrier can hold up to 5 Migs (which looks smaller but it has the same fire power and HP). These Migs can attack air units, allowing carriers to attack enemy carriers!
  • Ant AI can build Super ants and Hyper ants DIRECTLY. (I tried programming it to give Enter orders but another part of the AI issues attack orders immediately, I had to find a walk-around.)
  • Ant now has a new static defense structure: Buzzer hive. Essentially the same as C&C3 Scrin's Buzzer hive. It spawns up to 4 ants that does "sniper damage".
  • Anthills aren't counted for victory condition in short games anymore, as it doesn't provide fog of war revealing. (I want to make it reveal FoW but it requires engine modification)
  • Hyper ants now require 4 Fire ants to build, instead of 2 Super ants.

Over Powered Mod, r006

17 Feb 01:52
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This release brings a few new units and some polishing.

  • Soviets now have Labor Camp. This building can hold up to 5 infantry units inside, each of which granting 50 credits per period.
  • Evolution chamber (Tier 3, currently at tier 2) added for building more powerful ant units.
  • Super ant added. Put 5 warrior ants into evolution chamber to obtain one. It has tougher armor, 5x HP, 5x damage efficiency against armor and buildings than warrior ants.
  • Hyper ant added. Put 2 super ants into evolution chamber to obtain one. Physically same as super ants but fires electric zaps.
  • Nuclear weapons (nuke crates, nuke trucks, nuke migs and nuke super weapon) now leave radiation.
  • Allied chrono miner polished: graphics and icon made. Now buildable after building tech center.
  • Drone ants' death animation glitch fixed (now has smaller death animation)
  • Fire ants now require evolution chamber to build.
  • Tunnel network now unsellable.

Fixed Mods.Uncommon.dll for r005

10 Feb 15:33
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Related to this issue, the core game logic had been modified for the fire ants but it broke Allied MLRS.
OpenRA/OpenRA#12738

Here I release the fixed DLL.

Over Powered Mod, r005

10 Feb 05:08
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Important note: the mod now has many modifications to the game's core routines! If switched to this mod from another mod, then you need to restart OpenRA.

  • This patch brings fire ants! Not 100% done, as it is buildable without its planned prerequisite tech structure.
  • Ant AIs now build multiple Queen's Nest for accelerated production.
  • Improved ant faction's icons.
  • Ants now emit sound when attacking.
  • MCVs don't require Service Depots to build. They now cost 3000 as in C&C3.
  • Allies have experimental (not polished) Chrono harvesters. They are not RA2 chrono harvesters but rather C&C3 Marvs. i.e., they chronoshift ore directly to the refinery.