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[OpenRA] Typhoon Missile Sub
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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Tue Apr 04, 2023 10:06 pm    Post subject:  [OpenRA] Typhoon Missile Sub Reply with quote  Mark this post and the followings unread

Typhoon Missile Sub made for OpenRA. Made in Blender and uses 32 frames. Uses RA1 color palette. Could be made to work in RA1 by editing the .shp to be a 16 frame .shp.



Typhoon Screen.png
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Typhoon Screen.png



Typhoon_Sub_OpenRA.zip
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NimoStar
Cyborg Commando


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Wed Apr 05, 2023 5:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Were the OpenRA missile subs ever refactored to target air, as in the original game?

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Wed Apr 05, 2023 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

No idea, never played ORA. It was a Discord request thing.

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UwU
Guest




PostPosted: Thu Apr 06, 2023 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Missile Sub does not work well as AA due to its turn to face target nature, hence it was made to not attack Aircraft.
I personally solve the issue by adding a mini-sam turret on top of the Missile Sub, combined with capability to manually order Submarines to surface that when ordered to do so allows it to engage Aircraft properly.
Ofcourse there is always the alternate solution of backporting the Sea Scorpion into RA1, too for solving the problem of Soviet lineup.

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