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 Forum index » Modding Central » OpenRA Editing Forums
Adding the giant ants as a third side for skirmish?
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Radaral
Light Infantry


Joined: 26 Feb 2007

PostPosted: Thu May 09, 2019 1:10 am    Post subject:  Adding the giant ants as a third side for skirmish? Reply with quote

Who here thinks the Red Alert 1 build should now have a third side? the giant ants?

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TAK02
Commander


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu May 09, 2019 10:04 am    Post subject: Reply with quote

Seconded!
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Radaral
Light Infantry


Joined: 26 Feb 2007

PostPosted: Sun Jul 07, 2019 4:12 pm    Post subject: Reply with quote

If I where to create a mod or build of Openra that added the Giant Ants as the third side how would I go about getting the official OPENRA team to adopt my build?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Mon Jul 08, 2019 5:53 pm    Post subject: Reply with quote

Why should they adapt your build? The RA mod has an already established gameplay with years of polish invested into it (how well it reflects the classic game doesn't matter at this point) with it's playerbase harshly defending their realm, booing out any outsider.

There is literally no chance that you would succeed.
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Radaral
Light Infantry


Joined: 26 Feb 2007

PostPosted: Tue Jul 09, 2019 1:09 pm    Post subject: Reply with quote

Dam shame they don't think having the giant ants as a third side would be a good idea. I do suppose it could be alittle bit unbalanced in multiplayer mod though.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Jul 30, 2019 10:23 am    Post subject: Reply with quote

How would it even work considering the ants in RA1 only had the queen, the larva and larvae and the three ant types and the ant hill terrain piece. What I am trying to say is the ants have less of a foundation than Cabal did in TS:FS.
Also how do you expect that to work as a third side, try modding OpenRA yourself to make the ants a third functional side.
They were only meant to be a heavily scripted set of units and buildings in the hidden giant ant missions, much like the dinosaurs before them in C&C1 and Cabal in TS:FS.
PS: I am well aware of this discontinued mod for OpenRA: https://www.moddb.com/mods/over-powered-mod and its ant faction.

What I do wonder tho is how would one go about and spawn/build ants from some factory/SW in MP/Skirmish and have them have their RA1 faction specific coloring independent from the color you picked in OpenRA.
(Basically just use a fixed faction palette but only for the ants independent of the color you have on the rest of your team/side/whatever)
ANT1: Scout Ant used Germany faction colors.
ANT2: Fire Ant used Ukraine faction colors.
ANT3: Warrior Ant used USSR/BadGuy faction colors.
Is this possible without adding another .pal file or editing the ant.shp?

EDIT: I was able to pull it off by using 3x IndexedPlayerPalette lists after a ton of trial and error and a load of error logs, I did it in a similar way to how C&C1 TD in OpenRA does faction colors for singleplayer missions and there NOD has different colors between units and buildings. Took me a long while to figure out that skirmish needed Multi0, Multi1, Multi2 etc in the index list for the faction names. I do wonder if there is another way tho beside that and adding shp or pal files.

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Matthias M.
Jumpjet Infantry


Joined: 15 Jun 2012
Location: Germany

PostPosted: Wed Aug 07, 2019 8:41 pm    Post subject: Reply with quote

We had ants buildable in the biolab. https://github.com/OpenRA/OpenRA/pull/3471

It was removed for balance reasons.

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