Comments (2)
Agreed... Regarding that I also suggest to limit the production range of where you can build like we have it in tiberium wars for example. So that you can only build within a specific range of the construction yard. If people still want to build their base into the enemy base they have to do it by redeploying their mcv all the time. It would at least make such pity building rushes a lot harder. At the moment it's probably one of the most frustrating things in the game.
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Fixed in pull request #2543.
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Related Issues (20)
- Unable to install Red Alert from The First Decade DVD HOT 1
- Game partially freezes when in map editor you press the play button, and then exit map editor
- Desync related to Hovers HOT 2
- Huge pathfinding cost when unit stand on immobile terrain needs to move to attack HOT 2
- Cannot AddInfluence until previous influence is removed with RemoveInfluence HOT 4
- ValidRelationships on Captures Trait is broken HOT 2
- Carryall spawned as starting units or via script are not flying Idle HOT 3
- Map is not visible in Official maps inspector if map with same name is also in Custom maps folder. HOT 6
- Using Ctrl+ Rally point didnt set building as Primary
- If you add Player starting point in editor, icons and colors broke HOT 1
- Actor names are not translated on the new Editor Selection UI.
- [TS] Aircraft units stays over enemy Buildings / Units and doesnt do anything when they attacl for seconds. HOT 6
- Support packing maps to .oramap using third-party software HOT 3
- OpenRA.Utility: --import-[MOD]-map: ignores map predefined Playereferences. HOT 1
- Random crash related to HierarchicalPathFinder HOT 4
- Units can move over pre-placed aircraft on the ground HOT 1
- "GrantExternalConditionWarhead" should consider hitshape instead of center of actor
- Easier disabling of (OpenRA-)server-based multiplayer code HOT 2
- Scroll bug when chat is opened
- OpenSA crashed shortly after start HOT 1
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