Well, the Power Generator on Hoth was within the shield. The shield, however, was an orbital bombardment shield, and so could protect against attacks by the orbiting Imperial Fleet, but could be passed by the Imperial ground troops.
Most of the shields you see in SW are designed for preventing energy weapons, etc, but cannot protect against slower moving objects, and so are destroyed in that way. ie: The Gungan Shield, and the Trade Federation shield were destroyed in that way.
Yeah, it's not like we have any option but to use nanos at this time...
*hint hint nudge nudge*
We've been thinking of various ways to handle building units once we can disable nano effects, though. Some ways include simply having the units "fly" in from "other" bases rather than being built on the spot, or having them shuttled in from orbiting capital ships, or other things like that... at the very least, infantry need handled this way (barracks buildings creating men, even non-visibly, always seemed lame to me. You don't get trained at the battlefield, but having a forward barracks to stay at once you arrive isn't unheard of). We don't want to disable build-assisting though, so we'll need to think of some lame explanation as to why throwing more more con units at a factory will make units arrive faster...
And yeah, droidekas and units like that will have shields now. In fact, we're considering implementing invisible shields on all the aircraft that have them, but we need to playtest that a bit before keeping them. The GUI needs to report how much HP a shield has left...
Every RTS since Dune II has had this same approach. The fact is that the unrealistic concept of "trained/built on-site" is a well-accepted tradition of RTS games, much like how in FPS games the hero can carry 10 large guns, finds ammo in various inexplicqable places, and can use medical equipment instantaneously. C&C had a slight departure where the GDI construction facility was an air field, but the troops still came from the barracks.
Probably the best approach though if you want an "air field" effect would just have the units nano'd out of sight. Unfortunately I don't think you can script a building to open only when a unit is trying to leave. You could get away with having closed barracks for ground units - they leave through the bottom/sides. But air units leave through the roof.
On the other hand, you can't hide the nanos with constructing buildings.
Hmm... could you make the aircraft built hundreds of stories up, and then fly down from outside of the view to the factory?
He's colorblind (not the user... the condition), so he actually didn't realize it was red until we asked him about it. I thought he had purposely designed it that way. Anyway, I've desaturated it so it's nice and grey now.
Pxtl: That's a good reason to use a different system!
The aircraft one is certainly plausible. In fact it could probably be done for pretty much any factory, having the units lifted down, using UNIT_BUILD_PERCENT_LEFT or whatever that new operator was. However, like I said, we do still want to allow assisting for now, and it also doesn't provide a method for placing factories or other buildings. Anyway, we'll figure that out in the future, for now the system we have is all we have so it's futile to focus on it.
Joined: 28 Jan 2005, 18:15 Location: Cockpit of a Dire Wolf.
Vassago, if you ever find yourself dissatisfied with your current job, just drop me a pm! Sure we may not be able to offer as great of a benifits package, but just look at these poor, naked, third world orphans that you'll be helping! Isn't helping such poor soles worth it?
And yes, that means I really love that texture job...
I wonder though, 1. What is the resolution of that texture? and 2. (which is more for the modeller) how many pollies?
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