Search found 14 matches
- 13 Mar 2012, 21:47
- Forum: Map Creation
- Topic: Map limitations
- Replies: 10
- Views: 2163
Re: Map limitations
Well, the "is it occupied" grid has a fixed size (16x16), and maps have a max size (32768 x 32768), so there is still a limit: You cannot have a map more than two thousands squared bigger than the smaller unit. But you are right in that how you express that limit in kilometers or miles de...
- 13 Mar 2012, 21:39
- Forum: Game Development
- Topic: Ancient Warfare Game
- Replies: 24
- Views: 3012
Re: Ancient Warfare Game
On the whole "elmo" subject, that's a term we use for the distance. Since distance is measured as a floating point number with no defined unit the term "elmo" basically points out how meaningless the actual number is. You will need to define the meaning for yourself, I've seen m...
- 12 Mar 2012, 22:06
- Forum: Game Development
- Topic: Ancient Warfare Game
- Replies: 24
- Views: 3012
Re: Ancient Warfare Game
Oh yee of little vision!
- 12 Mar 2012, 22:02
- Forum: Game Development
- Topic: Ancient Warfare Game
- Replies: 24
- Views: 3012
Re: Ancient Warfare Game
[*] Everything out of games, such as overmap, linking battles to battles, is not handled by Spring, so you would have to code it (others have done it but I doubt you'll be able to reuse everything). Appreciate this - all of the strategy elements are in the pipe and not a worry. So if you want to ma...
- 12 Mar 2012, 21:01
- Forum: Game Development
- Topic: Ancient Warfare Game
- Replies: 24
- Views: 3012
Re: Ancient Warfare Game
Because any broad question will be answered by either: - Zero-K has it! - You could Lua it! Extremely true. zwzsg is totally right, playing the Spring games that aren't *A is a great way to see what is truly possible with the engine. The Cursed, Evolution RTS, Conflict Terra, Knorke's Spring Tanks,...
- 12 Mar 2012, 20:58
- Forum: Game Development
- Topic: Ancient Warfare Game
- Replies: 24
- Views: 3012
Re: Ancient Warfare Game
Any comments on the question about: Whether units can be hampered by morale and "do their own thing". I guess te question is can AI be scripted to overide player instruction. The sort of things I am thinking of: Getting over eager and charging without orders, Panicking in the face of overw...
- 12 Mar 2012, 20:44
- Forum: Game Development
- Topic: Ancient Warfare Game
- Replies: 24
- Views: 3012
Re: Ancient Warfare Game
Then say something like: Features that fall over when hit by certain weapons. Though you'd need to have toyed with Spring a little to know that we call features the "static" models like trees, rocks, walls, as opposed to units which are "live". Spring has hard coded falling anim...
- 12 Mar 2012, 20:32
- Forum: Map Creation
- Topic: Map limitations
- Replies: 10
- Views: 2163
Re: Map limitations
No. CarRepairer told you the place to get help is #moddev. The hash indicate it is an IRC channel, not a subforum. Well, actually it's a Spring lobby channel which can be reached from an IRC bridge, but that still doesn't mean you should post in Spring lobby subforum. Instead, get an IRC client and...
- 12 Mar 2012, 20:07
- Forum: Game Development
- Topic: Ancient Warfare Game
- Replies: 24
- Views: 3012
Re: Ancient Warfare Game
Is this in terms of the projectiles effect on buildings, terrain etcBeherith wrote:Physics (in this case ballistic projectiles) are well supported by the engine.
- 12 Mar 2012, 20:00
- Forum: Game Development
- Topic: Ancient Warfare Game
- Replies: 24
- Views: 3012
Re: Ancient Warfare Game
On the siege weapons thing I am thinking in terms of Trebuchets, catapults etc chucking missiles at walls to breech them. What makes a catapult different from a reskinned tank? I agree with you but I didnt know if physics are active on buildings or whether there are any other approaches to damage e...
- 12 Mar 2012, 19:44
- Forum: Game Development
- Topic: Ancient Warfare Game
- Replies: 24
- Views: 3012
Re: Ancient Warfare Game
Yeah, it's possible, even done for most parts: Exemple of procedural map: my hexfarm map Exemple of mod with groups of unit acting as single unit Cuberor's Finest v4 ( thread ) (warning, old mod, may require maintenance to work again) Exemple of mod with units loaded at predefined position: Kernel ...
- 12 Mar 2012, 19:10
- Forum: Map Creation
- Topic: Map limitations
- Replies: 10
- Views: 2163
Map limitations
HI Guys just posted some requests for thoughts on a build in Content Creation - Games and Mods http://springrts.com/phpbb/viewtopic.php?f=14&t=27807&p=516653#p516653 CarRepairer tells me this is the place to get better focussed help. I wonder what the size limitations for the map are? Can an...
- 12 Mar 2012, 19:02
- Forum: Game Development
- Topic: Ancient Warfare Game
- Replies: 24
- Views: 3012
Re: Ancient Warfare Game
Yep a sort of cross between Civ for the strategy and something like Total War for the tactics. Considering building the world in mutiverse.SanadaUjiosan wrote:Sounds like something along the lines of Total War?
- 12 Mar 2012, 16:44
- Forum: Game Development
- Topic: Ancient Warfare Game
- Replies: 24
- Views: 3012
Ancient Warfare Game
As part of Strategic Ancient warfare game, I am wondering if it might be possible to build a battle interface in Spring. So in terms of RTS in Spring I am looking to build a game that can work along the following lines: 1) Loading with a map generated externally and procedurally immediately prior to...