Search found 13 matches
- 07 Jun 2006, 18:11
- Forum: Engine
- Topic: ..:: New GUI Design - in progress ::..
- Replies: 341
- Views: 65761
patmo98, complicated for who? the user? they don't have to use it at all, the default settings will play entirely like ta. For programmers? hardly they've overcome far bigger challenges already, i'd hardly think something like an already well described/defined build priority system would stop them. ...
- 06 Jun 2006, 18:11
- Forum: Engine
- Topic: ..:: New GUI Design - in progress ::..
- Replies: 341
- Views: 65761
For starters, trying to balance an rts through the gui is a BAD bad blizzard like idea. you shouldn't be impairing a player simply because you've been lazy on the GUI, even if everyone has to play with it (and because spring is modable not everyone has to play with it...). Knorke made a very good po...
- 02 Jun 2006, 06:34
- Forum: Engine
- Topic: ..:: New GUI Design - in progress ::..
- Replies: 341
- Views: 65761
I haven't seen anything like it yet, but a construction management window would be very handy. I was thinking that you could hold down a hotkey to bring it up, and from there you could see information on things that are being built (ie progress, how much m/e is being pumped into it per second etc......
- 16 Feb 2006, 11:36
- Forum: Game Development
- Topic: OTA Mod Development
- Replies: 36
- Views: 9026
The collision system at the moment doesn't do any friend/foe checking, it just checks to see if it hits something and if it does it damages it. Though i have a work around idea that would improve MT and samson groups. Basically you make the missile aim upwards so it clears the ground units around it...
- 01 Jan 2006, 08:14
- Forum: Game Releases
- Topic: Final Frontier 1.18 (Website and first FF-map released)
- Replies: 534
- Views: 76696
Optimus, I showed this to Savant and he's impressed but he annoyed that you do not mention all those who put alot of work into TAFF (obviously including himself). Here's the credits from version 7, I'd just include these in your readme or whatever. Everyone can thank Reaver for pestering me into doi...
- 14 Nov 2005, 12:39
- Forum: Game Development
- Topic: Battletech
- Replies: 627
- Views: 125085
I'm heavily into game balance, and the way i saw mech 4's balance stacking up made only assault mechs worth anything. furthermore the only weapons worth anything were the clan versions of the lbx20 and ultra ac 20's. The focus completely left from simulation and went to action, which quite frankly i...
- 30 Sep 2005, 12:24
- Forum: General Discussion
- Topic: Is original music needed?
- Replies: 54
- Views: 9648
Ever wonder why games don't have any singing or voice? Because it is going to cause confusion with players. Imagine trying to listen to important dialog and the music is a spoken word track. Thus thats why games tend to have the same types of music, ie the types that sound good without someone singi...
- 03 Apr 2005, 07:30
- Forum: General Discussion
- Topic: Camera things!
- Replies: 24
- Views: 5266
it's annoying and it shouldn't be default, it really shouln't even be implemented. ta isn't going to have the detail that dawn of war does, not to mention having a camera close to the action is going to be a pain in the arse. no serious player will care about the upclose graphics, because they are t...
- 03 Apr 2005, 07:13
- Forum: General Discussion
- Topic: Build time (BT!) as a feature
- Replies: 39
- Views: 8964
It's something that is dependant on the maps as well as what current set of units are playing (ota vs swta vs taff for example). I say that it should be a script implemented on the map side of things and configurable through the map settings screen. can also mean that the map can have far more detai...
- 22 Mar 2005, 06:02
- Forum: General Discussion
- Topic: Some anti micro-management features
- Replies: 26
- Views: 7098
- 22 Mar 2005, 04:59
- Forum: General Discussion
- Topic: Some anti micro-management features
- Replies: 26
- Views: 7098
well how about merging build lists? when you select 2 builders in ta their construction lists disapear even though they may be the same type of unit. the merged lists takes all the available options from the lists shown and puts them into the 1 list, maybe sectionalising it to indicate what units ca...
- 22 Mar 2005, 02:18
- Forum: General Discussion
- Topic: Suggestion: More terrain/gameplay interactions...
- Replies: 51
- Views: 36577
how about line of sight radar? once the code for unit line of sight is done it wouldn't be hard to transfer that to a radar or sonar system (though not much of an effect for sonar). that way taking high ground and putting radar on it would increase the effective range alot. ballistic weapons should ...
- 07 Mar 2005, 07:49
- Forum: General Discussion
- Topic: Continuous Planet Map Continued
- Replies: 38
- Views: 14739
as stimulating this discussion is, a planet shaped/sized map is a horrendous amount of code to do properly and odds are the team would need to rewrite mapping to do stuff like this. the closest matching effect is to just make a very large map and place the players closer to the middle rather than pu...