Search found 532 matches
- 09 May 2008, 15:08
- Forum: Feature Requests
- Topic: Spherical worlds weeeeeeeeee
- Replies: 77
- Views: 9438
Re: Spherical worlds weeeeeeeeee
Yeah now what about projectiles crossing the edge, range detection, adjusting the pathfinding, ... There is a way to figure out positions for all of that. Its a perspective problem, not something insurmountable. The solution may be more appropriate for OpenRTS then Spring, but it is definitely some...
- 09 May 2008, 15:05
- Forum: Feature Requests
- Topic: Spherical worlds weeeeeeeeee
- Replies: 77
- Views: 9438
Re: Spherical worlds weeeeeeeeee
I did a little test with a spherical world with 6 heightmaps mapped similar to cubemapping, and there seem to be even more problems: 5, creating 6 heightmaps that connect on the edges is a pain, AFAIK no heightmap generator (terragen, l3dt) can actually do that. 6, collision detection with the heig...
- 08 May 2008, 15:14
- Forum: Feature Requests
- Topic: Make plane flight height static
- Replies: 49
- Views: 5472
Re: Make plane flight height static
Wouldn't you need to make one of those gaussian blurs for each aircraft type?
- 03 May 2008, 08:36
- Forum: General Discussion
- Topic: How do I create a unit that reclaims but gets zero from it?
- Replies: 24
- Views: 2289
Re: How do I create a unit that reclaims but gets zero from it?
Here's the problem, Argh, I want one side to not gain from reclaims while the other sides do gain from it. It would be nice if there was a hook where I could define the efficiency of the reclaim, i.e. 50% reclaim efficiency means the unit only reclaims half of the metal and the rest is lost to the e...
- 02 May 2008, 05:22
- Forum: Feature Requests
- Topic: Spherical worlds weeeeeeeeee
- Replies: 77
- Views: 9438
Re: Spherical worlds weeeeeeeeee
To do a seamless world in spring a few obstacles would need to be overcome. 1. Minimap - the look of the minimap would have to be dynamically rendered with a centralistic point of view relative to the unit selected. Probably a lot easier done than people would think since it is just a simple shift o...
- 02 May 2008, 04:50
- Forum: General Discussion
- Topic: How do I create a unit that reclaims but gets zero from it?
- Replies: 24
- Views: 2289
How do I create a unit that reclaims but gets zero from it?
I want units that can reclaim wreckages and whatnot only the player does not get any benefit from the act. The only way I can think of now is to not let them use the resource at all and to give them zero storage of that resource which means the reclaimed materials are lost after the reclaim. I want ...
- 30 Apr 2008, 05:42
- Forum: Feature Requests
- Topic: Make plane flight height static
- Replies: 49
- Views: 5472
Re: Make plane flight height static
Wouldn't one need to plot some kind of pathfinding in your scenario, Argh? If a unit is not able to go a certain pathway across the map then it would make sense it has to plan the correct path.
- 30 Mar 2008, 06:05
- Forum: Lua Scripts
- Topic: Ground Fog
- Replies: 11
- Views: 2468
Re:
If you could integrate the fog effects as a wall for concealing unexplored territory then it would put a whole new meaning to "fog of war".BoredJoe wrote:Could you combine this with LOS so that the fog thickness gets thicker with distance?
- 05 Feb 2008, 08:06
- Forum: Game Development
- Topic: Player specific inflation
- Replies: 25
- Views: 4078
Re: Player specific inflation
I wonder how something like this would affect the current AI's.
Re: NOTA 1.40
I'm sorry, Thor, what I meant by "stealth" units actually had to do with stealth air units. My well thought out sentence wasn't so well phrased after all. heh
- 05 Feb 2008, 07:25
- Forum: Zero-K
- Topic: Complete Annihilation News
- Replies: 1522
- Views: 172386
Re: Complete Annihilation News
Too bad the commander can't be limited to L1 off the start and just morph when L2 is achieved - morph that is into a commander that can build L2 at that point. Would save the explanation to beginners.
Re: NOTA 1.40
Thor, I like how the NOTA theme is more built around a strategic game than pure tactics. Have you ever thought of making stealth units light precision-strike units while stealth with the ability to morph into heavy haul non-stealth units? This would give the added dimension that to use stealth you s...
- 04 Feb 2008, 15:45
- Forum: Game Development
- Topic: Player specific inflation
- Replies: 25
- Views: 4078
Re: Player specific inflation
How is the idea of inflation really anything fundamentally different than using gold mines in Warcraft? You basically are creating a finite resource curve. One of the problems with TA imho was always its infinite resources. What the inflation will give me is a fairly predictable threshold of units, ...
- 03 Feb 2008, 05:17
- Forum: Game Development
- Topic: Player specific inflation
- Replies: 25
- Views: 4078
Re: Player specific inflation
Okay, so a few people think the balancing from inflationary pressures is lazy. Be more specific in your examples. I think making such broad, generalized statements could be considered lazy. I'd like to give you few negative posters a chance to explain yourselves why this model is bad.
- 02 Feb 2008, 05:29
- Forum: Game Development
- Topic: Player specific inflation
- Replies: 25
- Views: 4078
Re: Player specific inflation
Wow, you're right about that Imperial Earth. It looks like a very interesting concept, actually much further developed than what I was looking at concept-wise. I'm going to have to look into that game and try to discover the intricacies.
- 31 Jan 2008, 15:28
- Forum: Feature Requests
- Topic: builder exp
- Replies: 5
- Views: 618
Re: builder exp
It makes sense to lua it considering this is a per unit attribute not unlike veteran status.
- 31 Jan 2008, 15:03
- Forum: Game Development
- Topic: Player specific inflation
- Replies: 25
- Views: 4078
Re: Player specific inflation
KDR, how is the player going to know the actual unit costs at that point? Which reminds me, how am I going to display to projected inflationary costs? Damn...
- 30 Jan 2008, 07:37
- Forum: Game Development
- Topic: Player specific inflation
- Replies: 25
- Views: 4078
Player specific inflation
How would I go about creating an inflationary cost to units for a player that did not spill over into the economies of other players? I had an idea where spamming a single unit makes it inherently more expensive on an exponential curve thereby making the player choose his purchases wisely and the ti...
- 29 Jan 2008, 07:45
- Forum: Feature Requests
- Topic: Applying nochase category to fighter planes
- Replies: 22
- Views: 2400
Re: Applying nochase category to fighter planes
I don't see anything in the change log. Was it complicated?
https://springrts.com/svn/spring ... ngelog.txt
https://springrts.com/svn/spring ... ngelog.txt
- 24 Jan 2008, 01:56
- Forum: Feature Requests
- Topic: Applying nochase category to fighter planes
- Replies: 22
- Views: 2400
Re: Applying nochase category to fighter planes
Isn't the problem more of a target lock issue, where it just won't give up trying to defend itself and continues chasing something that attacked it already?