Uhm... I could... but it's best to just have one "curret" version. The wants of the many outweigh the wants of the twoMin3mat wrote:same :'( could u put out a vsn of 1.13 which still had them? it made strategy more important than plant choice and stuff
Absolute Annihilation: Spring[old]
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I think totally differently.BadMan wrote:I know, but it makes more sense to split it into two. You decision will be based on the map terrain. If an idiot goes vehicle on a very hilly and mountainous terrain, then they deserve to be owned.
I'll take Small Divide as exemple.
Begin with a k-bot lab is strategic ? no, it's more than begin with a vehicule lab is not usefull. (there is exception)
So, having a techforge allows to make a few tank when needed add diversity.
On an another hand, 2 separate labs is perhaps better for team play.
- [K.B.] Napalm Cobra
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- Forboding Angel
- Evolution RTS Developer
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u could make 3 package'sCaydr wrote:If there's really so much demand for it, I could make two versions and package them together or something. Would double thie filesize though...
1 --> buildtree with techforges
2 --> buildtree with kbot/veh.
3 --> Rest of the mod
Now u let package 1 and package 2 depend on package 3, this will increase your mod with 100 k or something...
- Targ Collective
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Another way would be to implement my ideas to combine them as a strategy. The downside is they'd need their own skins. Maybe get a silver Adv. Kbot Lab for L1 Techforge and a gold Adv. Vehicle Plant as a L2 Techforge until someone can be persuaded to design dedicated skins for them.
EDIT: My ideas are in the Poll Min3mat got going.
The Collective
EDIT: My ideas are in the Poll Min3mat got going.
The Collective
L1 Tech Forge?
Perhaps an L1 tech forge only? The L1 lists are generally pretty short anyways. Could throw in a light hovercraft in there for good measure too.
Then you've got the Tech Forge, the L1 and L2 aircraft plants, and the Vehicle Plant, the Hovercraft Plant, and the K-bot Lab.
Then you've got the Tech Forge, the L1 and L2 aircraft plants, and the Vehicle Plant, the Hovercraft Plant, and the K-bot Lab.
- Targ Collective
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- Forboding Angel
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The problem with the techforge was that there had to be some units removed.
One, because the menus would be so long as to be hassle to find anything for a while.
Two, because having a lvl 2 artillary kbot and vehicle in the same factory is rather redundant. But if you don't have the kbot you can't bring artillary on mountain assaults and no vehicle means you lack the heavily armored artillary needed for attacking a heavy defensive line. The same can be said of the other roles. I know I was sorely missing several of the units that were cut in the merger.
I do however think a techforge could be useful in AA, giving some of both the greater maneuverability and hill climbinb of kbots with some of the straight line speed and armor of the vehicles, especially in maps with very mixed terrain. I bet if someone made some new (different looking) models for techforges and builders for arm and core Caydr would include them. (You would of course want to talk with him about it first)
One, because the menus would be so long as to be hassle to find anything for a while.
Two, because having a lvl 2 artillary kbot and vehicle in the same factory is rather redundant. But if you don't have the kbot you can't bring artillary on mountain assaults and no vehicle means you lack the heavily armored artillary needed for attacking a heavy defensive line. The same can be said of the other roles. I know I was sorely missing several of the units that were cut in the merger.
I do however think a techforge could be useful in AA, giving some of both the greater maneuverability and hill climbinb of kbots with some of the straight line speed and armor of the vehicles, especially in maps with very mixed terrain. I bet if someone made some new (different looking) models for techforges and builders for arm and core Caydr would include them. (You would of course want to talk with him about it first)
- [K.B.] Napalm Cobra
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