making my mod teh army mod

making my mod teh army mod

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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can you give me advise

Poll ended at 30 Jul 2006, 19:24

yes
7
16%
no
36
84%
 
Total votes: 43

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kirby
Posts: 32
Joined: 12 Jul 2006, 01:06

making my mod teh army mod

Post by kirby »

in my mode there will be uber rush and losts of bot units tanks and infantry ? any suggestions? this is will be posible in five mins in game when i make mod Image
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Egads! That'll probably make Spring crash...
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jackalope
Posts: 694
Joined: 18 Jun 2006, 22:43

Post by jackalope »

1. you might want to rethink your design

2. lol!!! @ the poll results
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Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

its possible to handle a ton of *units* at the same time if you use a techniqe where one unit is a block of say 25 or so, that would cut down the pathcfinsing lag, but it would require heavy scripting to get anything resemboling 'not ugly/buggy as hell'
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

And that gets out of hand real fast, just with a five-man script. Trust me

You also have the trouble of weaponry for the unit (max weapons for a unit = 16) and large blocks of infantry cannot just 'flow' around an obstruction if they're counted as one unit
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bobthedinosaur
Blood & Steel Developer
Posts: 2695
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

reminds me of those total war games.. the ones before rome... good times... good...
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

rome was OK but MTW FTW!!!! (shame its broke on new PCs O.o)
MTW2 :D :D :D
win!
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

what mtw2??? hell yes!
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

MTW = ?
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AF
AI Developer
Posts: 20678
Joined: 14 Sep 2004, 11:32

Post by AF »

medieval total war
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Ooohhhh
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

Min3mat wrote:rome was OK but MTW FTW!!!! (shame its broke on new PCs O.o)
MTW2 :D :D :D
win!
Works on my unit, which isn't exactly old.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Well bro, you have fun trying to make your mod....
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Spring can handle the unit count but you'd need to have a builder with a huge range to allow it to retarget quickly enough to pump these out in five minutes. Also there won't be much of a late game since you'll hit the unit limit very quickly that way and that many units won't fit through any slightly narrow point in a map.
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

The total war series worked with gorups of units (platoon, whatever). so the pathfinding would be less.
Spring won't crash due the number of polies (will someone ever listen to Caydr?) But the pathfinding will eat your CPU.
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Post by smoth »

Zenka wrote: Spring won't crash due the number of polies (will someone ever listen to Caydr?)
Or really look at gundam :(
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bobthedinosaur
Blood & Steel Developer
Posts: 2695
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

thats because most are in 3do format, tris in s3o format runs much more smoothly
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

It may however, lag...
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

this concept go back 20 years in past when strategis games are icon in papers
i prefere to think about the taspring precursor concept =join the rts to the fps
ahhhhhhh the (bad)old time...

try dawn of war =very nice rts but not very funny
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Post by smoth »

bobthedinosaur wrote:thats because most are in 3do format, tris in s3o format runs much more smoothly
I was saying it plays fine... :P
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