New Asteroid Map: Apophis v2
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Re: New Asteroid Map: Apophis v2
I just think its a rather ridiculous thing to do.
But ill stop posting here and wont derail any further I know you have a bad opinion of me but any respect i had for you as a mapper has been totally lost.
Last thing we need is Gadget wars.
But ill stop posting here and wont derail any further I know you have a bad opinion of me but any respect i had for you as a mapper has been totally lost.
Last thing we need is Gadget wars.
Re: New Asteroid Map: Apophis v2
Solar panels shouldn't work on dark maps! Mapper hacks for Nightscape gogogogogo!
Re: New Asteroid Map: Apophis v2
Pardon me for saying it, but I believe I've played more than enough CA to know what I'm talking about in regards to play, balance and game design. Removing wind does radically change the game at this point, but it does not make it unplayable. Rather it produces a remarkably different experience.
So I will restate this from my prior post;
So I will restate this from my prior post;
With the corresponding belief that the structure of a game or mod can benefit from local changes, and that having a notably different experience on a different map, whether through changing the economic elements or through changing the heightmap, can be enjoyable.I was earlier discussing my desire to revisit my CA mapping project with lurker, with the caveat that there would be some way for my maps to opt out of the automatic scaling and other map-transforming lua when necessary, since they would already be scaled for CA and some would have delicate CA typemaps or terrain unsuitable for terraformation. I believe the solution to this entire debacle is in implementing some flags for maps intended to play with CA - but in a non-standard way - to do so, to the extent that they opt out of different elements of CA's structure.
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Re: New Asteroid Map: Apophis v2
CA's decision. Not the opinion of every developer involved.CarRepairer wrote:That's CA's opinion and what is being argued over in the last 9 pages. You aren't stating anything new.Argh wrote:So, why all the ruckus? Wind is an arbitrary concept, CA's code doesn't need to reference the map SMD at all to operate correctly...
You forgot hovers.Pxtl wrote:Nobody complains about airplanes, S44 human soldiers, or ballistic artillery that doesn't reach escape velocity. Why is wind so special?
Might work.neddiedrow wrote:I believe the solution to this entire debacle is in implementing some flags for maps intended to play with CA - but in a non-standard way - to do so, to the extent that they opt out of different elements of CA's structure.
Re: New Asteroid Map: Apophis v2
Saktoth: You forgot that every unit should be free floating, and only those with claws or jet packs allowed to position themselves.
I wanted to say that! Iron Sky mutator ftw!FLOZi wrote:I should write a gadget which gives all soldier models space helmets!
Re: New Asteroid Map: Apophis v2
http://www.projectrho.com/rocket/rocket3x1.html#nuke[citation needed] on AoE.
Re: New Asteroid Map: Apophis v2
I am having trouble trusting a source that cites science fiction repeatedly, and refers to our planet as Terra.Saktoth wrote:http://www.projectrho.com/rocket/rocket3x1.html#nuke[citation needed] on AoE.
Re: New Asteroid Map: Apophis v2
We're talking about fluff here, this is basically a giant science fiction fluff vs the real science guide.Peet wrote:I am having trouble trusting a source that cites science fiction repeatedly, and refers to our planet as Terra.Saktoth wrote:http://www.projectrho.com/rocket/rocket3x1.html#nuke[citation needed] on AoE.
Re: New Asteroid Map: Apophis v2
Map crashes on startup in CA, BA thanks to new spring version.
http://pastebin.com/m9daaeb0
http://buildbot.eat-peet.net/spring/sta ... 86149.html
http://pastebin.com/m9daaeb0
http://buildbot.eat-peet.net/spring/sta ... 86149.html
Re: New Asteroid Map: Apophis v2
lolololololololloollolForboding Angel wrote:I wasn't arguing your stance on the response, I am arguing your statement that it was an obvious joke. Do you think hunterw is an idiot? If not, do you recall that he tried to copyright an SMD?
http://springrts.com/phpbb/viewtopic.ph ... t*#p152382
http://springrts.com/phpbb/viewtopic.ph ... t*#p152300
and especially this quote from myself at the end of the thread
tldr summary:If you think by this that somehow a copyright was involved, I don't think there is hope for you to understand my side of the argument - this is morals and morals alone.
spend 3 hrs making SMD settings for tangerine, someone uses it line for line in their map THE NEXT DAY without any acknowledgement, and years later you still somehow mistake my frustration for "copyrighting my SMD", something i NEVER said or did and even refuted *three* times.
its like you are in an alternate reality.
reading comprehension ftw
Re: New Asteroid Map: Apophis v2
Ive had my fun with this, and have revised my stance to: Do whatever you want if you feels it makes your mod better suited for a map.
Btw, it no longer crashes on load.
Btw, it no longer crashes on load.
Re: New Asteroid Map: Apophis v2
Thanks Beherith, i'd like to use this or another of your asteroid maps as the first map for the ZK campaign. No reason to introduce wind generators so early in the campaign anyway, the player can stick to solars.
Re: New Asteroid Map: Apophis v2
You probably will have to modify it, because it contains non licensed music. And I have to modify it as well, because the top start isnt flat enough.
Re: New Asteroid Map: Apophis v2
Very nice illusion, worse at the edge but still very beautyfull (don't look at the edge).
can you make optic deformation with lua stuff ?
can you make optic deformation with lua stuff ?
Re: New Asteroid Map: Apophis v2
Depends on what kind of optic deformation you want...
Re: New Asteroid Map: Apophis v2
curve light line like water or glass do.
i drawed an image, it's better than my poors words.
you no more see the edge
i drawed an image, it's better than my poors words.
you no more see the edge