But after watching that replay, I noticed you made a good use of tactically dgunning bridges, so it's not entirely bad.
<[teh]Setti> uhh
<[teh]Setti> mexsnap totally fucks this up
Yes. Blame mexsnap! The people who coded mexsnap are aware their widget fails on anything else than the small far apart metal spots scheme. And they don't care!
<ScroogeMcDuck> is there a secret to make mexs work?
<ScroogeMcDuck> they dont give me metal i mean
This isn't exactly a metal map. The extraction radius is roughly as large as a tower, so you can have only one mexx per tower. More or less, because tower size is variable. If you can't see it from the extraction radius when placing mexx, you should at least have noticed only one mexxes out of the four spinned. Oh and loosely related, bridges have only 25% of the metal concentration of towers, and void 0%.
<[WW]_Botman> why the hell is everything building so slow
Don't build on the sloped ramps or near edge. I needed the map to be deformable by Lua but not by explosions, so I made it very hard but not indeformable. Sadly that means that flattening the ground before building takes forever. Maybe this could be fixed mod-side by having the preload stage disable the flatten-before-build tag if map is too hard. Also, in map options, if you put 0 as slope, it picks a random slope, but if you put 1, then it uses a 0 slope. So use 1 so that the bridge are not sloped and can be built upon without flattening.
[[ACE]Krapoo (replay)] I ve put my com in a air transport to avoid falling, but seems he died anyway ?
Ohhh, good catch. This is indeed a bug in my code. I shouldn't destroy transported units.
<ScroogeMcDuck> are units falling cause of bad pathing?
Yes, this happens. I added some special code to push back units that fell, as long as they're not too far. It relieves a bit the issue, but doesn't totally cure it. It is just Spring pathfinding in general that has no qualm sending units in impassable areas.
It happens in other maps too. Except other maps don't have that many cliffs, and other maps don't kill units stuck in impassable areas.
<[WW]_Botman> Pathing is total fail... My com will never be found yet he is alive LOL
[Oceansize] u need nukle to win, com is borrow in some place due tu f&il pathing
Indeed comm was inside a tower, deep below ground. I'm not quite sure how it happened. But surely comm will die if tower die.
<[teh]Setti> Allies: I was standing on a pilar
<[teh]Setti> Allies: not a bridge
<[teh]BaNa> Allies: those die too
<[teh]Setti> Allies: they didnt earlier :S
I can make pillars more resistant than bridges. I could even make pillar invulnerable. Though there are already too many map options, so I tried to avoid adding more to differentiate bridge and pillar hitpoints.
[integral] why they fall?
[ACE]Krapoo added point: random? weight? damage ?
It's damage. More precisely, it's the sum of the damage of all the explosion that took place on the area. At least by default, as there is a map option to make it count sum of unit destroyed maxhp instead.
I'd say the problem is the lack of feedback. There's no way to tell if a pillar is on the brim of collapse, or still good to go. I'd like to edit the GroundInfo's type, to have for exemple: "Bridge 15%" in the tooltip, but I'm not sure how's best. Adding hundreds of ground type to have one for each health doesn't sound very sane. I'd lean toward intercepting and replacing the string sent by Spring.GetGroundInfo, but it would have to go the whole trip synced gadget -> unsynced gadget -> widget, and potentially with lots of datan abd often, so I'd really have to think how to optimise it right.
Much more visual would be to have the texture change to show widening cracks, but this has two problem. First I'd have to draw the widening cracks on all the texture alphas, which would be quite some work, and secondly, this would make it harder to cache non-changing towers/bridges: I cannot redraw everything every frame, because that takes way too long and the FPS suffer very badly, as can be seen when you set explore positive and choose before start start positions. So I put in display lists the towers/bridges that aren't changing, so they display fast, and only recalculate how to draw those that appear/disappear. But if every bridge/tower is changed by every shot, that's potentially a lot more to redraw a lot more often. So I'd have to rethink my optimising strategy.
Lastly, don't forget you don't have to play with the destructible option enabled!