Akilon Wastelands - Page 7

Akilon Wastelands

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Forboding Angel
Evolution RTS Developer
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Re: Akilon Wastelands

Postby Forboding Angel » 29 Jul 2015, 05:51

New screenshots:
Image

Image

Image

Image

Image

Edit: New thread as well
viewtopic.php?f=81&t=33712
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PicassoCT
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Re: Akilon Wastelands

Postby PicassoCT » 30 Jul 2015, 07:33

Image
Attachments
GeoVent.jpg
(117.73 KiB) Not downloaded yet
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PicassoCT
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Re: Akilon Wastelands

Postby PicassoCT » 02 Aug 2015, 10:17

Made a pull-request to you forb...

https://github.com/PicassoCT/unfinished-features
dds converted lots of the textures to avoid flippin uvws

If you add the zip files i can convert the rest too..
Else to lazy ;)
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Anarchid
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Re: Akilon Wastelands

Postby Anarchid » 25 Sep 2015, 19:53

Bump.

I was selecting maps for ZK tourney tomorrow, and i decided to try whether Akilon was acceptable.

Rocks are indestructible and unreclaimable, so it is not.
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Forboding Angel
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Re: Akilon Wastelands

Postby Forboding Angel » 25 Sep 2015, 21:48

Anarchid, the rocks can handle 2000 damage. Make sure that you are on the latest version (double check with springfiles).
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Anarchid
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Re: Akilon Wastelands

Postby Anarchid » 25 Sep 2015, 22:48

They're not attackable with avoidfeature weapons, and ZK is full of those.

Making them reclaimable would be a valid circumvention, but i guess that would in turn break Evo.
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hokomoko
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Re: Akilon Wastelands

Postby hokomoko » 25 Sep 2015, 23:03

Make them Gaia units
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Anarchid
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Re: Akilon Wastelands

Postby Anarchid » 25 Sep 2015, 23:42

Gaia units would work, yes.
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Forboding Angel
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Re: Akilon Wastelands

Postby Forboding Angel » 11 Oct 2015, 02:08

Anarchid wrote:Gaia units would work, yes.


You said you were going to make them with custom animations and stuff months ago.
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PicassoCT
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Re: Akilon Wastelands

Postby PicassoCT » 12 Oct 2015, 19:15

to lazy to copy :)

wouldpraise the philosophy, but wouldnt be in the spirit of it
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PicassoCT
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Re: Akilon Wastelands

Postby PicassoCT » 06 Nov 2017, 22:52

Necrobump- anyone in need of features?
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