AA 2.11 Persh Variant [YaRly] - Page 2

AA 2.11 Persh Variant [YaRly]

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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Orakio
Posts: 119
Joined: 25 Aug 2006, 16:41

Post by Orakio »

I have to agree the eagle base is the most ugly thing I've seen with no real orientation I'd replace it with something. But what the hell is wrong with huge units? Isn't that something that also features in Supreme Commander?
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

2 things. In Sup Com its being built from the ground up to handle HUGE units. Also the maps are bigger. The seocnd reason being...Spring dosn't handle huge units well, or very small units well for that matter. Something to do with the pathfinding, I do belive.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Supcom Feature != Good Feature
There is overlap, however.
Persh
Posts: 24
Joined: 10 Aug 2006, 04:07

Post by Persh »

Well, the only map that I REALLY noticed the bigger-then-big units having visible issues with was Speedmetal, and it's variants. they path to the edge of the long road-type thing, and stick halfway over the edge. Next V also fixes me having the maxslope set to 80/91 for em. Prolly gonna give the Superbase's to a friend to remodel.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

orakio the Super units in supcom are more than just units with massive guns (not saying urs are persh just trying to make a point). The Atlantis is a submersible carrier, there is the amphibious tank factory, the Aeon have that massive mothership-carrier thingy, and im sure the cybrans have some cool unit we haven't seen yet.

If ur gonna keep the massive air carriers give them that hoverfactor tag that stops them from landing. Pop open FF1.18 and check the bigger ships to see how it works.
Persh
Posts: 24
Joined: 10 Aug 2006, 04:07

Post by Persh »

Will do.
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