tomahawk - Page 3

tomahawk

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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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

2.35!
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

The consonant is doubled during conjugation whenever the letter before it is a vowel.
swim->swimmer
climb->climber
call->caller
hack->hacker

mod->modder


We can go back on topic now.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

P3374H wrote:The consonant is doubled during conjugation whenever the letter before it is a vowel.
swim->swimmer
climb->climber
call->caller
hack->hacker

mod->modder


We can go back on topic now.
I love you pete
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

so about them cruise missiles...
manored
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Post by manored »

The engine must be 120% fexible so I vote yes... And I still wanna see cannons that launch small capsules that liberate peewees after landing! :P
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Pxtl
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Post by Pxtl »

manored wrote:The engine must be 120% fexible so I vote yes... And I still wanna see cannons that launch small capsules that liberate peewees after landing! :P
I'd rather see the cannon fire the peewee from the muzzle and have it bounce around on the ground before getting up to fight (if it survives impact), but that's just me.
aspa
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Joined: 29 Sep 2005, 01:51

Post by aspa »

manored wrote:The engine must be 120% fexible so I vote yes... And I still wanna see cannons that launch small capsules that liberate peewees after landing! :P
Propaganda capsules urging peewees to turn against the arm oppressor, turning them into a gaia faction?
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KDR_11k
Game Developer
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Post by KDR_11k »

Ordos Deviator!
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rattle
Damned Developer
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Post by rattle »

Yeah! Temporary mind control!
Wasn't this about cruise missiles?
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KDR_11k
Game Developer
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Post by KDR_11k »

Ya but weapons that capture, reclaim or repair are more useful than kamikaze planes. since we can use script hacks for the latter.
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rattle
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Post by rattle »

Indeed.
Pxtl wrote:I'd rather see the cannon fire the peewee from the muzzle and have it bounce around on the ground before getting up to fight (if it survives impact), but that's just me.
Speaking of which, I want spinning projectiles!
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smoth
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Post by smoth »

before anything I want melee.
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Zoombie
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Post by Zoombie »

You and me both, Smoth. Right now the only fantasy mod I can think of that woulden't use melee combat would be the "Into The Darkness" seires by Harry Turtledove.

Wait, would that be half bad? WWII with Magic...I could see that as a mod...hmmm... <puts on thinking cap>
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Pxtl
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Post by Pxtl »

I'm curious about the melee weapon issue - I mean, can't you cheat? Give a unit a near-invisbile point-blank weapon and have them swing out a sword to attack with it? What's the problem? The rather weak AI of units with short-ranged weapons? Do weapons not work well at super-short range?
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Argh
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Post by Argh »

It's not that... it's a problem of collision spheres. I have already solved it.
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smoth
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Post by smoth »

could you give a rough demo(doesn't have to have an animation)?
manored
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Post by manored »

KDR_11k wrote:Ya but weapons that capture, reclaim or repair are more useful than kamikaze planes. since we can use script hacks for the latter.
I think that weapons that revive/build would also be usefull
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