Historic mods.

Historic mods.

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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Would you play a historical mod?

Yes.
9
64%
No.
5
36%
 
Total votes: 14

Kneecap
Posts: 13
Joined: 03 May 2007, 17:00

Historic mods.

Post by Kneecap »

I wonder if there's any historical mods for spring? You know like for instance medieval, renaissance etc. The scale of this game would do great justice to a medieval combat scenario.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

Yes. However, you can't do proper melee combat, which means the project would be hampered somewhat.
Kneecap
Posts: 13
Joined: 03 May 2007, 17:00

Post by Kneecap »

Proper melee combat? Unless its the pathfinding thats the problem, it should be in theory just a matter of range. Set the range of the attack so small that the units have to go into melkee with each other. But i am a illiterate when it comes to coding and modding so i dont have a clue really.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Kneecap wrote:Proper melee combat? Unless its the pathfinding thats the problem, it should be in theory just a matter of range. Set the range of the attack so small that the units have to go into melkee with each other. But i am a illiterate when it comes to coding and modding so i dont have a clue really.
All units you can melee against would have to be the same size. The problem is that rangefinding targets the middle of the target unit, not the surface - so melee weapons only work if you can get into melee range with the centre of the unit. Hence, all melee-able units must be the same size, or else you make a different attack with a different weapon for each size of unit.

Personally, I'd probably just make everything melee and thrown-torches, and make all melee-able units 1x1, with anything bigger being a building they throw torches at (including mobile things like catapults).
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Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

But then, what about horse guys... and elephants?
Kneecap
Posts: 13
Joined: 03 May 2007, 17:00

Post by Kneecap »

Why exactly does it need to be in the centre of the unit?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I'll quote myself once again:
Muzic wrote:Why isnt melee possible?
Ok, say we have a short range laser. This can be used to fake a melee attack. Combine it with a timed animation and you get interesting results. However there are issues.
  • 1:
    line fire works great because it can go exactly at the target of the melee attack without extending past the unit. This has issues
    • 1a: the units in spring fire at the edge of their max range so sometimes the unit will not hit but swing right outside of range.


    2:
    to target a unit the unit does not use the outersphere as a target instead the unit needs to hit center. This means two things will happen..
    • 2a: if the unit is mobile it will just move once bumped and never actually stop to get hit because the attacker is pushing to the center of the target which results in an anoying chase.

      2b: If the unit is stationary (I.E. a building) the melee attacker will stand there right on it's target without ever attacking(because it will not be able to reach center with it's range).

      2c: The melee unit cannot attack anything with a hitsphere center that has distance that is beyond the attacker's melee weapon range...
Kneecap
Posts: 13
Joined: 03 May 2007, 17:00

Post by Kneecap »

I see. Thanks for explaining!
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

No problem, that is what I am here for. Believe me, if there was properly working melee I would be all over it.
hilal
Posts: 35
Joined: 23 Feb 2006, 12:47

Post by hilal »

If you like sea combat then yes there was a historical sea combat mod based around the 1800s-1900s it was called War at sea made by..uh some dude i forgot. its dead now I tried to revive it but noone was interested...Twas a good mod it had potential.
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