Gundam rts 1.2 f3
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Re: Gundam rts 1.2 f3
I know Smoth made this map for Gundam and so metal patches are a silly sticking point, but if you're not going to make metal patches I'd rather just see the Castles approach - wide Mex radius and just smear the map in low-level metal.
but it looks gorgeous and I can't wait to try it.
but it looks gorgeous and I can't wait to try it.
Re: Gundam rts 1.2 f3
Wow.....
so.... a I included some mex spots for the non gundam people who wanted to play this map with their favorite mod.. as a COURTESY....
in return I have people bitching me out.
in the future I simply will not add metal spots.

so.... a I included some mex spots for the non gundam people who wanted to play this map with their favorite mod.. as a COURTESY....
in return I have people bitching me out.
in the future I simply will not add metal spots.

Re: Gundam rts 1.2 f3
I was just suggesting an approach that is even easier for you (flood-fill the whole damned map with metal) and doesn't have the unfortunate side-effect of having invisible metal-patches.
This wasn't meant as an insult to the map, but an ideally more pragmatic approach to the problem.
This wasn't meant as an insult to the map, but an ideally more pragmatic approach to the problem.
Re: Gundam rts 1.2 f3
I have not even heard any thoughts about it or how it looks beyond baw no metal spots. Nah, from now on all of the maps will have a blank metal map.
I didn't make this map for something other than gundam adding a metal map I knew people would just feel that it was made for dual purpose which it wasn't. That was why i have not put any effort into the other two maps as far as metal. Because I KNEW, I totally knew that by putting a metal map people would then make NONgundam requests of the map.
SO now the gundam thread is on about how the map plays in !gundam. yeah I can totally feel correct in my thoughts about this community.
I really would have liked at least something nice said about the map, anything, nice skybox, I like that you made a new tree, fuck, anything would have been nice. I didn't even get that it looks moderately aceptable just that it needs metal spots.. yeah because a gundam map needs that. FFFFFFFFFFFFFFFFFFFFFFFFF
I didn't make this map for something other than gundam adding a metal map I knew people would just feel that it was made for dual purpose which it wasn't. That was why i have not put any effort into the other two maps as far as metal. Because I KNEW, I totally knew that by putting a metal map people would then make NONgundam requests of the map.
SO now the gundam thread is on about how the map plays in !gundam. yeah I can totally feel correct in my thoughts about this community.
I really would have liked at least something nice said about the map, anything, nice skybox, I like that you made a new tree, fuck, anything would have been nice. I didn't even get that it looks moderately aceptable just that it needs metal spots.. yeah because a gundam map needs that. FFFFFFFFFFFFFFFFFFFFFFFFF
Re: Gundam rts 1.2 f3
I can't speak about it because you've only posted one screenshot and getting a game of Gundam going online involves the alignment of at least three celestial bodies.
So what do I have?
1) A cool top-view screenshot that looks exciting, but isn't much to go on.
2) The information that this map has invisible metal-spots.
Given that knowledge, I thought I'd suggest an approach to metal-spots that is both easier for you (since you quite reasonably shouldn't have to give a damn about the metal map) and doesn't result in the frustrating "invisible metal-spots" gameplay.
Sorry this offended your sensitivities.
So what do I have?
1) A cool top-view screenshot that looks exciting, but isn't much to go on.
2) The information that this map has invisible metal-spots.
Given that knowledge, I thought I'd suggest an approach to metal-spots that is both easier for you (since you quite reasonably shouldn't have to give a damn about the metal map) and doesn't result in the frustrating "invisible metal-spots" gameplay.
Sorry this offended your sensitivities.
Re: Gundam rts 1.2 f3
I am talking about the fact that beyond going, smoth the metal map is goofed, the discussion is really moot.
http://smoth.net/foram/viewtopic.php?f=2&t=3105
for other pictures.
http://tracker.caspring.org/stats/view.php
gundam games happen more than you are thinking. The real trick is that most of the people that I have seen actually play it are in the 5-10cst slot. I have seen a few games during the day.
http://smoth.net/foram/viewtopic.php?f=2&t=3105
for other pictures.
http://tracker.caspring.org/stats/view.php
gundam games happen more than you are thinking. The real trick is that most of the people that I have seen actually play it are in the 5-10cst slot. I have seen a few games during the day.
Re: Gundam rts 1.2 f3
NOOOOOOOO MAKE IT GOATSE!smoth wrote:Nah, from now on all of the maps will have a blank metal map.
- Guessmyname
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Re: Gundam rts 1.2 f3
I love the coastlines! What resolution for the heightmap are you using?
- 1v0ry_k1ng
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Re: Gundam rts 1.2 f3
the unit limit thing: this is not going to be a problem with gundam. battles are always pretty small scale. plus, that would be fixing a huge problem and creating a tiny one. the net effect is alot less annoying :psmoth wrote:I have posted these before1v0ry_k1ng wrote:why dont you make walls a building, with the tag that means the enemy cant see its healthbar, and the tag that means units dont automaticly target it? atm making the great wall of china around your base is epicly lame
- because it is epicly lame that walls would count towards unit limit. IIRC there is no way to make them NOT.
- because walls should not be a radar blip.
- IIRC that tag didn't work right.
Radar blip lol? oh come on. stealth=1;
whats wrong with the tag? and is it more or less broken than walls are atm?
thats not how mod forum works.Anyone have anything nice to say?
compliments= people playing game
gripes= post on the forum
^_^
Re: Gundam rts 1.2 f3
not in all games, I have seen many players in gundam go macro. keep in mind that I have seen a very large set of the games that have been played. I wonder if maybe I could get the devs to add a tag to make a unit NOT count against the limit.1v0ry_k1ng wrote:the unit limit thing: this is not going to be a problem with gundam. battles are always pretty small scale. plus, that would be fixing a huge problem and creating a tiny one. the net effect is alot less annoying :p
Yeah zeon turrets are stealth. still means the walls will turn into icons.1v0ry_k1ng wrote:Radar blip lol? oh come on. stealth=1;
IIRC it doesn't work. I can try it later1v0ry_k1ng wrote:whats wrong with the tag? and is it more or less broken than walls are atm?
you are right how dare I want even so much a pat on the head.1v0ry_k1ng wrote:thats not how mod forum works.Anyone have anything nice to say?
compliments= people playing game
gripes= post on the forum
^_^
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Re: Gundam rts 1.2 f3
Well I guess you could give the walls stealth ability and assign a totally transparent radar icon so you won't see anything on radar. Still this has many disadvantages and I think smoth made the best move and i.e. turning the walls into features...
The main problem with walls being units probably is the selection. You'll probably end up several times with a selected wall segment rather than the unit you wanted. Or even more grave: With transparent radar icons you easily will end up assigning an attack order on a wall rather than the unit standing next to it which you want to select via its icon as you won't be able to see the wall icon...
While typing this - hmmmm...
I actually don't know what happens with the highlighting of an icon when you do a mouseover when the icon's totally blank. Maybe you'd still see a squaric selection. I also don't know right if the icon area actually shrinks when you change its size (in the icon's definition). You might be able to shrink the icon size down and who knows what happens when setting the size to 0...
Still in the end the feature method currently probably is the wiser one
The main problem with walls being units probably is the selection. You'll probably end up several times with a selected wall segment rather than the unit you wanted. Or even more grave: With transparent radar icons you easily will end up assigning an attack order on a wall rather than the unit standing next to it which you want to select via its icon as you won't be able to see the wall icon...
While typing this - hmmmm...
I actually don't know what happens with the highlighting of an icon when you do a mouseover when the icon's totally blank. Maybe you'd still see a squaric selection. I also don't know right if the icon area actually shrinks when you change its size (in the icon's definition). You might be able to shrink the icon size down and who knows what happens when setting the size to 0...
Still in the end the feature method currently probably is the wiser one
Re: Gundam rts 1.2 f3
I have pushed with the devs to try and come up with a solution to the issue and adding targetable features would still be months away if one of them wanted to take on the issue. So right now I might have to entertain the idea.
However, I do not want to introduce more issues like I have with the fix for the airports and zeon experimental facility. I have a solution for that but I do not have the time to implement it
However, I do not want to introduce more issues like I have with the fix for the airports and zeon experimental facility. I have a solution for that but I do not have the time to implement it

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- Imperial Winter Developer
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Re: Gundam rts 1.2 f3
That cookedwell map is really atmospheric, I love the little rocks and stones that are done with the texture.
On the other hand, I don't really think the skybox suits the feel of the map, feels like it needs to be more apocalyptic...
On the other hand, I don't really think the skybox suits the feel of the map, feels like it needs to be more apocalyptic...
Re: Gundam rts 1.2 f3
Spring.SetUnitNoSelect[Krogoth86] wrote:The main problem with walls being units probably is the selection. You'll probably end up several times with a selected wall segment rather than the unit you wanted.
Also, if I recall correctly you can set the distance for each icon (type) separately in icontypes.lua
Re: Gundam rts 1.2 f3
still leaves the problem of walls cutting into the unit limit.
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Re: Gundam rts 1.2 f3
Hey im kinda still new but i was just wonder since ima huge fan of the new gundams like 00 and seed....i was wondering if u will ever add those gundam types?
Re: Gundam rts 1.2 f3
Short answer, no, he won't. Those exist in other time periods/universes and are unsuited for RTS play.
Re: Gundam rts 1.2 f3
No but he will come over to your house and strangle you for mentioning seed.ArcheryKiller wrote:Hey im kinda still new but i was just wonder since ima huge fan of the new gundams like 00 and seed....i was wondering if u will ever add those gundam types?
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Re: Gundam rts 1.2 f3
I guess this excludes SD Gundam as well - saaaad thing...
But BTT:
You might want to do a more distinct and especially way bigger radar icon for things like the small turrets...

But BTT:
You might want to do a more distinct and especially way bigger radar icon for things like the small turrets...