So a fantasy non laser mod is a bad idea? - Page 2

So a fantasy non laser mod is a bad idea?

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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Fantasy/ Medieval mod?

No, it just will not work
7
14%
Go ahead and waist your time making one
19
39%
Go play M2:TW
5
10%
This poll needs more options
18
37%
 
Total votes: 49

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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: So a fantasy non laser mod is a bad idea?

Post by Guessmyname »

smoth wrote:does it work on large buildings that the unit cannot reach the center-point of? Doubtful.
Isn't there a tag that counters that?
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: So a fantasy non laser mod is a bad idea?

Post by thesleepless »

try targetborder = 1
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: So a fantasy non laser mod is a bad idea?

Post by smoth »

Does it really work now?
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: So a fantasy non laser mod is a bad idea?

Post by thesleepless »

well chickens and spacebugs have no trouble destroying my base.. so i think so.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: So a fantasy non laser mod is a bad idea?

Post by MidKnight »

Andromeda wrote:No, I don't think it is a bad idea by any means, just more difficult. It would also be awesome however, all these ARM/CORE mods are getting old. (Yup, been playing with them for a long time. A looooooooooong time...) I know of a simple way to make melee, (Just an invisible weapon explosion that doesn't damage the firer, only the firee.) and i'm sure you do too, (And if you didn't well read previous tiny text.) And I forgot what I was going to end with so this is just a pointless rambling post now.
Anything you have got to say here, carrepairer? :P
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: So a fantasy non laser mod is a bad idea?

Post by smoth »

thesleepless wrote:well chickens and spacebugs have no trouble destroying my base.. so i think so.
nope
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: So a fantasy non laser mod is a bad idea?

Post by CarRepairer »

MidKnight wrote:
Andromeda wrote:No, I don't think it is a bad idea by any means, just more difficult. It would also be awesome however, all these ARM/CORE mods are getting old. (Yup, been playing with them for a long time. A looooooooooong time...) I know of a simple way to make melee, (Just an invisible weapon explosion that doesn't damage the firer, only the firee.) and i'm sure you do too, (And if you didn't well read previous tiny text.) And I forgot what I was going to end with so this is just a pointless rambling post now.
Anything you have got to say here, carrepairer? :P
Yes. It was thesleepless who told me about Firefox's minimum font size setting, and since that day I have not had to deal with the annoyance of stupid tiny text. Thank you, thesleepless.
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: So a fantasy non laser mod is a bad idea?

Post by thesleepless »

my work here is done.
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: So a fantasy non laser mod is a bad idea?

Post by azaremoth »

Melee weapons with targetborder=1 work quite well since 0.79. At least in most cases... If there are too many melee units with a too short weaponrange are attacking the same building, half of them tends stand around doing nothing though there is no hitsphere or other obstacle in the way. If you make the weaponrange a bit longer everything works quite fine:

Image

Go and create a fantasy game for spring! Tell me when you have something and I'll share some skeletons and/or modify them to fit a pure fantasy game.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: So a fantasy non laser mod is a bad idea?

Post by Otherside »

awesome you added blight decals to your game :]
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: So a fantasy non laser mod is a bad idea?

Post by CarRepairer »

azaremoth wrote:Go and create a fantasy game for spring! Tell me when you have something and I'll share some skeletons and/or modify them to fit a pure fantasy game.
You can do it now. Hey everyone, yell at aza to make his skeleton mod into pure fantasy, it's already 75% fantasy!! I tried to convince him and he won't have it. Need more mob pressure.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: So a fantasy non laser mod is a bad idea?

Post by zwzsg »

But I don't want The Cursed to be pure fantasy!

Anybody else to help me counter-push azaremoth into keeping The Cursed impure fantasy?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: So a fantasy non laser mod is a bad idea?

Post by smoth »

azaremoth wrote:Melee weapons with targetborder=1 work quite well since 0.79. At least in most cases... If there are too many melee units with a too short weaponrange are attacking the same building, half of them tends stand around doing nothing though there is no hitsphere or other obstacle in the way. If you make the weaponrange a bit longer everything works quite fine:

Image

Go and create a fantasy game for spring! Tell me when you have something and I'll share some skeletons and/or modify them to fit a pure fantasy game.
really? hmm that is excellent >:D
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: So a fantasy non laser mod is a bad idea?

Post by azaremoth »

CarRepairer wrote:
azaremoth wrote:Go and create a fantasy game for spring! Tell me when you have something and I'll share some skeletons and/or modify them to fit a pure fantasy game.
You can do it now. Hey everyone, yell at aza to make his skeleton mod into pure fantasy, it's already 75% fantasy!! I tried to convince him and he won't have it. Need more mob pressure.
It is more like I would have to replace or alter 75% of the units to make the game pure fantasy. Actually are just 3 units that are completely "sci-fi free". And the most important thing is - I do not want to make a pure fantasy mod. :wink: I don't mind creating a couple of units for a fantasy game/mod that other guys do though.

The Cursed will stay impure fantasy! I couldn't contradict zwzsg anyway. ;)
Andromeda
Posts: 60
Joined: 01 Oct 2008, 03:59

Re: So a fantasy non laser mod is a bad idea?

Post by Andromeda »

Building looks Zergish to me...

Keep the Cursed as Science-Fantasy.

/rerail
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Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Re: So a fantasy non laser mod is a bad idea?

Post by Strategia »

Anything from the OP? Is there gonna be a pure fantasy mod soon?
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: So a fantasy non laser mod is a bad idea?

Post by SinbadEV »

The Dewy Decimal System does not differentiate between SciFi and Fantasy.
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Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Re: So a fantasy non laser mod is a bad idea?

Post by Strategia »

SinbadEV wrote:The Dewy Decimal System does not differentiate between SciFi and Fantasy.
Neither can Huey and Louie. So? :P
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