Plasma Repulsors... ahem...

Plasma Repulsors... ahem...

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Argh
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Plasma Repulsors... ahem...

Post by Argh »

Now, this is a funny moment for me, really, so bear with me if this seems like a random blog post.

Basically, I just discovered that PlasmaRepulsors are repulsing all sorts of things in 0.7b2, whereas they weren't in the pre-merged version.

This is kind've hilarious- I just put the PlasmaRepulsor back onto my SpireRook unit, after fitting in the newest unit (the "Holder")... and have discovered that "physical projectiles", such as my Archer's "rockets", are now being repulsed. I dunno whether this is good or bad or just neutral... I'll probably just roll with it, and make Archer/Knight/Rook/Wolf balance work again based on that, or something.

Spring devs... erm... if you're going to change this kind've game-balance-breaking sort've thing, please, at least tell us ;) I don't really mind, per se- my choices are to not use PlasmaRepulsors and solve the game-design issues another way, or to use them and live with the fact that SpireRooks are now pretty much invulnerable to Archers, but are also invulnerable against Holders- and can provide "umbrella" protection from same. This actually isn't a bad thing, overall, just weird. Guess I need to get the SquareRook done, so that the balance is restored...
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Drone_Fragger
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Post by Drone_Fragger »

How many rooks will there be in nanoblobs again? Was it 4?
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Argh
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Post by Argh »

In the original, there was just one. I was planning on having two- one as a defensive unit, one as an offensive unit. Really, the names are a bit misleading- about all they have in common is that they are both big and very slow, and vaguely castle-like.
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jcnossen
Former Engine Dev
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Post by jcnossen »

For me, in xta pe, rocko's, jethro's and samson's are not affected by the repulsor, and the plasma shooting units are, so the behavior seems to be exactly the same to me...
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Argh
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Post by Argh »

Rocko's, jethro's and samson's are all firing LineOfSight=1 weapons 8)

I'll take a screenie here in a second, but I am not kidding- PlasmaRepulsors now repulse anything that is Ballistic=1. Which, as I said, is both cool, and not-cool, at the same time. It really gives me some additional options, in terms of SFX usage, but at the same time, it's a very blunt club, if you follow me...
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Argh
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Post by Argh »

Here we go. Note the non-plasma-ness of the deflected object ;)

Image
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Guessmyname
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Post by Guessmyname »

This means we could viably put in shields for FF-ships and such. Whoo!
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Isaactoo
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Post by Isaactoo »

I don't think that is a true missle, it lacks a smoke trail. It looks more like a balistic weapon with a missle model.
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Argh
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Post by Argh »

That was my point...
Sheekel
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Post by Sheekel »

that spider-cone thing is the most awesomely awesome unit i have ever seen!!! :twisted:
Meben
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Post by Meben »

Did anyone else notice this change? I've been reading the sources, and haven't found it yet.

The parts of the (old) Sourceforge CVS tree, and now SVN, I've read imply that the relevant code hasn't changed since 0.51.
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