Posted: 15 Dec 2007, 16:07
crop that image.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
yeah I see wut he did there also.. his PERE modFanger wrote:hrm...
purify, Expand, reclaim, and Exterminate
Hrmm..
LOLArgh wrote: Having the sight distance lower than the range of the units means that gathering intelligence and using radar (and jammers, if I ever get the human side rolling) is a really big part of play. Removing that element would pretty much make radar useless, and it's a massive performance hog, as well- a unit with the same sight distance as the longer-ranged stuff, like the Tank, would have a radius of 1100... waaaay bigger than anything else in Spring ATM.
That's a lot of CPU power, and the game would also play very differently, because radar inaccuracy wouldn't be as much of a factor- I'd probably have to make all weapons slightly inaccurate to compensate and keep gameplay from becoming too heavily balanced towards long-range guns. I'll test it out, and see how bad the tradeoff is, but I'm probably going to leave well enough alone on that issue, tbh.
Code: Select all
//file defining some parameters for sensors
[Sensors]
{
[Los]
{
//MipLevel defines the resolution for LOS calculation, higer MipLevel means lower resolution.
//An increase by one in MipLevel means half the resolution of the LOS map in both x and y direction.
//One miplevel higher leads to less CPU usage for same sightdistance and twice the sightrange possible.
LosMipLevel=2;
AirLosMipLevel=2;
//LosMul=1; //multiply all units los with this, don't use
//AirLosMul=1; //multiply all units airlos with this, don't use
}
}
Not really anything that can be done about that...besides, I've always wanted to be able to fps weaponless unitsAF wrote:In FPS mode a lot of units can be moved around despite not actually having usable weapons, such as the radar tank
No, it aims just fine (in SVN, not necessarily in 0.75b2!), it's just slightly inaccurate, which added to the groundbounce makes for some strange behaviors. Try making a pack of 3+ and see how they do- they're pretty powerful.The walking artillery with the big blue shell doesn't aim properly, partially because the turret (that turns on the y) is not flat on the xz plane, and partially (I think, haven't actually checked) because you use a dummy weapon and emit-sfx the main one.
I'll have to re-check, but IIRC, the time to build is actually less than the time it takes to put up a plant in BA, etc. It's just that other buildings take much less time comparatively. I think that lowering the time would make the start of a game, and the choice of when/ where to place the first plant a lot less crucial, so I'm somewhat leery of changing that, tbh.The start is very slow, I think the lab should be alot faster to build.
Should I make unique icons for every unit? I wanted to keep the number of icons low, but meh, it's easy enough to add new icons.There is a problem... zoom out a bit and try to tell the units apart. Some are clear, but a lot aren't.
No, Smoth, that's actually a giant big deal. You're not really seeing the game, if you play it in 0.75b2. You're missing huge chunks of how gameplay actually works, due to all of the new features in the next build of Spring.Ok, tried it out. I am sure the const errors are because I am not using the latest build. MEH that isn't a big deal.
The knight is quite easily countered, actually, and I think it was a good concept from NB, so it was kept. I just wish I'd had time to build an entirely new model- I tried several things, but wasn't entirely happy with them, so I just reskinned it.my only real gripe is that knight should have been left out
I wasn't sent the giant uber-mecha meshes. And, tbh, while they're really neato, their style would be more in keeping with the Resistance than with the Overmind.Also where are the rest of gmn's walkers?
Not happening. I hate OTA's starting values for such things, and I used a completely different system for determining base costs. Units have a very strict "tier" cost system, and are balanced according to what tier they're in. Keeps things simpler, in terms of "how long to build X", and makes balance about a unit's true power, instead of being a mushy mess where power and cost are both being refactored. I'd rather nerf / buff than change a cost, pretty much.Make energy metal values normal, not 10^10 figures.
Well, yes... you need a metal income of around 33 and a E income from one Fusion + Commander to build a lab without stalling. That's on purpose. The build order actually depends on the map- on maps where the initial cluster of 3 spots is loose, you can skip the Fusion until after you've built the Miners, because the Overmind Commander can make enough E to build it back up between Miners. Building the Fusion as the very first thing is usually a mistake.The problem is that your starting metal is enough for two mexes. In fact you'll definitely stall if you don't use the exact perfect build order (1xE, 3xMex, factory, IIRC) and even then you'll spend a minute staring at your lab.
It's a little more complex than that.As for the tiny LOS, what that means is that basically everyone shoots at radar blips and whose blip moves over his units first loses.
The only one that's like that is the Artillery Shell, unless you've seen something I haven't. It's just the way that the model was built, and I debated screwing around with GMN's concept, which I personally thought was pretty clever, but eventually decided not to. I think some of it may be the TryTarget code in Spring not taking MyGravity into account properly for ballistic weapons, too, now that I've taken another look. I assume you're looking at this in SVN builds, not 0.75b2? Kind've important, aiming code has changed a lot and behaves rather differently now.There are a few units which have broken aim animations. The problem isn't the script, it's the unit design.
This is just not so.. EE has had a LOS on every unit of 650 since its creation, and on the scout units IIRC I have LOS of 900-1100 as well.. and for the naval units in the latest version of EE I believe I was going to double their LOS so they could see what they were shooting at more often..Argh wrote:a unit with the same sight distance as the longer-ranged stuff, like the Tank, would have a radius of 1100... waaaay bigger than anything else in Spring ATM.