TA:FF? Big spaceships, big explosions..... - Page 2

TA:FF? Big spaceships, big explosions.....

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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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

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Post by hrmph »

Min3 that isn't exactly low ground. It is the pyramid on core pyramid. If you can't add anything useful to posts, why dont you bugger off. And it does need work, if anyone who knows about scripting, etc, wants to help, go ahead.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Is that me ... or is that A map by me... WITH SPACESHIPS!!!! cool...

aGorm
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

I wonder how much of the behaviour is due to default plane behaviour for Spring, and how much due to the extra-special scripting that made TA:FF work so well in TA engine?

The bigger ships do tend to hug the ground. Probably we need someone to do up some low-G island-hopping maps with fairly flat terrain and see what effect that has on the look of the thing. Maps with very little fog too since zooming out to cover the action can be painfully blurry.

Anyway I can't offer any real help hrmph, but thank you for your work so far porting this excellent mod, it seems to be working very well. I'll mess about with it and see if anything crashes, but it looks stable and everything so far! (Oh the command cruiser blows itself up occassionally)
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Mars Keeper
Posts: 240
Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

It would be fun if the normal units also could be built in some way. There is nothing funnier than to blow up ground units with big cruisers!
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

You mean as with the build the OTA units patch avalible for TA:FF?
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Mars Keeper
Posts: 240
Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

Like yes.
You start with a commander as usual and the level 1 construction units can then build the first spacecraft building and so on.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Since in Spring mobile can build mobile, would be better if to get access to Final Frontier line of unit you had to built the very expensive command crusier with your OTA adv cons, instead of building the starship plant with any OTA level 1 cons. That way it would really be at the end of tech tree.
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Mars Keeper
Posts: 240
Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

zwzsg wrote:Since in Spring mobile can build mobile, would be better if to get access to Final Frontier line of unit you had to built the very expensive command crusier with your OTA adv cons, instead of building the starship plant with any OTA level 1 cons. That way it would really be at the end of tech tree.
Hell yeah!
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

Would it be too much to ask for a new tag specifically for starships? Something like neverland=1?
Also, the different sized planes in TA and FF need different avionics values. Could you make the values used in the code (ailerons and such) set to what they are by default, but be readable from the unit FBI?
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