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

Posted: 14 Jun 2009, 10:30
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?

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

Posted: 14 Jun 2009, 11:30
by thesleepless
try targetborder = 1

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

Posted: 14 Jun 2009, 17:01
by smoth
Does it really work now?

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

Posted: 14 Jun 2009, 17:12
by thesleepless
well chickens and spacebugs have no trouble destroying my base.. so i think so.

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

Posted: 15 Jun 2009, 21:22
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

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

Posted: 15 Jun 2009, 21:41
by smoth
thesleepless wrote:well chickens and spacebugs have no trouble destroying my base.. so i think so.
nope

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

Posted: 15 Jun 2009, 23:09
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.

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

Posted: 16 Jun 2009, 01:27
by thesleepless
my work here is done.

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

Posted: 17 Jun 2009, 10:11
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.

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

Posted: 17 Jun 2009, 10:20
by Otherside
awesome you added blight decals to your game :]

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

Posted: 17 Jun 2009, 17:23
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.

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

Posted: 17 Jun 2009, 19:22
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?

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

Posted: 17 Jun 2009, 19:53
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

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

Posted: 17 Jun 2009, 20:05
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. ;)

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

Posted: 17 Jun 2009, 23:54
by Andromeda
Building looks Zergish to me...

Keep the Cursed as Science-Fantasy.

/rerail

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

Posted: 18 Jun 2009, 00:35
by Strategia
Anything from the OP? Is there gonna be a pure fantasy mod soon?

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

Posted: 18 Jun 2009, 00:38
by SinbadEV
The Dewy Decimal System does not differentiate between SciFi and Fantasy.

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

Posted: 18 Jun 2009, 01:23
by Strategia
SinbadEV wrote:The Dewy Decimal System does not differentiate between SciFi and Fantasy.
Neither can Huey and Louie. So? :P