Rise and walk, or how my factorie grew legs (and wings too). - Page 2

Rise and walk, or how my factorie grew legs (and wings too).

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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Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

What do you mean by "To bad aircrafts those not work (yet!)", Kixxe?
Read on a litte zwzsg...
This is so cool! To bad aircrafts those not work (yet!), cuz this would be perfect. A mobile air factory!
Yes, what would be better then a flying air factory?

But i guess that could alredy be achived since in spring units can build units ergo Air con building units...
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Kixxe wrote: Yes, what would be better then a flying air factory?

But i guess that could alredy be achived since in spring units can build units ergo Air con building units...
Hm. I would rather like an aircraft carrier (like in ship) that can build aircraft.
Even cooler would be building aircraft combind with storing them (and launching them in bulk when attacking)
Papasky
Posts: 22
Joined: 27 Aug 2005, 14:21

Post by Papasky »

A carrier able to build 20 or 30 little planes, all stored inside it, and going out and attacking as soon as a target is in their range would be really great. But I guess It would require a lot of scripting.

Maybe an On / Off switch could be easier (On : Carrier slower, little planes patroling around the carrier, going back inside to get repaired if needed or something, Off : all stored inside, carrier faster...).
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

*cough* StarCraft Protoss Carrier *cough*


Yeah though, that would be awsome.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

Maybe an On / Off switch could be easier (On : Carrier slower, little planes patroling around the carrier, going back inside to get repaired if needed or something, Off : all stored inside, carrier faster...).
why would it move faster with planes INSIDE it!
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

The Cyberbrain would have to work less when it didn't have to keep track of the positions of dozens of splinter conciousenesses? The Fighters would not be drawing power from the base ship when it was off? So you wouldn't leave it on all the time? Because opening the bay doors puts drag on the motion of the unit?

This is sci-fi, you can come up with excuses and reasons for and against decisions really easily when you have control of the facts and laws of physics.
Papasky
Posts: 22
Joined: 27 Aug 2005, 14:21

Post by Papasky »

Yeah, the protoss carrier is kinda like that, but actually, in many sci-fi universe involving spaceships, (maybe in all of them), you have big ships hosting little ones, that's not a blizzard invention.

As for why it would be faster with the planes inside, well, it could be cause it has to be deployed to have the planes out or whatever. The reasons Sinbad gave are pretty good ;)

But anyway, I think that simply for gameplay reasons, it should be slower with the planes out : it would be obviously much stronger(esterest) with the planes outside it, so if it's faster and stronger with the planes out, why would yu ever leave them inside ? And then it would be nothing more than a flying factory.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

You could also have a statinary fighter defence building that would protect a range wih it's figheter... or a mobile unit with contruction units instead of fighters to patrol an area and repair or help build... it wouldn't really be all that practical, but it would look cool... it would be nifty to include with a ground attack force and have the little con-planes flying around fixing up the rest of the units...
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Let's make the idea simpler: How about 'slaving' units to a master unit and when the master unit is given commands, the 'slaves' execute it, or something like that.
Okay, maybe not simpler, but broader, more open.
if that can be done, you can start to really implement squadrons and platoons and stuff like that... you could have an attack force with Sumo's each with 5-10 Pyros under their command. That'd be interesting.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I would like to see some atoumated formations for flying units. That would make air attacks look cooler and be easyer to orginise.
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Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Agreed Zoombie, and the ability to guard a formation, instead of just a single bomber. Guarding Bombers with Fighters doesn't work as well if the bomber gets shot down by AA, because then the fighter goes more or less in circles, and gets shot apart. With this, he would keep following the formation, unti it was all gone.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Rise from your grave, little thread!
(I hope I won't get flamed too much for this rez.)

Wanted to tell you all that I fixed my Mobility Upgrades. It was a pretty stupid error in the script, I didn't check that the nearest unit found wasn't itself! So the mobility upgrades grabbed themselves (which was possible in older Spring versions) half of the time, which resulted in the bug where they fled out of map and crashed. That and my ID range was wrong. I remade a much better script, with even the on/off button useable to drop and grab (save on the flying one), and added shieldz just coz they look cool, and stuff.

Same url to download:
http://www.fileuniverse.com/?p=showitem&ID=1380

Now they are bugfree as far as I tested!

Note to modders: Feel free to include in your Spring mods.
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Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

They seem to work nicely now without crashes :-)
Did you make a bridge unit that doesn't run through the terrain for Spring or the automatic loading valkeri...those would be nice...
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Now, Zwzsg, i command you to build a aircraft carrier with the following spesifications:

6000 by 6000 cubits in length and breadth

10 arcan aircraft repair pads

20 mystical aircraft creation pads

the divine ability to make stealth aircraft, leval two bomberss, and torpedo bombers

The inner fires of a fusion reactor

a weakness to submurable's and concentrated air strikes.
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JimmyJ
Posts: 84
Joined: 21 Dec 2005, 05:52

Post by JimmyJ »

Maybe, but shouldn't that cost about as much or more than a Krog?
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Yes!

Isnt it a way better anti-Krogoth unit for the arm then just a massive robot? Being able to pump out a huge number of fighters where the Krogoth can touch it, then blast the massive machine apart with a wave of bombs/missles.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Except that that rends the krog (and almost everything else) obsolete, and then someone will ask for a Core counter to the Arm super-build-oh-mat thingy and so forth and so on
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

But wait wait!

I have one word: Sub's. A gigantic, low armour and very slow ship comes along, with no sonar to speak of (just radar, to coridinate air strikes), and suddenly a sub shows up and sinks it in a few hits.

I always like the idea of the achillies heel in a unit. Like a massive uber land unit thats as slow and expensive as hell, and any player with a brain can think of a trap to stop it. With a massive, undefended (other then fighters and bombers), ship, what else would work better then a really cheep (money wize) sub?

Its logical, sence makeing and cool!

Also it complements the ARM's style. Krogoth is huge, beweponed and intimidating, everything the CORE is like. A aircraft carrier is a way to place enourmus firepower on some targets and the speed to get away before a real navy, capapable of takeing out the aircraft carrier and the fleet protecting it (Unless the ARM player is a compleat and utter moron) can be mobilized.

Unless you have a sub wolf pack :lol:
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

sugest for good coders:

why don t code a omni unit :
a unit factory ,canbuild,canattack,isairbase
a real commander ...
the best unit in game

is a special code can enable a choice between multiple move
exemple:
sub water or floater
walker roller
hover or flying
or all this....
think the cost is always equal to power and eficiency of the unit except for the start unit ....
the best gameplay maybe is try to have at the start of the game the best unit or try to build all the tree tech for reach to build it ?

i sugest only to code a maxi possibility unit omnipower
i can modelise but not yet code
later if i study again i try to code myself for now i hav only the idea:
more is better !
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

i LOVE AA's way of doing it;
one superweapon for land, another for sea another for air. for BOTH ARM and CORE (although they are different they are comparabley equalish)
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