When dark portents wax nigh - Page 2

When dark portents wax nigh

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.

Moderator: Moderators

User avatar
Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

Do the Tau next!

Woooo Firewarriors! And XV-8 crisis suits! Oooh! OOH! GUNDRONES!

But yeah, those are awesome. Nice work gentleman.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I believe that you cannot make a unti rezz anythign or reclaim or repair from the script.

I'm not sure but I think it'd be possible to script them to they autohealed but only in the viscinity of other necrons....
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

that could work - so if we give them huge amounts of health, but make them become disabled (ie lose all weapons and mobility and fall over) at like half that.

Then they *only* autoheal with other necrons (could we restrict it to necrons of the same type like in 40k?) standing nearby - but the healing is very quick.

If using that system they could still have a rez kbot in the form of the tomb spider :)
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

Erom wrote:Do the Tau next!

Woooo Firewarriors! And XV-8 crisis suits! Oooh! OOH! GUNDRONES!

But yeah, those are awesome. Nice work gentleman.
I may well have to learn sping coding just so I can contribute if this happens :P

I am the lead coder for the Tau mod in Dawn of War...but I still love the spring engine - it's way better. :-)


EDIT oops sorry for the double post - it was the quoting :wink:
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Soulless1 wrote:that could work - so if we give them huge amounts of health, but make them become disabled (ie lose all weapons and mobility and fall over) at like half that.

Then they *only* autoheal with other necrons (could we restrict it to necrons of the same type like in 40k?) standing nearby - but the healing is very quick.

If using that system they could still have a rez kbot in the form of the tomb spider :)
I'm not yet sure of how to represent the autoregeneration and the we'll be back rule. Like I said in my post in the previous page, I can disable weapon and make them look crippled, but I can't script them to be immobile, to stop seeing, and to stop stopping shots. So they'll still be able to move and see and shield units behind.

Scripting them to autoheal only if in vicinity of other Necron is possible only if "set HEALTH" is implemented. I'm not sure it's already possible in current Spring, but Dragon45 submited the code bit to do that ages ago.


Soulless1 wrote:I am the lead coder for the Tau mod in Dawn of War...but I still love the spring engine - it's way better. :-)
Say, do you think the models of the DoW Tau mod could be converted to s3o?
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Hmm.

Post by Pxtl »

Here's a thought: Necron units are super-low-energy-cost to build. But, they consume energy when moving/firing. This balances it out so that Necrons still require a decent energy economy.

The side effect of the super-low-energy-cost for building means that resurrection of a Necron is dirt cheap.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

glad to see more 40k stuff on the spring engine. wish the Epic mod hadn't lost steam.

Also just to let u know the Dark Crusade expansion pack for DoW will include both the Necrons and the Tau and is slated for a release this fall.

http://pc.ign.com/articles/706/706477p1.html-link to the article on IGN.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Hmm.

Post by zwzsg »

Pxtl wrote:Here's a thought: Necron units are super-low-energy-cost to build. But, they consume energy when moving/firing. This balances it out so that Necrons still require a decent energy economy.

The side effect of the super-low-energy-cost for building means that resurrection of a Necron is dirt cheap.
I had other plan for the energy. I wanted the Necron units to cost no energy to build or operate, and the necron to have no energy producer, and have the necron only way to gather energy to be to catch the soul of slain enemies (a bit complex that part, I thought about something involving rezzing enemy units into "soul" units that would have been autograbbed by a unit producing a bit of energy), and then the "soul" only use would have been to feed the C'tan (that is, to build them, and to have them fire). Maybe the Pariah could cost some "soul" to be built too. I know how to tweak TA to have corpse rezz into something else, and that in TA what can rezz can't reclaim (cause I wouldn't want Necron to eat tree, that's for the Tyranids), but I'm not sure the same will work in Spring. Other sides, such as the Eldar, could use a "soul" ressource too, for instance to build wraithguard.

I wouldn't want all sides to use the standard solar + mexx powered economy, but I'm not sure I'll succeed. And if I could somehow manage to represent the "blood harvest" concept into the Necron ressource system, that'd be great. I thought about having them only be able to gather metal from wreck, but then it'd be impossible to win against porc.

But that's still only thought and words, I've got a looong way to go before even starting to try to implement all that.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

How about they can reclaim the units? Then you can set the metal storage for every unit as 0 and create a resource system where only energy matters.

I'm sure that it wouldnt be too hard to change the commandAI system to accept a tag making units use reclaimation as their weapon...
Post Reply

Return to “Game Development”