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Posted: 25 Aug 2006, 09:42
by KDR_11k
A complete TC seems a bit much for me. Before I worry about maps and GUIs I'd have to make sounds and cursors so I can ditch the dependency on OTAcontent.
Posted: 25 Aug 2006, 16:51
by Hunter0000
Posted: 25 Aug 2006, 16:55
by KDR_11k
Tacnukes have a ~2km radius IIRC, that'd explode smaller than AA's nukes.
Posted: 25 Aug 2006, 17:26
by NOiZE
BvDorp wrote:new map format makes much bigger maps possible
that's not really true..
Posted: 25 Aug 2006, 18:51
by Fanger
whilst it doesnt make much bigger maps more feasible.. unless Im incorrect it makes running the largest map size (32x32) easier which causes less lag.. or am I incorrect about that..
Posted: 25 Aug 2006, 19:06
by Hunter0000
KDR_11k wrote:Tacnukes have a ~2km radius IIRC, that'd explode smaller than AA's nukes.
fine, a normal nuke then.. but are you sure thats right (the convo ratio) that just doesnt seem quite right..
Posted: 25 Aug 2006, 20:33
by KDR_11k
Naah, I'd probably use low-yield nukes along with MIRV for that. If I were to add nukes, that is, since I don't think anyone would send ground units if he was planning on using nukes. This is supposed to simulate battles, not total war.
What I'm thinking about is making infantry stealth and cloakable but energy is only produced by combat units and according to their cost so you could only have a certain percentage of your force cloaked at any time. Infantry would be used for spotting enemy targets long before they know you're there so e.g. camping a few gunships next to an ammo depot and using them to snipe all tanks that try to attack your base ends in your gunships being blown out of the sky by tank shells (a stationary gunship is dead in no time, sending them on a patrol won't help either, only the attack dance or constant micro makes tanks miss them and one of these will end with them getting into AA range).
But all that is still far off, I've only implemented the first constructor yet and next will be the basic mex (oil pump) and mex "controller" (refinery). The idea is that a mex can be built for dirt cheap but the refinery is expensive so it's cheaper to exploit "oil" spots that are closer together. Perhaps each mex would have a silo and it will only produce until the silo is full, the silo is emptied when a refinery or oil tanker is nearby. The tanker would be like a mobile refinery, patrolling between the mexes to make sure their silos don't fill up. This doesn't have any actual gameplay purpose, I just want to try doing that. Perhaps the oil tanker could double as an ammunition transporter, i.e. it refills the ammo of all nearby units. Unfortunately I can't make it fill up and require emptying at the refinery since scripts can't communicate with each other...
What I need now is a tag to disable nanoframe and nanospray since they make no sense in this mod's context and I'd like to make custom building animations.
Posted: 27 Aug 2006, 08:05
by KDR_11k
Since screenshots don't show much you can now
see it in action. Requires the dev build avalable in the Spring Download section and isn't very playable yet (lacks cheap combat units and the refinery and oil truck that are needed for expansion, currently the Command Post acts as a refinery).
I've switched everything to DDS DXT3 for unit textures and DXT1 for the extra textures that handle self illumination and reflections. Mostly because my upload is so sloooow and it took forever to upload it to my FTP.
Posted: 28 Aug 2006, 21:36
by KDR_11k
I've implemented silly looking infantry!
They act as a counter for gunships, for example.
Man, that was a nightmare to script and it's still not completely bug free, sometimes they decide to stand on one leg only or look to the left as seen in that first pic, they should look straight ahead. The texture is still not done, the weapons and ammo symbol aren't painted yet.
That infantry can be toggled to equip an assault rifle or an anti-air missile launcher by turning the unit on and off. It has to get close to an ammo supply in order to change weapons. Units with more than 1.00 experience get unlimited ammo, take only one hundredth of the normal damage and gain a "detpack" if they carry the rifle that works great for demolishing buildings. But if they gained that experience through taking a helicopter down they first need to grab new ammo before the infinite ammo comes into effect. They can be cloaked for cheap and sprinkling a few of them cloaked with AA missiles over the map will make your opponent think twice before sending his gunships into your territory.
Posted: 28 Aug 2006, 21:40
by FizWizz
hmm.... looks familiar....
ah yes, let me guess: You are creating a clone army of yourself to take over the world.
Posted: 28 Aug 2006, 23:13
by Guessmyname
The anime is invading! Ahhhh!!!!!
*runs around in circles, screaming like a little girl*
Posted: 28 Aug 2006, 23:27
by Pxtl
Posted: 29 Aug 2006, 00:57
by Neddie
Anime! Inside of Me! Anime! Inside of Me!
Posted: 29 Aug 2006, 17:09
by Guessmyname
Posted: 29 Aug 2006, 17:12
by Zoombie
I like the look of the infantry, but they stand out like a sore thumb against the tanks and helo's and such.
Posted: 29 Aug 2006, 18:47
by rattle
Cute. We need more of that stuff in spring :)
Posted: 29 Aug 2006, 19:31
by Erom
Obvious style differences aside... for anime infantry... those things are damn nice.
Posted: 29 Aug 2006, 20:32
by KDR_11k
They're in anime style because anime girls greatly increase my motivation

.
I'm also making new cursors for this, so far I've got three. They are animated but I don't know how to do gif animations so here's the first frame of each, I hope you can guess what they mean without looking at the filenames.
I'm no good at GUI design so they look kinda crappy compared to what a skilled GUI developer would produce. Until they are all done I'm using Erom's ursors as stand-ins for the remaining ones.
Posted: 29 Aug 2006, 20:35
by Neddie
The second one is very good, I think it would look solid in mods like Battletech and Epic Legions.
Posted: 29 Aug 2006, 22:57
by Zoombie
I like the third one too.