I love the rusty effect when the water meets the shore. Very spiffy, zwzsg, and very atmospheric.
I really can't wait until we get some cool 3D features for Spring (Urban tileset, anyone?)
Core Prime Industrial Area
Moderator: Moderators
Sometimes I feel like I am playing a different game than everyone else. I was just playing a game last night in which I whooped some serious ass. The game lasted about 1.5 hours and took place on core prime. At the end, I asked my opponent how much e and m he was making. His response was "tons". I told him that I was making 12K e and 300 m, and he said "oh. he he, not that much." When I took out his base, he had fields of solar collectors where his fields of advanced fusion should have been. Basically, my experience is that if I survive getting attacked in the first half hour, I scale beyond most people's conception of how much resources is "as much as anyone would ever need".9 nukes?? That's something not supposed to happen in a proper OTA game. Though it's a metal map. Games can quickly escalate to mass high level on those map, even with good players. But 9 nukes! I thought 2 were enough to kill anything (or was it only the comm that dies from 2?). Must have been some pretty fireworks. I gotta see that.
So no, 9 nukes is not too much. In OTA, I would need to launch at least 3 volleys of 4 nukes each to overwhelm the nuke defense and get a nuke though to the enemy base. However, you can get much more reliable results if you lauch two volleys of 9. Then you get about 5 through and if you were smart in your targetting, that can take out most of the enemy base.
Think big, people, when you make your maps. I think anything less than 50 bombers is a scouting mission past the 40 minute mark, and I think of a game as "short" if it lasted less than an hour.
Bleh, what fun in playing metal maps. I really don't get it. I've played a spring game on a metal map and topped at around 2300 metal in about 20 minutes(In ota this would be a bit harder to reach, however just queue up 100 adv con airs and you'll get to 500 easily within the hour). It was really a pointless game, because all we were sending at each other were krogoths. And another thing is you will have like 1000 units within 20 minutes. I prefer strategic battles on non metal maps.
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
It looks like there is no shading and coloring applied to the terrain. What is strange is that your minimap is still shaded and with green water.
My texture map is effectively like that, no different shade on different faces, no different color on part underwater, just the same plain texture all over the place (save pyramid and plateau). And then, with the .smd values, I tell the engine to add some green in water, some strong sun brigtening faces oriented to it and darkening faces not oriented to it.
What you see is like what you have if those .smd parmaters where replaced by uniform values. However your minimap looks fine, so can't be that. So it must be that some option of spring has been disabled, I don't know if you can just re-enable it in settings or if you have to buy a card that support it. Yeah, I guess that I could add the shading in the map texture itself instead of letting the engine do it for me, but it'd be much much more complex, especially to have it perfectly coincide with heightmap. And the terrain deformation won't make the shade changes.
I'd like to know:
- How many people have that issue and how many don't have it.
- If there's any plan to add to shading support for Warlord Zsinj's card in the spring engine.
My texture map is effectively like that, no different shade on different faces, no different color on part underwater, just the same plain texture all over the place (save pyramid and plateau). And then, with the .smd values, I tell the engine to add some green in water, some strong sun brigtening faces oriented to it and darkening faces not oriented to it.
What you see is like what you have if those .smd parmaters where replaced by uniform values. However your minimap looks fine, so can't be that. So it must be that some option of spring has been disabled, I don't know if you can just re-enable it in settings or if you have to buy a card that support it. Yeah, I guess that I could add the shading in the map texture itself instead of letting the engine do it for me, but it'd be much much more complex, especially to have it perfectly coincide with heightmap. And the terrain deformation won't make the shade changes.
I'd like to know:
- How many people have that issue and how many don't have it.
- If there's any plan to add to shading support for Warlord Zsinj's card in the spring engine.