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Posted: 07 Feb 2006, 10:43
by smokingwreckage
Fantastic that this mod is again being actively developed, absolutely fantastic!

Posted: 07 Feb 2006, 15:43
by GrOuNd_ZeRo
I finally feel up to doing it now, I'll try to pour out regular updates, fixing a problem and uploading it as soon as possible.

Do you rather have tanks that fire ballistic projectiles or missile like projectiles (that can more succesfully fire over walls).

Posted: 07 Feb 2006, 18:08
by Chocapic
GrOuNd_ZeRo wrote:I finally feel up to doing it now, I'll try to pour out regular updates, fixing a problem and uploading it as soon as possible.

Do you rather have tanks that fire ballistic projectiles or missile like projectiles (that can more succesfully fire over walls).
firing ballistic projectiles looks more realistic.

Posted: 07 Feb 2006, 18:51
by XigXag
I'd vote for ballistic projectiles, unless there's no other way to do it. Artillery rounds in particular look kind of odd - they arc up into the air but when they start to come back down, they suddenly veer off in a straight line.

If ballistic weapons have a hard time shooting over base walls, maybe you could enable the high/low trajectory switch for tanks. It might add a bit of strategy... base walls could keep out direct fire, but not the more inaccurate indirect fire.

Which reminds me, have you ever thought of adding mortar infantry?

Posted: 07 Feb 2006, 18:56
by Chocapic
oh and btw i really think you should consider reducing comm power in any way , they are way to strong for game start (like first 5 min), they can take any outpoust and they even make a nice boom!
either reduce hp or damage. (id go for damage reducing).

Posted: 07 Feb 2006, 23:20
by Flint
Chocapic wrote:
GrOuNd_ZeRo wrote:I finally feel up to doing it now, I'll try to pour out regular updates, fixing a problem and uploading it as soon as possible.

Do you rather have tanks that fire ballistic projectiles or missile like projectiles (that can more succesfully fire over walls).
firing ballistic projectiles looks more realistic.
I agree, ballistic projectiles work best.

And with the walls, personally Id like to see them achieve more importance strategicly. Mostly walls play no real big part in any of the mods. It would be nice to see them become important in TA WD as in they can keep out all tank fire altogether. That way artillary play the major role in getting past those walls. Sounds like a lot of fun to me, but thats just my opinion.

Posted: 08 Feb 2006, 01:00
by GrOuNd_ZeRo
I'll definitly remove the yellow tracer model from the models or make s3o models out of them with high brightness (like the tracers) if I convert all cannons to to ballistic.

I would also like to make infantry weapons ballistic again since they work a whole lot better if they are, same for other small arms like machineguns, tanks and planes are having a terrible time hitting infantry, and AT infantry are barely hitting tanks as well, might have to increase their AoE.

Posted: 08 Feb 2006, 14:04
by maestro
cCCP wrote:If you need help with balance hit me up on MSN. I am good with balancing shit.
Scout units (UAV's, Humvees, BDRM, Recon, Snipers) Need very long lines of sight, This would greatly increase their utility and make one build them more.

Aircraft are completely ineffective against ground targets, except for the mig29 strike aircraft. Which is more accurate and effective at bombing than the heavy bombers, and the advanced strike aircraft.

.
actually you dont see very far with Humvee, and see only a few with BRDM.... Unlike tank they dont have TC sights, Built in Thermal Imager, etc etc....

Heavy bomber are VERY effective in original TA:WD, I just wait Spring team to bring the non-single-point bombing/drop weapon piecenum back!

Spring Weapon physics need some improvement, outside the possibilites of sea launched ground attack missile general weapon physics are much worse then in the good old OTA :( :cry: :roll: :?: :cry: :cry: :x :cry:

Posted: 08 Feb 2006, 19:34
by cCCP
Visibility from a buttoned down tank is very bad during daylight.

Posted: 09 Feb 2006, 08:41
by mecha
I thought the attempt to do a ballistic projectile as a missile looked cool even if it did tend to veer off a bit :) definitely a big improvement from the yellow ball of light before in wdb4. It's pretty cool seeing these big long trails of smoke scrolling in on targets.

Maybe the same weapon could be used instead for a bigger mobile artillery rocket unit ie mobile scud launcher which follows a semi ballistic profile UNLIKE the (stupid) TA nuclear missile trajectory. ... there must be a reason ballistic missiles (ie ICBMs) are called ballistic missiles... :shock:

It'd be also cool to see the equivalent of a metal maker in WD for use on those metal starved maps, just call it a refinery or something, cheers!

Posted: 09 Feb 2006, 09:51
by GrOuNd_ZeRo
I thought the attempt to do a ballistic projectile as a missile looked cool even if it did tend to veer off a bit :) definitely a big improvement from the yellow ball of light before in wdb4. It's pretty cool seeing these big long trails of smoke scrolling in on targets.
And personally I think the flare looks cool as a tracer on tank rounds, I want that for ballistic rounds...
Maybe the same weapon could be used instead for a bigger mobile artillery rocket unit ie mobile scud launcher which follows a semi ballistic profile UNLIKE the (stupid) TA nuclear missile trajectory. ... there must be a reason ballistic missiles (ie ICBMs) are called ballistic missiles...
Iskander would probably be a better choice since SCUDs are no longer used by Russia and their allies, however, if Mospact had Iran included in it, there might be more possibilities for cruder weaponry ;)
It'd be also cool to see the equivalent of a metal maker in WD for use on those metal starved maps, just call it a refinery or something, cheers!
Maestro was against the proposal of Metal Makers since he wanted to see low resource battles being fought without having metals makers that can produce metal unlimited as long there is enough power, however, since Spring (or the lobby) supports deminishing metal maker output, this would still be possible, maybe make them be called supply drops and every so often a large amount of resources is dropped, very much like generals, in that way there will still be some restrictions on how much resources a player has at a constant rate ;)

Posted: 09 Feb 2006, 17:14
by FizWizz
I would agree with Maestro. I think it is nice that in WD there is a limit to how much you can make without capturing more territory. MMs would ruin that. I suppose metal makers would be fine with the diminished returns option, but unfortunately that toggle is broken right now. You can't actually turn on diminished returns, and you can't actually turn off ghosted buildings (last I checked).

Posted: 10 Feb 2006, 01:19
by Targon
what if you made them really big for a relativly small amount of output, so you need a lot of them and thus, a lot of room to get a decent MM economy?

Posted: 10 Feb 2006, 08:38
by GrOuNd_ZeRo
That would probably be a decent solution there.

And a supply depot would be big anyway.

Also, thanks to AF, we will have a WD AI soon, I am working on a AI profile for his new NTAI 0.29XE, I will test it tonight...

Posted: 10 Feb 2006, 10:36
by mecha
AAI works for wdb6 too, it only really sends infantry and basic aircraft against you (some tanks and rocket artillery too) but some tweaking to do there. Just rename the springwdb4.cfg to SpringWDV5B62.cfg

Posted: 10 Feb 2006, 19:36
by jolt8me
i just have to say that I LOVE THIS MOD. thank you for making it.

Posted: 11 Feb 2006, 09:31
by GrOuNd_ZeRo
I am happy you enjoy it, it's not BF2 RTS yet ;)

Posted: 11 Feb 2006, 15:28
by Chocapic
i really think this mod is coming along very vrey nicely!!
once you fix the errors and put balance on helicopters (if i well remember it needed balance right ? ) it'd be really awesome!
and then maybe in a little further future -> navy!!! gimme navy gimme navy !! :-) 8)

Posted: 12 Feb 2006, 03:41
by cCCP
Is there any way you can add a transport hovercraft to the lvl 2 Vehicle plant in the next patch... It would make many more maps playable.

Posted: 14 Feb 2006, 01:23
by GrOuNd_ZeRo
Ehh, they are for infantry only, you might as well use BMP-3 to transport your troops over bodies of water (yes they can, but not sure if implemented).

I will also add LAV-25 or something like that for NATO so NATO can have more flexibility on water maps.

Maestro is in charge of Navy units, but he lost his drive for right now and is taking a break I think, I am still working on WD, right now I fixed all weapon related bugs, ballanced the helicopters better (they now are taken out easilly by any fighter aircraft) and I am working on a AI that works on NTAI XE2 but apparently it does not work very well with most mods yet.