P.U.R.E. 0.55 - Page 5

P.U.R.E. 0.55

WolfeGames and projects headed by Argh.

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

Post by Erom »

Man, I just got the AI up and running and had me a little game. Ridiculously awesome - and this is on a Pentium 4 1.6Ghz, with an old GeForce 4 440 Go. Runs fine with fairly conservative setting.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

[0] is in AAI.dll so it's an AAI problem.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Argh wrote:The Overmind Commander's joint system is most like a turtle's, with the exception of the camber of the leg joints.
I am not sure what you meant by "camber," I have never seen it used in this context. Reguardless, turtles don't move like that, you are talking to a guy who is a turtle nerd. It is more like someone doing a backbend to me, it has an altogether unatural leg positioning because of the rear legs but if I were to compaire it to anything I did think elephant.

I think you could pull off a more elephant like movement.
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Erom
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Post by Erom »

tombom wrote:[0] is in AAI.dll so it's an AAI problem.
Cool, I'll get rid of the long post.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

purrrr-dy :-)
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Ok, I've set up a new walk-cycle for the Overmind Commander. It's not perfect, but the model is really the problem- poor pre-planning on my part. Ultimately, it probably needs to get rebuilt from scratch- I loved the way it looked... when sitting still :roll:

I've fixed up the aim vectors for the Artillery Shells, so that now they turn and face their targets, which I have to agree with Rattle, looks better.

Anything else, folks? I can't do anything about the situation with AIs in SVN builds- Kloot said that he was going to look at KAIK and get it working, but it's still borked, RAI doesn't exist for SVN, NTAI is currently crashing, I think due to some sort of loop triggered when Units take damage, and AAI... well... it works, but poorly. I hate having to put out multiple bugfix revisions like this, but meh, now I have "free time"...
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Erom
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Joined: 25 Apr 2006, 05:08

Post by Erom »

Does the scout aircraft have AA weapons? If it doesn't have any, it would make sense to not allow "attack" actions with it.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

[EDIT]

Hey, what do you know? That's fixed now! :roll:

Ok, that's a fixed bugeroo. I think that closes up the list, except I'm still playtesting balance for the Assault Shell. Anything else?
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Argh wrote:Anything else?
Good work with this Argh. I'm very much impressed and cant wait to play it. Hope everything works out for you IRL
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

Argh wrote:Anything else?
Does "good job!" count?
Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Post by Smiff »

this is very minor but something to differentiate the build pics a bit might be nice? even if they dont have those colours in the real model. as it is the only one that really stands out to me is the power plant with blue lights :)
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Treeform
Posts: 99
Joined: 13 Sep 2006, 07:42

Post by Treeform »

i played it runs nice. Except in .cheat .nocost mode the power generators dont produce any power.
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[XIII]Roxas
Posts: 182
Joined: 20 Jun 2007, 23:44

Post by [XIII]Roxas »

Awesome mod, Argh. Plain and simple.

Although, I'd like to petition a rename:

Purify, Unify, Raze, Exterminate. Reclaim doesn't sound violent enough.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

either way its still 'purrrrrrrrr'
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Treeform wrote:i played it runs nice. Except in .cheat .nocost mode the power generators dont produce any power.
Nocost breaks some stuff, not worth worrying about.
Satirik
Lobby Developer
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Joined: 16 Mar 2007, 18:27

Post by Satirik »

there are no units in the Disable units dialog
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Teutooni
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Joined: 01 Dec 2007, 17:21

Post by Teutooni »

Played a few games with Ray yesterday, and the assault shell seemed really overpowered - the way it manouvers, you can micro it to destroy pretty much anything. I'd suggest you make the autoheal to kick in only when it's stationary. That way you can't dodge forever and a few rocket turrets would make a cost effective counter. As it is now, you need more than 3 rocket turrets to overcome the autoheal fast enough.

Also, the name "assault" suggests a heavy, high HP unit. Rename it to skirmish shell?
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

I'm still messing with final balance on it. It's a really, really weird unit to get right. If I make it so that it can't heal until it's been still / undamaged for a bit, then the hitpoints have to rise- this is probably where I'm going to go with it, though, so that it can be used in spurts, but dies if you just rush without pausing.

Played an absolutely epic game with 3 AAIs on Comet Catcher Remake last night. Finally, a map where it actually built stuff... took me over an hour to break down the defenses of the two farther players, but eventually, UltraAssaults and Tanks made their defenses collapse, while other units swarmed their paltry attempts to attack me.

Oh, and as for the name... hmm, OK. Won't really hurt to give it a different name, I'm not especially attached to it.
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KDR_11k
Game Developer
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Post by KDR_11k »

To me assault means rush in, blow everything up, i.e. high speed and damage. The Assault Shell clearly fits that bill.
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Teutooni
Posts: 717
Joined: 01 Dec 2007, 17:21

Post by Teutooni »

I guess I'm stuck into TA terminology, where "raider" is the high speed + damage, and "assault" is lowish speed high HP unit that is hard to stop from rolling over your line. I thought skirmish could describe what the assault shell does: Go fast into range, hit and run away.
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