P.U.R.E. 0.55
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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.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 think you could pull off a more elephant like movement.
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
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"...

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"...
- [XIII]Roxas
- Posts: 182
- Joined: 20 Jun 2007, 23:44
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
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?
Also, the name "assault" suggests a heavy, high HP unit. Rename it to skirmish shell?
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.
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.