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Posted: 17 Dec 2007, 16:52
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.
Posted: 17 Dec 2007, 16:52
by tombom
[0] is in AAI.dll so it's an AAI problem.
Posted: 17 Dec 2007, 16:57
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.
Posted: 17 Dec 2007, 17:18
by Erom
tombom wrote:[0] is in AAI.dll so it's an AAI problem.
Cool, I'll get rid of the long post.
Posted: 17 Dec 2007, 19:28
by bobthedinosaur
purrrr-dy

Posted: 17 Dec 2007, 19:56
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
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"...
Posted: 17 Dec 2007, 20:00
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.
Posted: 17 Dec 2007, 20:06
by Argh
[EDIT]
Hey, what do you know? That's fixed now!
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?
Posted: 17 Dec 2007, 21:41
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
Posted: 17 Dec 2007, 23:42
by imbaczek
Argh wrote:Anything else?
Does "good job!" count?
Posted: 18 Dec 2007, 00:29
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 :)
Posted: 18 Dec 2007, 01:26
by Treeform
i played it runs nice. Except in .cheat .nocost mode the power generators dont produce any power.
Posted: 18 Dec 2007, 01:49
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.
Posted: 18 Dec 2007, 01:56
by bobthedinosaur
either way its still 'purrrrrrrrr'
Posted: 18 Dec 2007, 08:44
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.
Posted: 18 Dec 2007, 13:49
by Satirik
there are no units in the Disable units dialog
Posted: 18 Dec 2007, 14:25
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?
Posted: 18 Dec 2007, 16:33
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.
Posted: 18 Dec 2007, 18:16
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.
Posted: 18 Dec 2007, 18:51
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.