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making my mod teh army mod

Posted: 15 Jul 2006, 19:24
by kirby
in my mode there will be uber rush and losts of bot units tanks and infantry ? any suggestions? this is will be posible in five mins in game when i make mod Image

Posted: 15 Jul 2006, 20:42
by Guessmyname
Egads! That'll probably make Spring crash...

Posted: 15 Jul 2006, 20:56
by jackalope
1. you might want to rethink your design

2. lol!!! @ the poll results

Posted: 15 Jul 2006, 21:20
by Hunter0000
its possible to handle a ton of *units* at the same time if you use a techniqe where one unit is a block of say 25 or so, that would cut down the pathcfinsing lag, but it would require heavy scripting to get anything resemboling 'not ugly/buggy as hell'

Posted: 15 Jul 2006, 22:48
by Guessmyname
And that gets out of hand real fast, just with a five-man script. Trust me

You also have the trouble of weaponry for the unit (max weapons for a unit = 16) and large blocks of infantry cannot just 'flow' around an obstruction if they're counted as one unit

Posted: 15 Jul 2006, 23:35
by bobthedinosaur
reminds me of those total war games.. the ones before rome... good times... good...

Posted: 16 Jul 2006, 00:43
by Min3mat
rome was OK but MTW FTW!!!! (shame its broke on new PCs O.o)
MTW2 :D :D :D
win!

Posted: 16 Jul 2006, 03:55
by bobthedinosaur
what mtw2??? hell yes!

Posted: 16 Jul 2006, 04:28
by Snipawolf
MTW = ?

Posted: 16 Jul 2006, 04:35
by AF
medieval total war

Posted: 16 Jul 2006, 04:39
by Snipawolf
Ooohhhh

Posted: 16 Jul 2006, 04:47
by Kuroneko
Min3mat wrote:rome was OK but MTW FTW!!!! (shame its broke on new PCs O.o)
MTW2 :D :D :D
win!
Works on my unit, which isn't exactly old.

Posted: 16 Jul 2006, 05:41
by Snipawolf
Well bro, you have fun trying to make your mod....

Posted: 16 Jul 2006, 08:33
by KDR_11k
Spring can handle the unit count but you'd need to have a builder with a huge range to allow it to retarget quickly enough to pump these out in five minutes. Also there won't be much of a late game since you'll hit the unit limit very quickly that way and that many units won't fit through any slightly narrow point in a map.

Posted: 16 Jul 2006, 12:50
by Zenka
The total war series worked with gorups of units (platoon, whatever). so the pathfinding would be less.
Spring won't crash due the number of polies (will someone ever listen to Caydr?) But the pathfinding will eat your CPU.

Posted: 16 Jul 2006, 17:09
by smoth
Zenka wrote: Spring won't crash due the number of polies (will someone ever listen to Caydr?)
Or really look at gundam :(

Posted: 17 Jul 2006, 00:34
by bobthedinosaur
thats because most are in 3do format, tris in s3o format runs much more smoothly

Posted: 17 Jul 2006, 00:40
by Snipawolf
It may however, lag...

Posted: 17 Jul 2006, 04:41
by emmanuel
this concept go back 20 years in past when strategis games are icon in papers
i prefere to think about the taspring precursor concept =join the rts to the fps
ahhhhhhh the (bad)old time...

try dawn of war =very nice rts but not very funny

Posted: 17 Jul 2006, 04:55
by smoth
bobthedinosaur wrote:thats because most are in 3do format, tris in s3o format runs much more smoothly
I was saying it plays fine... :P