Unmapped starting conditions.
Moderator: Moderators
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- Posts: 5
- Joined: 29 Aug 2006, 22:08
Unmapped starting conditions.
I don't know if it's a limitation of the engine, but is there any way of adding in a start condition that the map is not shown and has to be discovered like OTA and DoW?
Hidden/fogged maps of this type is somewhat unrealistic in modern to futuristic games like TA. but if anyone ever where to do a fantasy like mod like TAK it'd make sense... granted I haven't seen anyone interested in using spring for that, probably mostly due to the lack of support for alpha transparency in textures as well as no deforming mesh/bone support, both of wich are quite essential for a beliavle fantasy or even old style game.
it'd also make life a hell of a lot easier for all mods using human infantry :).
it'd also make life a hell of a lot easier for all mods using human infantry :).
I think many people want these features... but outside of sigle player campaigns and such, what's the point? You can go in and study the maps beforehand and it makes it all just an inconveniance that gives advantages to those who have it memorised.
Oh... and if anyone suggests the other kind of fog-of war, which I call permascouting, will have to be very good at explaining why it's a desireable feature if you don't want to incur my wrath.
Oh... and if anyone suggests the other kind of fog-of war, which I call permascouting, will have to be very good at explaining why it's a desireable feature if you don't want to incur my wrath.
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- Posts: 5
- Joined: 29 Aug 2006, 22:08
Deffinitely if it was against an AI alone or with a team of other humans.KDR_11k wrote:Perhaps but would you want to play on a very likely unbalanced map?
PS:
especially in a mod where the relative balance of the map didn't matter, like the RPG style/Zombie vs Humans style mods people occationally mention.
Making Spring make maps symmetrical/pseudo-symmetrical maps should be small potatoes compared to making Spring generate maps in general (I'm talking about going from no random maps to random maps compared to going from random maps to random symmetrical maps, FYI).KDR_11k wrote:Perhaps but would you want to play on a very likely unbalanced map?
They don't have to have perfect, mirror symmetry to be balanced. Remember SJ's automagic map generator? you could put symmetrical 'blueprints' in and get symmetrical-yet-natural maps back.