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My plan for a mod!...
Posted: 13 Nov 2006, 07:19
by Ling_Lover
Hey,
well, i said id post my ideas for my mod so here they come!
im gunna make it anyway, even if people dont like it... so im more looking for changes that you think might be good rather than "this idea is crap" sorta things
Heres the ideas (zipped .doc file):
http://www.unknown-files.net/index.php? ... &dlid=1906
Posted: 13 Nov 2006, 10:04
by Das Bruce
Goal
The mod├óÔé¼Ôäós main goal is to encourage the player to both keep his army together, and to attack. Infact, the mod will seek to make attacking a vital part in the building of your army, but forcing players to choose their attacks wisely and not attack when they will lose units. This concept will be expanded on later.
Details
The mod will be based on the Tyranids race from Warhammer 40,000.
Game play will be somewhat like Nanoblobs in the high unit numbers with a few powerful units.
Most combat in the mod will be Close Combat (once I can figure out how to do it├óÔé¼┬ª).
Resource gathering will be slightly like Nanoblobs in that a non-combat (or extremely weak combat) unit will be the ├óÔé¼╦£resource maker├óÔé¼Ôäó, although it will actually only produce energy, and metal will have to be gained by ├óÔé¼╦£absorbing├óÔé¼Ôäó (reclaiming) the corpses left over after a battle (or features around the place).
The resource-makers/reclaimers will produce a small amount of metal however (very small).
Units will be controlled by a ├óÔé¼╦£synapse aura├óÔé¼Ôäó (as it was called for the Tyranids).
In Spring terms this means that any units outside of YOUR radar range will be unable to be controlled.
This encourages players to ├óÔé¼╦£group├óÔé¼Ôäó their units, and as only certain units will be radar/synapse units, it will also force the building of these units.
The mod will have no actual buildings, encouraging a nomadic, hit and run style game.
Units
Hive Tyrant:
Large radar/synapse range
Close combat and medium ranged - high damage
Builds:
Broodlord
Hormagaunts
Termagants
Rippers
Warriors
Broodlord:
Stealth (invisible to radar) with cloak ability
Close combat - high damage
Medium-to-high health
Does NOT need synapse
Builds:
Genestealer
Genestealer:
Stealth (invisible to radar)
Close combat - high damage
Medium-to-low health
Does NOT need synapse
Hormagaunts:
Close combat
Fast moving
Termagants:
Short ranged
Rippers:
Close combat - weak
Low health
Resource maker/reclaimer
Does NOT need synapse
Warriors:
Close combat and medium ranged
Medium health
Medium radar/synapse range
Builds:
Hormagaunts
Termagants
Rippers
Warriors
Gargoyles
Zoanthrope
Gargoyles:
Low health
Short ranged
Flying - gunship behaviour
Unable to be hit by close combat
Zoanthrope:
Medium-to-high health
Short-to-medium ranged - high damage
Medium-to-large radar/synapse range
Builds:
Raveners
Carnifex
Raveners:
Fast moving
Close combat and short ranged
Carnifex:
High health
Close combat and long ranged - very high damage
Slow moving
Posted: 13 Nov 2006, 10:06
by Ling_Lover
ok, fair enough...
thanks Bruce... guess i should've done that in the first place...
Posted: 13 Nov 2006, 10:10
by Das Bruce
Now we've got that little fuck up out of the way, and yes, putting it in a zipped doc to download was a fuckup, lets start with the mod.
GoalThe mod├óÔé¼Ôäós main goal is to encourage the player to both keep his army together, and to attack. Infact, the mod will seek to make attacking a vital part in the building of your army, but forcing players to choose their attacks wisely and not attack when they will lose units. This concept will be expanded on later.
Sounds like slippery slope territory.
Details
The mod will be based on the Tyranids race from Warhammer 40,000.
Does WH40K have problems with stealing IP?
Game play will be somewhat like Nanoblobs in the high unit numbers with a few powerful units.
Most combat in the mod will be Close Combat (once I can figure out how to do it├óÔé¼┬ª).
Can't be done to any acceptable standard last I heard.
Resource gathering will be slightly like Nanoblobs in that a non-combat (or extremely weak combat) unit will be the ├óÔé¼╦£resource maker├óÔé¼Ôäó, although it will actually only produce energy, and metal will have to be gained by ├óÔé¼╦£absorbing├óÔé¼Ôäó (reclaiming) the corpses left over after a battle (or features around the place).
The resource-makers/reclaimers will produce a small amount of metal however (very small).
Slippery slope?
Units will be controlled by a ├óÔé¼╦£synapse aura├óÔé¼Ôäó (as it was called for the Tyranids).
In Spring terms this means that any units outside of YOUR radar range will be unable to be controlled.
This encourages players to ├óÔé¼╦£group├óÔé¼Ôäó their units, and as only certain units will be radar/synapse units, it will also force the building of these units.
HIGHLY doubt you can do this.
Posted: 13 Nov 2006, 10:20
by Ling_Lover
Das Bruce wrote:Now we've got that little fuck up out of the way, and yes, putting it in a zipped doc to download was a fuckup, lets start with the mod.
ok then... i can live with that...
Das Bruce wrote:
GoalThe mod’s main goal is to encourage the player to both keep his army together, and to attack. Infact, the mod will seek to make attacking a vital part in the building of your army, but forcing players to choose their attacks wisely and not attack when they will lose units. This concept will be expanded on later.
Sounds like slippery slope territory.
? what do you mean by that?
Das Bruce wrote:
Details
The mod will be based on the Tyranids race from Warhammer 40,000.
Does WH40K have problems with stealing IP?
not that much really...
if you care (which i doubt) the policy is here:
http://oz.games-workshop.com/legal/cando.htm
basically, i can do it within certain restrictions... and even if i wasnt allowed to do that they do allow you to make things themed on their stuff
so whatever happens there it'd be fine
Das Bruce wrote:
Game play will be somewhat like Nanoblobs in the high unit numbers with a few powerful units.
Most combat in the mod will be Close Combat (once I can figure out how to do it…).
Can't be done to any acceptable standard last I heard.
Well, looks like ill have to see what i can do then
Das Bruce wrote:
Resource gathering will be slightly like Nanoblobs in that a non-combat (or extremely weak combat) unit will be the ‘resource maker’, although it will actually only produce energy, and metal will have to be gained by ‘absorbing’ (reclaiming) the corpses left over after a battle (or features around the place).
The resource-makers/reclaimers will produce a small amount of metal however (very small).
Slippery slope?
again, not sure what you mean by this...
Das Bruce wrote:
Units will be controlled by a ‘synapse aura’ (as it was called for the Tyranids).
In Spring terms this means that any units outside of YOUR radar range will be unable to be controlled.
This encourages players to ‘group’ their units, and as only certain units will be radar/synapse units, it will also force the building of these units.
HIGHLY doubt you can do this.
again, we'll see what can be done...
im not expecting everything to beasily doable... but im hoping there might be some ways around issues that might come up, we'll have to see, eh?
Posted: 13 Nov 2006, 10:50
by mastermat
don't mind bruce, he usually wakes up and decides to shove his pet porcupine in one of his many holes, and then take his pain out on poor unsuspecting new people. i think it's his way of saying hello. and from those comments, i would guess he likes you.
I agree with him to some extent that this mod will reqire a lot of work, but if you don't manage to finish it, you can always ask for some help (not from me, i have no idea about programming) and if you do finish it, then i will play it at least twice, and maby even more if it's good.
Keep up the good work.
Posted: 13 Nov 2006, 10:52
by Ling_Lover
yeah, ive seen bruce functioning around the place
i dont mind being criticised, infact... if i didnt expect to be i wouldnt have posted this here...
rather, im looking for reasons why the idea is bad rather than "slippery slope" (what is that meant to mean?)
Posted: 13 Nov 2006, 10:55
by Neddie
If you are working on a 40k derivative, you may want to collaborate with the teams of Epic Legions or Epic 40k.
Posted: 13 Nov 2006, 10:57
by Ling_Lover
i did think about it, but im not really planning on going into the other races...
i just thought that the 'nids were well suited to a different playing style that could be fun on its own...
i might have a think about joining, but id also rather just work on it myself... we'll see...
Posted: 13 Nov 2006, 10:58
by Das Bruce
Slippery slope means that once you start losing it gets increasingly difficult to turn it around. Depends on how much you're going to use metal but in general after the first main battle the winner will have all the metal and the loser will have a large defecit, the winner can then pump that metal back into their production while the loser has to deal with the trickle it can produce, this means the loser is much weaker in the next battle and very likely to lose, meaning the previous winner will very likely win again and gain all the surplus metal, the cycle repeats and makes it exponentially more impossible for the loser to regain any hope.
Also on close combat, some of the best spring modders have attempted it, annalysed how it works, and deduced that without a serious patch at the least it will not be a viable game mechanic.
Posted: 13 Nov 2006, 11:04
by Ling_Lover
Das Bruce wrote:Slippery slope means that once you start losing it gets increasingly difficult to turn it around. Depends on how much you're going to use metal but in general after the first main battle the winner will have all the metal and the loser will have a large defecit, the winner can then pump that metal back into their production while the loser has to deal with the trickle it can produce, this means the loser is much weaker in the next battle and very likely to lose, meaning the previous winner will very likely win again and gain all the surplus metal, the cycle repeats and makes it exponentially more impossible for the loser to regain any hope.
ah, i see what you mean now...
well, ill have a think about it... i spose that is fairly true...
im sure theres a way to solve it, but youll have to give me some time...
Das Bruce wrote:Also on close combat, some of the best spring modders have attempted it, annalysed how it works, and deduced that without a serious patch at the least it will not be a viable game mechanic.
Yeah, ive seen evidence of that... but ill have a look at how it actually looks in-game before i make any decisions... if worse comes to the worst i can make short-ranged guns rather than close combat, we'll see...
Posted: 13 Nov 2006, 15:39
by rattle
Looks like warhammer, plays like nanoblobs... duh. Not very distinctive.
Also I have to agree with bruce about the aura part. If you even manage to do it it may cause lag and may increase load.
"Close Combat" hack by: More Animation + Less Rang
Posted: 10 Oct 2007, 15:05
by ScarySquirrel
"Close Combat" hack by: More Animation + Less Range
One might mimic "Close Combat" by the following, if one's idea of close combat is a few units moving close and waving their arms/guns/appendages in each others' faces:
1. Decrease the range of a mobile, ranged unit.
2. Remove, make hard to see, or make invisible whatever spray, projectile, or beam with which the unit attacks.
3. Add an animation for when the unit attacks, similar in kind to that of the Zeus pulling out its gun, unless the unit already has an animation.
4. Increase the rate with which this animation occurs when "firing."
Post Scriptum: Green Flames at really short range could mimic an acid attack.
I brainstorm here. I have neither made a mod nor tried this hack, although I have tweaked some mods.
An avid StarCraft player myself, I have realized how much of a ripoff it was of WarHammer 40k. Some Blizzard Developer probably looked at WarHammer 40k and decided, "Wouldn't it be cool if we made an RTS out of this?" In the same "wouldn't it be cool" spirit, I welcome a mod like this, even though the Zerg, which Blizzard ripped off of the Tyranids, weren't my favorite species.
Let me know when you're doing an Eldar mod and I'll put myself down for 10 hours of testing, debugging, coding ( a little ), or modeling, since my favorite StarCraft species, the Protoss, are based on them.
By the way, I agree with Bruce entirely regarding his "slippery slope" argument.
Many Spring mods, and, indeed, RTS games have this problem, from StarCraft to XTA, each with various (and variously successful) ways of countering it. NanoBlobs made this "game dynamic" somewhat less prevalent.
Keep us posted if you have any more ideas for this mod. Remember, if you build ______, ______ will come. If you build many ideas and get some attention to them, all those closet StarCraft junkies will come out of the closet and help you. Those who prefer Zerg, anyway.
Posted: 10 Oct 2007, 15:14
by Zpock
For the aura part, do it this way:
add a LUA gadget. Make a table with all the overlord units in it. Make another table with all other units in it containing an on/off switch. Set this switch to off every frame, then Go trough the overlord table every game frame (or maybe every n:th gameframe if necessary for performance), for each overlord unit check wich minions are in range, set a switch on these to be ON if their in range. Then go trough all minions and deactivate the ones with switch off. Easy.
As long as there's not too many overlord units the performance won't be bad. Performance can be easily improved by updating less often, and for example staggering each players overlords that are checked to spread the load.
If you can't do this but have some very nice other stuff up, I might personally do this to help, just as the poster above said.
Posted: 10 Oct 2007, 17:54
by rattle
Donut awaken the dead...
huh
Posted: 10 Oct 2007, 20:45
by rcdraco
Last I checked, Melee[Close Combat] is possible, look at Epic Legions newest release.
Posted: 10 Oct 2007, 21:10
by Felix the Cat
NICE THREAD REZZ
Also, Ling_Lover's last post was in May, so I doubt he's still working on this.
Posted: 10 Oct 2007, 21:30
by NOiZE
locked....