Page 1 of 2
Big Buch of suggestions:
Posted: 22 Dec 2006, 00:34
by manored
Some of those may already have been suggested.
*Make it possible to make units that can change their moving types (like a kbot that can take off and fly like aircraft).
*Make it possible to make mobile metal extractors.
*Make it possible for units to envolve.
*Make it possible to make weapons that cause negative damage.
*Make it possible to make more commanders.
*Make a "mission maker" program.
Thanks for reading and studing those suggestions

.
Posted: 22 Dec 2006, 00:42
by Peet
The last two are already implemented, the rest are already MTR.
Re: Big Buch of suggestions:
Posted: 22 Dec 2006, 01:06
by BlackLiger
manored wrote:*Make it possible to make units that can change their moving types (like a kbot that can take off and fly like aircraft).
MTR
manored wrote:*Make it possible to make mobile metal extractors.
MTR. Been done, is glitchy. Needs fixing.
manored wrote:*Make it possible for units to envolve.
Envolve? Do you mean evolve? As in upgrade over time? MTR
manored wrote:*Make it possible to make weapons that cause negative damage.
Uh... why? Why would we need this, realisticly?
manored wrote:*Make it possible to make more commanders.
Been done. It's simply telling the factory it can build commanders. NOT a good idea to play with commander ends on, because if you loose 1, you loose completely.
manored wrote:*Make a "mission maker" program.
Missions are MTR. Map maker works already. Needs LUA.
Re: Big Buch of suggestions:
Posted: 22 Dec 2006, 01:18
by Tobi
BlackLiger wrote:manored wrote:*Make it possible to make more commanders.
Been done. It's simply telling the factory it can build commanders. NOT a good idea to play with commander ends on, because if you loose 1, you loose completely.
I recall seeing code to count commanders when sharing/creating/.taking/capturing/destroying them, so I think spring should handle this fine: you'll only loose once you've lost all your commanders.
Posted: 22 Dec 2006, 01:24
by LordMatt
With com ends you have to kill all commanders.
Posted: 22 Dec 2006, 03:13
by manored
Im not sure about where to use negative damage but it would be good to be able to use it somewhere

. A engine like spring must be the most fexible it can.
Re: Big Buch of suggestions:
Posted: 22 Dec 2006, 03:52
by PauloMorfeo
manored wrote:...
*Make it possible to make units that can change their moving types (like a kbot that can take off and fly like aircraft).
...
*Make it possible for units to envolve.
...
Those 2 would be possible if we could spawn units from the script, i guess

(killing the present unit and spawning the new one you want)
BlackLiger wrote:...
manored wrote:*Make it possible to make weapons that cause negative damage.
Uh... why? Why would we need this, realisticly?
...
Maybe healers? Of course things would have to be arranged so we could target friendly units (that is possible with cannons by not adding a specific tag into the weapon, as it is now).
Posted: 22 Dec 2006, 05:06
by Snipawolf
Well, I could use negative damage quite a lot...
Posted: 22 Dec 2006, 09:53
by Argh
Negative damage = heal friendlies. Would be extremely useful, if it just heals friendlies- the inverse of CollideFriendly, basically. Any mod that wants to portray "magic" needs healing.
Posted: 22 Dec 2006, 12:02
by Strategia
Negative damage = repair nanolathe. It's already possible to have units with nanolathes that are only capable of repairing, not of constructing; see Final Frontier's Repair units as an example.
(and, btw, what does MTR mean?)
Posted: 22 Dec 2006, 12:44
by Argh
Repair nanolathe will not work over areas. It cannot be automated, made random, or made to act separately of the CAI unit-level AI. It's not even slightly equivalent.
Posted: 22 Dec 2006, 13:05
by BlackLiger
Monthly Topic Rotation. The fact these suggestions tend to come up at least once a month.
Posted: 23 Dec 2006, 04:51
by PauloMorfeo
Add 'What is "MTR" ' to the MTR list, hahaha
Posted: 23 Dec 2006, 15:07
by manored
Tough of another thing: make weapons that can be lauched from underwater to the land or sky. (It may already be but I never saw one so...)
Posted: 23 Dec 2006, 17:51
by Guessmyname
already possible (EE missile subs!)
Posted: 24 Dec 2006, 02:37
by Maelstrom
That underwater missle thing in EE is a hack though if I remember. They have a part of the sub model look like a missile that moves through the water, then when it surfaces, the sub fires the missle from ABOVE the water. It works, but its a workaround.
Posted: 24 Dec 2006, 05:22
by j5mello
malestrom is correct its a visual trick one that that teh Whale uses in TLL as well. what we want is real water launched weapons like the cruise missiles on Seawolf class subs.
Posted: 07 Jan 2007, 19:20
by manored
More ideas:
*Make it possible to lend things to other players, I mean, they become from him but after a pre determined time they and everthing they made (except metal and energy) become yours again.
*Make it possible to make units with multiple damageable parts (the unit can, for example, become unable to walk if its legs are destroyed).
*Make it possible to make units wich efficiency can be linked to its health (I mean, if the unit is damaged it will not perform so well as if it was perfect).
*Make it possible to give builders building priortys so, if you have stall, the builders with lower priorty will have their share of energy and metal reduced until the higher priorty builders can build at max speed again.
*Make it possible to add/remove/edit/ resources (What I mean is being able to add another resource beside metal and energy and chose how he is gathered).
*Make it possible to have diferent reclaiming animations depending of what is being reclaimed.
*Make it possible to add buttons to the orders window and chose what they do (With also the ability of only having certain buttons with certain units).
Posted: 09 Jan 2007, 00:01
by manored
No comments?

Posted: 09 Jan 2007, 01:28
by Felix the Cat
manored wrote:No comments?

You expect replies to random mediocre suggestionspamm?