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Engine talk
Moderators: Vefbl4
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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sat Aug 01, 2009 7:50 am    Post subject:  Engine talk Reply with quote  Mark this post and the followings unread

Recently I'w started on managing a new engine with one of my friends.Not much to say.Now this isnt really TS or RA2 mod.But I hope Banshee will let me still have this thread, just because of the game story. Confused

Some additions I want to add:SHP'ed vehicles that work normaly on slopes,global lighting that works on everything.Also we will add a unit bar on the bottom.There you will be able to see experience,heath,ammo,fuel,updates and commands for unit or building or what ever you selected.(Same as starcraft or generals)

One screenshot, Twisted Evil later there will be more.

Also,I may need a guy that is good at making big logos.Thanks.



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Last edited by Vefbl4 on Sun Aug 23, 2009 5:52 pm; edited 8 times in total

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Navy SEAL
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Joined: 01 Dec 2005
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PostPosted: Sat Aug 01, 2009 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

sounds good

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Deformat
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Joined: 17 Sep 2007

PostPosted: Sat Aug 01, 2009 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Can we share this engine?I'm rather very interested in this.

Also,Hyper is the guy with logos,but it seems he's rather busy...

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sat Aug 01, 2009 8:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes,you can.But later.There is not too much done yet.

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Crimsonum
Seth


Joined: 14 Jul 2005
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PostPosted: Sat Aug 01, 2009 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Sounds awesome. I'm not too fond of the SHP vehicles, though. Even if you allow them to tilt on slopes, you'll still have a limited number of facings for an SHP unit (32 frames, 64, 128 even, but not practically unlimited like with voxels or other 3D models).

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Vefbl4
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PostPosted: Sun Aug 02, 2009 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I dont know,they will not be in shp format. #Tongue

Engine update.
Razz



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raminator
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Joined: 04 Oct 2005
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PostPosted: Sun Aug 02, 2009 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

oh noes
slopes on fire

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Ixonoclast
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PostPosted: Sun Aug 02, 2009 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Deformable terrain is back?

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Crimsonum
Seth


Joined: 14 Jul 2005
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PostPosted: Sun Aug 02, 2009 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Ixonoclast wrote:
Deformable terrain is back?


I hope so!

Oh and Vef, if you can, raise the max. height of a map (right now it's 14) to something like 16 or maybe even 20.

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inzane krazy
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PostPosted: Sun Aug 02, 2009 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

hey, any other special features this Engine will have? Im rather interested #Tongue

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OmegaBolt
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PostPosted: Sun Aug 02, 2009 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

"Raise the max"? If this is a brand new engine then there wouldnt be a limit unless he put one in...

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MT
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Joined: 23 Jun 2008
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PostPosted: Sun Aug 02, 2009 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will this engine be private? (i.e. closed source)

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Destiny
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PostPosted: Sun Aug 02, 2009 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like candy, that hill #Tongue Good luck with your new engine, I hope everything works out #Tongue

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Vefbl4
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PostPosted: Sun Aug 02, 2009 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Oh and Vef, if you can, raise the max. height of a map (right now it's 14) to something like 16 or maybe even 20.


But what for?

Quote:
hey, any other special features this Engine will have? Im rather interested


Yep they may be some,like:
- Working dropships(Dune 2000 starport).
- Individual unit update and customizing system.
- All vehicle units (exept robot ones) may need to have crew inside.(Still some low tech robots need command posts that work on a range,like RA2)
- Vehicles have to be refueled
- All armoured units have to be rearmed.
- Different powerplant logic.

Quote:
Will this engine be private?


No.

Quote:
Good luck with your new engine, I hope everything works out


Thanks. Smile

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MT
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PostPosted: Sun Aug 02, 2009 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay. This looks very, very interesting.

I do hope this actually finishes.

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Ixonoclast
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PostPosted: Sun Aug 02, 2009 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting. Sounds a bit like Company of Heroes/Panzers.

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Vefbl4
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PostPosted: Sun Aug 02, 2009 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Glad to hear that.

The customization will look a bit like this.The higher the tech level the more weapons you will be able to get.



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ConMan
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PostPosted: Sun Aug 02, 2009 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is just pure awesomeness

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inzane krazy
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PostPosted: Sun Aug 02, 2009 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

DUDE, THATS ztyping AWESOME, THIS IS SEXIER THAN ARES, and hopefully ACTUALLY finishes...and doesnt die like the other engines...

obtw, are you gonna add....

1. A rolling Dice? (Chances of hit) <-- Would rly love this

2. emphasize infantry combat, rather than just make them fodder and early units

3. A tier system?

4. FULLY WORKING AIRCRAFT COMBAT!

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Last edited by inzane krazy on Sun Aug 02, 2009 5:15 pm; edited 1 time in total

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Crimsonum
Seth


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PostPosted: Sun Aug 02, 2009 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just do the basics first, and then what "extra" you can add.

Quote:

But what for?


So that mappers may create taller maps, what else? Razz

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Vefbl4
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PostPosted: Sun Aug 02, 2009 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well the damage system should be different.I was thinking of making something like "accuracy".When playing different games I remember it was something like perfect shot,small cone,medium cone,large cone,extra-large cone.

But possibly rolling dice is also a good idea.

There will be tonns of regular infantry,with growing expirience they have a greater change of surviving a medium cone tank shot(not bullets).Also some of them may have grenates so it will be hard to just crush or drive away from regular infantry.
Still,there are rocket troopers,snipers,machine gun troopers,exosuit troopers(TS wolwerine).But like any rocket trooper they cant carry a lot of ammo,so they need to be reamed very soon and with their cost it becomes quite hard to spam not regular infantry.

Tier system?What is that?

Working AA is not a big problem.

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ConMan
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Joined: 16 Dec 2008
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PostPosted: Sun Aug 02, 2009 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just a question, what if Ares was made compatible this engine?

And is that you in your avatar vefbl4? Very Happy

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Vefbl4
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PostPosted: Sun Aug 02, 2009 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ares just adds stuff to RA2 engine.

We will try to build a new one.With less garbage.

Yes,thats me.

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inzane krazy
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PostPosted: Sun Aug 02, 2009 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lol, I liek the infantry idea and accuracy/rolling dice play #Tongue

btw, the tier system, its like...a tech system

Tech 1 > make tech center > tech 2 >etc

right now..I can't think of anything but be psyched up about this Very Happy

Lets hope Im psyched up for something, not nothing #Tongue

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Vefbl4
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PostPosted: Sun Aug 02, 2009 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep,I hope so too.

Yep,there will be tech buildings,like in WW games.
Also,there will be a quite difference between mech and tank - tier units.
Mech units will be slow,but they can carry heavier turrets and have a bigger sight,since they are taller #Tongue .Also they use less fuel and can carry more ammo.

Apart from tanks and tiered units that are fast,cant carry giant turrets,have smaller sight,but are less vulnerable,since they are not so tall.

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Last edited by Vefbl4 on Sun Aug 02, 2009 6:05 pm; edited 1 time in total

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inzane krazy
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PostPosted: Sun Aug 02, 2009 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wait, lemme try emphasizing it, I mean, like, will you be able to build more than 1 type of Factory? or 2 different barracks? etc

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Vefbl4
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PostPosted: Sun Aug 02, 2009 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think if its possible we will make like light vehicle factories,medium vehicle factories and so on.(Its something like Total Annihilation had.)Also the power plant logic will be like in Total Annihilation.

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inzane krazy
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PostPosted: Sun Aug 02, 2009 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

WOOT! thats awesome! now all I can do is hope this won't die Very Happy

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blubb
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PostPosted: Sun Aug 02, 2009 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

the tank refuel thing might not be such a good idea, the re ammo part in Earth2040 was rather annoying


also vef, i gotta talk to you about stuff, get online in msn

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inzane krazy
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PostPosted: Sun Aug 02, 2009 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe the Refueling and Re-arming thing is optional Mr Blubber?

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Deformat
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Joined: 17 Sep 2007

PostPosted: Sun Aug 02, 2009 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Still,it could be a nice feature.

This would make it the most successful 2D engine.I mean it.

I don't see any other better engine that could appear...

Maybe SunAge,but that's hardcoded.

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Vefbl4
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PostPosted: Sun Aug 02, 2009 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I saw game with ammo feature.That was quite nice,sometimes annoying.But still it is a great feature.It brings balance and new game moments to life.

If possible the fuel and ammo features will be disableable,I thought I said that.

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Revolutionary
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PostPosted: Sun Aug 02, 2009 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow nice work, looking good so far

good luck to you and your friend,
Revolutionary just became more interested in this project Very Happy

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Machine
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PostPosted: Sun Aug 02, 2009 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rearming was somewhat accomplished nicely in Earth2160, though.
As ammo was transported directly into the units. In a rather silly way for the ED, small robotic rockets carry the ammo directly to the unit; for the UCS, was weird, considering they master teleport technology, and yet had to have a gigantic floating building near their robots. However there wasn't much micromanagement involved, and it was a nice way to force the enemy to retreat, and making bases harder to attack, due to not getting enough supplies for your units, while the enemy has them in excess.

Anyways, looks great, and with great I mean AWESOME Wink, and good luck vefbl4.

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blubb
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PostPosted: Sun Aug 02, 2009 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

thats a nice compromise

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Vefbl4
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PostPosted: Sun Aug 02, 2009 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well,there will be special units that are made to refill and repair "stuff".In a different versions,mech,truck,etc.
Those "reffilers" also need ammo to rearm units, there will be special buildings that buy ammo for money.But if you dont have that building all around the map there will be small boxes that have ammo,if you stand close to them you infantry can take ammo directly from it.If you lost the ammo factory and you still have some "reffilers" left they will regenerate some ammo for their self, but that would take a long time.

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inzane krazy
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PostPosted: Sun Aug 02, 2009 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

what? we have to pay for tanks and pay constantly for ammo? D: thats like...like...WoW xD

and if all the ammo runs out, we're screwed, no more ammo for everyone! unless they had knives x3

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blubb
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PostPosted: Sun Aug 02, 2009 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

PERHAPS that is optional mr.inz0rs ;P

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inzane krazy
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PostPosted: Sun Aug 02, 2009 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

LOL, maybe allowing an unlimited amount of weapons Mr Blubber? xD

How's bout it Mr Vefbl4? xD

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Vefbl4
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PostPosted: Sun Aug 02, 2009 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

inzane krazy wrote:
what? we have to pay for tanks and pay constantly for ammo? D: thats like...like...WoW xD

and if all the ammo runs out, we're screwed, no more ammo for everyone! unless they had knives x3


Well,yep may be thats too much.We'll see,may be ammo will be free. Laughing

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Deformat
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PostPosted: Sun Aug 02, 2009 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Still,there should be an option in the codes which could allow some units to be free(lets say,lasers) and some that needs ammo.

I like these ideas of requirements.I really wanna see them in action.

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inzane krazy
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PostPosted: Sun Aug 02, 2009 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

or a simple code that disables the entire thing, just so other mods don't have to be forced to use ammo xD

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Machine
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PostPosted: Sun Aug 02, 2009 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well if an army is too dependent on refuelers, then they become the main target. Something which was quite disappointing when playing as the UCS, and your gigantic refueler(s) was(were) destroyed, then you get your superior army, in numbers, destroyed because your units had run out of ammo, and couldn't fight back, or get supplies in time.

Anyways linking ammo/fuel/energy/etc, to a building is not a bad idea IMHO. It actually adds something to the game, but if it's not handled properly, it just acts against it.

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Dupl3xxx
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PostPosted: Mon Aug 03, 2009 3:28 am    Post subject: Reply with quote  Mark this post and the followings unread

One request, include THIS voxel rendring engine, if possible.

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Tony
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PostPosted: Mon Aug 03, 2009 4:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Good luck with this man, everything looks and sounds like pure win #Tongue

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Ixonoclast
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PostPosted: Mon Aug 03, 2009 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Energy weapons don't need to be rearmed I hope? Just refueled?

Maybe give them a nuclear engine, no refuel, but a big blast when they die.

And put some advanced lighting systems in it.

Like SunAge.

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Crimsonum
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PostPosted: Mon Aug 03, 2009 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Damn, I have to skip so many posts....

Anyway, if you've ever played a RTS called Axis & Allies, you'd know how to make the ammo and fuel stuff properly. The game had Supply Depots, buildings, that had a certain range of providing supply to units. Units in it's range would be refueled, rearmed, and healed (I think you can skip this, if you use Service Depots). I think this method should work.

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Ixonoclast
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PostPosted: Mon Aug 03, 2009 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Noooo, not ranged ammo buildings... It's so abstract.

Like Panzers with it's flying ammo...

Why put ammo in a game when you're going to use such an unrealistic system?

Just give supply units some good Harvester-like AI, so they stay away from enemy units, and automatically refill units in range.

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MT
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PostPosted: Mon Aug 03, 2009 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Request:

1. Option to replace any 2d graphic with a 24 bit PNG with transparency.
(have them numbered for multiple frames)

2. Option to have 2d units (like mecha), use the 32 facings system.

3. Option to make voxels have either a voxel anim or a SHP anim while idling.

4. Make bonuses/penalties from terrain, like in starcraft. For example units in the trees are less likely to get hit, and unit on top of cliffs get much better accuracy than units below.

5. Expand the terrain options: Allow unlimited LATs, Cliffs, etc.

6. Make the AI have more options to edit, so it is easier to make 'smart'/hard.

Are you planning any of these?

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AltomareXD
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PostPosted: Mon Aug 03, 2009 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very Nice! A 'dice' would be awsome for this. Instead of relying on the rock-paper-scissors thing.

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