Posted: Sat Aug 01, 2009 7:50 am Post subject:
Engine talk
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.
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, 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 QUICK_EDIT
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). _________________
hey, any other special features this Engine will have? Im rather interested _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
Looks like candy, that hill Good luck with your new engine, I hope everything works out _________________ Please, read the signature rules of the forum. QUICK_EDIT
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?
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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.
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Will this engine be private?
No.
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Good luck with your new engine, I hope everything works out
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! _________________ Please, I DON'T read the signature rules of the forum. Last edited by inzane krazy on Sun Aug 02, 2009 5:15 pm; edited 1 time in total QUICK_EDIT
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.
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 .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. _________________ Lost Relic[mod] Lost Relic[game] Last edited by Vefbl4 on Sun Aug 02, 2009 6:05 pm; edited 1 time in total QUICK_EDIT
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 _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
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. _________________ Lost Relic[mod] Lost Relic[game] QUICK_EDIT
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. _________________ Lost Relic[mod] Lost Relic[game] QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Sun Aug 02, 2009 8:59 pm Post subject:
wow nice work, looking good so far
good luck to you and your friend,
Revolutionary just became more interested in this project _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Sun Aug 02, 2009 9:01 pm Post subject:
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 , and good luck vefbl4. QUICK_EDIT
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. _________________ Lost Relic[mod] Lost Relic[game] QUICK_EDIT
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 _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
or a simple code that disables the entire thing, just so other mods don't have to be forced to use ammo xD _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Sun Aug 02, 2009 9:53 pm Post subject:
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. QUICK_EDIT
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. _________________
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.
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