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Re: Wasteland, the Clanwars (reworked)
[Re: Damocles]
#94230
10/14/06 22:58
10/14/06 22:58
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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So far you did a very good job. I especially like the terrain and map and the build-up animations of the buildings. Are you planning to add any sentry towers or guard towers btw? Or perhaps wall structures? Anyways, keep up the good work, as I'm experiencing myself at the moment how difficult AI programming can be.
Another question by the way, you use a node system for pathfinding, right? (in your latest version too?) You simply put 'beacons' around structures, so they won't run into them, or do you store all possible routes into a txt file? My own pathfinding works perfect with levelblocks, using scans and checking the content, but this doesn't work with model-only levels ...
Cheers
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Re: Wasteland, the Clanwars (reworked)
[Re: PHeMoX]
#94231
10/15/06 09:03
10/15/06 09:03
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Joined: Jan 2003
Posts: 4,305
Damocles
OP
Expert
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OP
Expert
Joined: Jan 2003
Posts: 4,305
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There will be defensetowers and Bunkers for the Infantry. I dont know about the walls. They actually look nice, but this also complicates the buildup a bit. Maybe I place fixed Walls/Camps, where the player can Build his Building into, but is not required to. This way a camp is less vunerable, as it only has some entrances.
There are no nodes in the classical sense. (path-entities with a free x,y,z position) This Pathfinding knows only one thing: I have a 100x100 Grid. Every unit can only move from a passable gridsquare to the other. Buildings and Mountains block gridpoints.
There are no scans or traces, it is just about handeling a 2D passability grid. Units bum of each other with an aditional function. The cloder they are to another unit, the more they push this unit away.
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Re: Wasteland, the Clanwars (reworked)
[Re: Damocles]
#94232
10/15/06 09:41
10/15/06 09:41
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Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
Expert
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Expert
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
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Very nice, but what I noticed while playing: If you build a trooper in the baracks (sp?) its counting up to 100 which is normal, but although it has reached 100 for quite a long time, no trooper apears. This only happens if you have already produced some troopers. (and no I did have resources like 7 water, 1000 oil and over 200 metal-stuff)
Another thing which would be nice to implement: If you have multiple units selected (like: 5 troopers) and send them to a location, they are running "into" each other while trying to reach the target. So a "formation" or "group" movement would be handy for thoses situations.
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Re: Wasteland, the Clanwars (reworked)
[Re: Damocles]
#94235
10/15/06 12:09
10/15/06 12:09
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Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
Expert
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Expert
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
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Ok, guess I just miss-interpreted the hud stuff, lol  Uhm another suggestion: - a Cancel Button for a building process, so wether its a building or a unit which is currently build can be aborted. - If have a unit selected, deselect it by left-clicking somewhere else.
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Re: Wasteland, the Clanwars (reworked)
[Re: Damocles]
#94237
10/15/06 15:05
10/15/06 15:05
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Joined: Nov 2002
Posts: 2,148 Germany
Dima
Expert
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Expert
Joined: Nov 2002
Posts: 2,148
Germany
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Quote:
I think that sometime buildings dont appear, even if they use scrap when build, please chack that.
This bug is confirmed! It's very annoying.
Auch das Sammeln funktioniert nicht so gut! Die Typen sammeln im Lager das Metall perfekt! Außerhalb des Lagers, also die nächst mögliche Schrott-Quelle erreichen sie zwar, aber das Sammeln ist dort mit Fehlern verbunden. Sie sammeln, laufen zu HQ, kommen zurück und machen nichts! Man muss den wieder den Befehl geben! Die Bunker und Flacks scheinen nicht zu funktionieren!
Liebe Grüße, Dima 
I'm not afraid of competition cos I'm know that I'm best
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