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Re: Wasteland, the Clanwars (reworked) [Re: Dima] #94240
10/15/06 21:04
10/15/06 21:04
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Ok, this was due to the unitlimit,
I drained the resources before checking if there is
space free,

i increased the unitlimit now, as this used be limited for the multiplayer part.
(this includes AI units not only playerunits)

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #94241
10/15/06 22:01
10/15/06 22:01
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Posts: 4,305
Ok, here again another version.

There is a tooltip text now included to see the
builduprequirements for units/buildings

The thing with the wrong buildup / mising buildings should be fixed

Please post Bugs.

wasteland_clanwars_prototype.zip


pS: oops: my quickbuild cheat is still on .. well
makes the game a bit easier..

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #94242
10/15/06 23:44
10/15/06 23:44
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
The build cheat is kinda cool hehehe ... still having problems with running out of scrap though It's like 47 and then I can't buy a scavanger anymore I desperately need the option to sell buildings hehehe .. I had 3 water wells, 2 oil pumps, 2 HQ's, 3 barracks and two bunkers..

Btw, I've found a bug. Click on a scavanger -> click to build something -> select and place the building -> when building is done click something else from the build menu (without moving the unit inbetween) -> select location -> the scavanger won't move and start building.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #94243
10/15/06 23:52
10/15/06 23:52
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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I can confirm that bug,
the scavanger seems to stick to his
buildupcommand after the building is finished. This is not for every scavanger though.

There is about 10000 scrap on the map.
(did you see the other 2 piles?)

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #94244
10/16/06 00:24
10/16/06 00:24
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Yes, I've seen the two piles more to the middle of the level. Infact, I was building my second oil pump there.

After some time, the scavangers also went to those piles of scrap automatically. (After I've discovered that scrap, it took some time, not sure if the piles of scrap near the start position were depleted.)

I don't think the total amount of scrap is the problem. Perhaps I'm just not good at this game yet, however I do think you can get easily overrun.

You need scavangers to get scrap, when all scavangers are killed and your gathered scrap is too low, then you're uhm out of luck. Being able to sell some buildings could solve this problem, perhaps even spawn some troopers or scavangers after having sold the building you've selected to sell...

I will play it some more, and give some more detailed hints on my problem, I'm not saying it's too difficult, it just lacks something to get it more balanced.

Edit:

I can win the game, without making any vehicles ... I made 13-15 scavangers, had build up two armies of about 10 troopers + 1 medic or 2 flamers.

Still while building the required buildings, like for example the 6 water wells, the scrap amount never exceeds about 200. This means you'll never be able to buy trikes or buggys, also the oil takes a lot of time to even reach the 500 required for 1 vehicle. I choose to attack the waves before they went to my base. This works, however staying and defending your base instead, because you're building up your base, was what I was doing before.

When using the latter technique it's not very easy to win, infact, most of the time, your army will be destroyed and scavangers will be mostly be destroyed too. Since the scrap doesn't reach anything higher than 200 this will mean that in a last attempt to defend the base choosing either scavangers or troopers won't matter. They will get killed just the same. Troopers can't withstand the wave of enemies and the scavangers won't survive as long as even 1 enemy is alive, even if they can attack.

Like I said, this is when your scrap is about 200 and your army is destroyed ...

Cheers

Last edited by PHeMoX; 10/16/06 00:50.

PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #94245
10/16/06 00:37
10/16/06 00:37
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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its just a prototype map after all, not balanced
its just to test the gameplay, and how the procedures work together.

Especially in RTS there is a big diffience in playerskills,
so I will implement a level of difficulty too.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #94246
10/16/06 00:43
10/16/06 00:43
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
perhaps you should make blown up vehicles drop small amounts of scrap, and have places where scrap builds up slowly so you never get completely stuck?

Re: Wasteland, the Clanwars (reworked) [Re: lostclimate] #94247
10/16/06 00:53
10/16/06 00:53
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Just to clearify something. The total amount of scrap doesn't matter, that's perfectly fine.

It's more when you run out of gathered scrap and your scavangers are all dead.

I know in most RTS games this simply means game over, however it feels kinda strange when you've got, like, a lot of buildings but can't sell them to get some extra scrap/resources ...

As for the test level, I think it's great, I understand it's not fully balanced yet nor the difficulty settings are set, however needing a constant amount of about 15 scavangers is kinda too much don't you think?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #94248
10/16/06 01:06
10/16/06 01:06
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Or i let them convert to raiders
(close combat unit, if they are not needed anymore)

But whenever the game progresses, it is a much longer game,
where you need constant supply of scrap,
with the scrapfiels spread around the map, so you have to move around.

Maybe I implement selling a building, for 30% of the inputscrap.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #94249
10/16/06 01:18
10/16/06 01:18
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
As long as you can buy 1 scavanger from a building sold I think it'll be fine. Only problem would be, the enemy is attacking your base at the moment you'll run out of scavangers hehehe lol! Anyways, I'm looking forward to testing this game some more, it's already very fun to play,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
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