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Re: Wasteland, the Clanwars (reworked)
[Re: Towelie]
#94282
10/22/06 08:02
10/22/06 08:02
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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Good progress again! I dont like this new brown Fog of war.. look kind of ugly.. especially the way its blends.. doesnt fade right...the color turns blackish. There are number of buggies in pathfinding/unit movement..Sometimes your units just wont go where you click.. they dont move. This seems to happen most ofetn when the destination is far away, but also otehr times too.. what pathfinding method are you using? Also some basic things you may have already planned: if you do a build with mutliple scavengers already selected they should all start building the building. Right now to use mulitple builders you can only start with one and have to manually set each oehr builder. Also, you cant currently see the enemy unit health.. this is needed  Keep up the good work this is developing well so far!
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Re: Wasteland, the Clanwars (reworked)
[Re: PHeMoX]
#94284
10/22/06 11:20
10/22/06 11:20
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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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I will include the clicking on enemies, and showing their health (and scrappileamounts). And the minipaclick.
The scavangers should only be able to builup and repair a building with one scavanger, so using more than one is more of a bug, That is why only one scavanger starts the buildcommand. Currently they can not repair the bunkers, as they try to go into it.
When you rightclick on a rocky area, the units will not move, as the area is not passable. I have to change that behaviour for the gliders...
currently I work on displaying correct attackeffects for all units.
The best way to defend aginst early rushes is to make bunkers and fill them with up to 4 troopers.
The AI will continue to produce buildings, until you kill all HQ of them and the scavanger that does the buildup. This buildupscavanger is spawned new as lang as the AI has an HQ.
There is also the standard option to create selectiongroups by selection units, and then clicking control_key+a number.
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Re: Wasteland, the Clanwars (reworked)
[Re: Damocles]
#94288
10/23/06 16:52
10/23/06 16:52
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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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I don't know why, but the game crashed when I clicked building my first buggy. I guess you know about this, but there's a small panel bug too now, click the barracks, start building some units, then left click on anything but a building and the panels of the troopers/angels/flamers will be visible / invisible (fast changing). So far so good though, however I would like my own troopers to be less self-destructive.  They tend to marsh towards the enemy without any fear as soon as the enemy come s within range. That 'range of action' isn't equal to the size of the terrain we can see (a troopers view range is actually outside the Fog of War). Off course this is part of the things that are work in progress. Cheers
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Re: Wasteland, the Clanwars (reworked)
[Re: PHeMoX]
#94289
10/24/06 00:05
10/24/06 00:05
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Joined: Feb 2005
Posts: 1,785 Jesusland
Towelie
Serious User
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Serious User
Joined: Feb 2005
Posts: 1,785
Jesusland
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Can I please get the link to the newest version? Is it the same link as the first posted? I dont think so because when I dled that it gave me a previous version, not the newest like you said.
I really loved your first demo, the Wasteland_old version, the next demo I didn;t like as much because of how much more generic it had become, but I'm dying to see your newest version... persay the terrain shader doesn'y annoy me too much.
Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide.
A stitch in time saves nine... what the hell does that mean?!?
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