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Re: Wasteland, the Clanwars (reworked)
[Re: ambe]
#94221
10/13/06 19:56
10/13/06 19:56
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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Great game Damocles, altough the demo you posted was A5, it's still amazing work !! I can't wait to get the new demo  Btw, did you script the AI yourself or did you implant it from LarryLaffer his Intense AI and Intense Pathfinding  ?? Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: Wasteland, the Clanwars (reworked)
[Re: frazzle]
#94222
10/13/06 20:33
10/13/06 20:33
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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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I cried when I saw the thread. My happy tears turned to tears of despair when I realized the demo download isnt working 
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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Re: Wasteland, the Clanwars (reworked)
[Re: Towelie]
#94223
10/13/06 22:22
10/13/06 22:22
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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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OK, before I upload a demo, here a little preview, a prototype version so to say. wasteland_clanwars_prototype.zip There is still a lot missing, such as Sounds, AI, upgrades, For of War, better panelgrafix, but you can check if the Buildup-part works. Not all units and buildings are implemented, and no upgrades. There is not information on the Units, buildings and upgrades yet, so just try around. It is a little testmap, with 3 enemies that attack in certain intervals. Please post bugs, mainly technical ones.
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Re: Wasteland, the Clanwars (reworked)
[Re: Matt_Aufderheide]
#94225
10/14/06 14:23
10/14/06 14:23
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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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If all your scavangers are dead and you've got almost zero scrap, then it's already game over .. Except when abusing the AI shortcoming that Matt pointed out, it's not quite possible to win. Or at least I don't think so. The scavanger are pretty easy targets for the AI, since they can't defend themselves. Not necessarily a bad thing, but when they cost money and you're not really able to build more than 3 soldier before the first wave comes, then most losses will be on the scavangers side. Which means that you can't actually go spend some money on anything else. You need the barracks, you'll need a few soldiers - money runs out, they kill your scavangers (the 3 soldiers aren't up to the invasion force) and game over.  Better look for a way to improve that, perhaps let the scavangers defend themselves.  Cheers
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Re: Wasteland, the Clanwars (reworked)
[Re: innovater]
#94227
10/14/06 15:50
10/14/06 15:50
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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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As Innovater said: Scavangers dont attack automalically, you have to assign the attack action to them. (press A and the target or press "attack" and the target)
There are no special animations yet, I will just use the hammermovement then for the attacks.
That the AI does not switch targets is true, and I will change that, making the units eveluate the target every 3 seconds, so they will first attack units, and if none are there, they will attack buildings.
It not really an AI yet, but rather a "send all troups to player after 200 seconds" routine.
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Re: Wasteland, the Clanwars (reworked)
[Re: innovater]
#94228
10/14/06 15:51
10/14/06 15:51
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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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I won too, but there are some bugs! You can intercept the enemies on their way, and they will kill your unit but they wont go on! They will just stand there.
Komischer Weise hatte ich irgendwann kein Öl mehr, ich habe dann 10 Öl-Raffinerie aber kein Öl dazu gekriegt!
I'm not afraid of competition cos I'm know that I'm best
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