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Posts posted by moonsense715
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Tiles are technically Terrain FYI, with some extra stuff ontop
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Have you considered this?NOTE: If you are using the Prelit=true feature on a mesh that is part of anything other than terrain, ALL the meshes in that w3d file need to be Prelit=true otherwise it will screw up when you run the vertex solve.
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The "rebuild buildings if CY is alive" mechanic is done and live on the Imperial Age server. You can check it out right now if you want to.
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Hi!
I was a fan of your Reborn PT icons 10 years ago
And wow you've got amazing stuff there. Great job!
Aaaand that is totally the nod base from C&C_Field!
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OWA the game looks a LOT like Starcraft 2 graphically. To the point I first thought this was comparing a new SC2 expansion with HW2 but then realised it's not getting compared to anything.
Don't you by chance have an ex-dev from Blizzard?
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Surprised?Basically every time I see him.
He purchased both team's Engineers 1000+ times and Technicians 700+ times.
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Three big green arrows above the vehicle when you target it should appear if you can get in. If this doesn't work, then something is broken.A bit of a counter argument to my previous post perhaps, but I also believe consistency is important so that (new) players don't get confused. Why can they enter a Ranger but not a Light Tank? Perhaps for that reason - and it's a solid reason to be sure - all vehicles should perhaps enable a single passenger, or none at all besides for dedicated transportation vehicles. The problem with the latter is the lack of an armored Soviet transport, and the lack of an Allied air transport (unless the Allied Chinook becomes a standard unit, and I'd be fine with that).
Perhaps if we had a way of more clearly informing the player if a vehicle can hold passengers such as an icon for crew size on the purchase icons, as well as icons on the targeting HUD highlighting occupied and unoccupied passenger slots (little human figure icons below the vehicle health bar). Then consistency concerns would be resolved, and then you could proceed with delegating transport to a limited set of vehicles.
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So true!!!I keep on thinking that the medic looks like Steve Jobs... just look at that face and glasses!
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Hahaha, I had a good laugh, thanks
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That's what we're working on. Making bots able to play C&C mode properly.
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Looks nice, good job
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By spending the time APB devs spend with VIS setup on pathfind fine-tuning.ah shit. With all the problems you just listed, I wonder how Apocalypse Rising gets around all of these issues then?
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Bots shouldn't get stuck in scenery if you generated pathfind on the whole map and fixed some remaining issues with extra pathfind blockers.
But yeah some APB maps are way too huge to completely be covered with pathfind zones just for bots.
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We can always do what the APB Thief does, steal 50% instantly, that's what happens in RA2. I just thought this would be more fair as he can do many other things in the enemy base.Is there a timer on that? What if nobody is at the base? Soviets could be planning a massive attack on the Allies and the Spy uses the time to hack the refinery. That's a poor risk/reward mechanism, but that's what testers are for.
We also tried a logic where the Spy must go back to the friendly refinery to deposit the stolen money but he NEVER got out of the soviet base alive after stealing so that idea was dropped and this current one is in place now
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The soviets get an announcement that their money is being stolen so they can act on it or slowly lose their money.Some buildings behave different when "hacked" by the Spy. Right now for the Refinery, when the Spy attaches the device, instead of shutting the Refinery down this happens:
Every second, 1% of the soviet team's cash is stolen instantly and distributed between the allied players. Since it's always 1% of the "current soviet money", the amount rewired is less and less every second (but increases if the War Miner dumps ore).
Hacking devices can be disarmed by Technicians/Engineers to stop the effects.
I did a little math on that using Excel. If Soviets ignore this for 1 minute, they effectively lose 45% of their original money. If 2 minutes, then 70% of their original money.
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Some buildings behave different when "hacked" by the Spy. Right now for the Refinery, when the Spy attaches the device, instead of shutting the Ref down this happens:If I remember correctly the Spy in RA2 also functioned like a thief. How will this be handled/balanced? Will they be limited or something else?
Every second, 1% of the soviet team's cash is stolen instantly and distributed between the allied players. Since it's always 1% of the "current soviet money", the amount rewired is less and less every second (but increases if the War Miner dumps ore).
Hacking devices can be disarmed by Technicians/Engineers to stop the effects.
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When does the next game start?
Also would it be forum or irc/teamspeak?
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I blame Nodlied for giving us the vortex distraction
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Verti I'm not angry, it was a good game with lots of logical thinking. So thank you for the game
It's just really hard to guess new game mechanics coming from custom roles and setups that change the game like this.
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Oh and my last thought was that because game could never end if allies couldn't nightkill - Jeod lying all along denying he could nightkill with the pillbox.
But then we still couldn't lynch him as he's a building.
I thought the whole bar+wf was needed so that we could eventually day-shoot all buildings despite of many RNGs. It would make sense to me why sovs would need them.
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With sane thinking and knowing KY, he went to visit the pillbox and die (due to game not wanting to progress anywhere), but I stopped the action by dying myself instead.Who killed wallymoon and how?
Alternatively, chrono vortex killing him for going near the chronosphere and same protection result as above.
But definitely not a new role appearing.
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Verti, the game log says KY was killed Day 7 but I was (because protection )
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Cat5, I don't think arguing about almost 3rd lynching someone is something to consider.
Requiring someone to be lynched every round just to see that he's still and still and STILL unlynchable until they suddenly morph into something lynchable is at least questionable.
Ok I'll take it this was my first game but I did read the other threads too and I don't recall someone being lynhced more than twice to kill them, did I miss something?
At least the end result made me laugh
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The whole brainstorming of reviving Nodlied was rather like even you had no idea how to end the game.
Guess I should take note that everyone can change roles whenever in mafia regardless of role proofs already happening (even more than once).
No, just fucking no. It's hard enough to build trust in others by multi proving by actions and others visiting me at night, let alone people changing roles without an actual day/night action.
This was unfair, not balanced.
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VR RA2
in Command & Conquer
Posted