You can duplicate the supply depot unit and differentiate it from the player-created supply depots. Then the burnout behaviour will only affect that type of supply depot.
i dont know about rock paper scissors but the game should have at least the same tactical complexity as starcraft 2; that there are several possible ways to counter units. eg, to beat marines, i can build hellions, get siege tanks with siege mode, put reapers inside a bunker, or simply by upgrading my own marines. it all depends on the circumstances; siege mode tanks wont work if the marines r in close range.
ultimately, it all depends on how you want to design your game.
will there be other units that provinces can spawn? i'd like to see some mech and air units to make things interesting so that it isn't just a mass marine game.
you know that this isnt the best place to ask for feedback.
anyways
the map looks good. the controls work and respond properly. although i notice that error messages keep popping up at the left side of the screen whenever i move around. it doesnt affect gameplay but its annoying. u might want to look into that. btw the game never moved on from wave 1.
i like the giant battlecruiser in the sky. it can be used as a foundation for adding special abilities into the game to help the player out, for example, an orbital bombardment, or for calling in reinforcement marines, etc.
How do you change the marine's gun model to a rocket launcher model (if necessary, using an imported model), and to have the marine carry it on its shoulder and also shoot from its shoulder??
Correct me if I'm wrong, but in Star Wars the Empire had 2 types of mech walkers - the small one and the big 4 legged one that can carry troops inside (i think the small one was the AT-AT and the big one was the AT-ST). It would be great if your map also had at least two different mech walker units as it would fit with the whole "tribute to the empire strikes back" theme.
Btw the mech walkers look like the goliath unit from the campaign. Maybe the goliath would be a better model for the walker? (re-scaling of model may be required)
On the topic of movers, does anyone know how to split the ground mover into infantry and vehicle movers? the difference is that infantry units can cross rivers and mountains and certain bridges but vehicles cannot.
This looks amazing. Its so amazing that the ships look bigger than entire cities! :D (I'm referring to the screenshot with Copenhagen in it)
What is the usual peak hour time for Diplomacy players to be online? It would be much more convenient for everyone if there is a scheduled time where everyone agrees to be online. I don't want to wait in a lobby if it doesn't fill up within half an hour.
Ah, the good old arcade games. Predictable but fun. Especially on the hardest difficulty setting. You know exactly what the attack patterns of a boss are, but even if you do, it still takes skill to beat them (1 wrong move and its game over).
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Either use triggers or create the tactical AI
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Hmm.. I followed iE4TM4PS's instructions but it didn't seem to display the flames. The supply depots steadily lose hp but there are no flames :(
How do you display the flames on a full health supply depot?
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You can duplicate the supply depot unit and differentiate it from the player-created supply depots. Then the burnout behaviour will only affect that type of supply depot.
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There's already a Starcraft 2 version of risk on NA and EU servers. Full name: European Risk Revulsion.
How do you plan to make your game different to that one?
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i dont know about rock paper scissors but the game should have at least the same tactical complexity as starcraft 2; that there are several possible ways to counter units. eg, to beat marines, i can build hellions, get siege tanks with siege mode, put reapers inside a bunker, or simply by upgrading my own marines. it all depends on the circumstances; siege mode tanks wont work if the marines r in close range.
ultimately, it all depends on how you want to design your game.
0
will there be other units that provinces can spawn? i'd like to see some mech and air units to make things interesting so that it isn't just a mass marine game.
0
you know that this isnt the best place to ask for feedback.
anyways
the map looks good. the controls work and respond properly. although i notice that error messages keep popping up at the left side of the screen whenever i move around. it doesnt affect gameplay but its annoying. u might want to look into that. btw the game never moved on from wave 1.
i like the giant battlecruiser in the sky. it can be used as a foundation for adding special abilities into the game to help the player out, for example, an orbital bombardment, or for calling in reinforcement marines, etc.
0
I got 1 question:
How do you change the marine's gun model to a rocket launcher model (if necessary, using an imported model), and to have the marine carry it on its shoulder and also shoot from its shoulder??
0
Correct me if I'm wrong, but in Star Wars the Empire had 2 types of mech walkers - the small one and the big 4 legged one that can carry troops inside (i think the small one was the AT-AT and the big one was the AT-ST). It would be great if your map also had at least two different mech walker units as it would fit with the whole "tribute to the empire strikes back" theme.
Btw the mech walkers look like the goliath unit from the campaign. Maybe the goliath would be a better model for the walker? (re-scaling of model may be required)
0
On the topic of movers, does anyone know how to split the ground mover into infantry and vehicle movers? the difference is that infantry units can cross rivers and mountains and certain bridges but vehicles cannot.
0
This looks amazing. Its so amazing that the ships look bigger than entire cities! :D (I'm referring to the screenshot with Copenhagen in it)
What is the usual peak hour time for Diplomacy players to be online? It would be much more convenient for everyone if there is a scheduled time where everyone agrees to be online. I don't want to wait in a lobby if it doesn't fill up within half an hour.
0
Noooooooo
Damn. You got my hopes up then you crushed it. I'm depressed now.
Jokes :D
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Yay!!!!!!
:) :) :) :) :) :D :D :D :D :D
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Ah, the good old arcade games. Predictable but fun. Especially on the hardest difficulty setting. You know exactly what the attack patterns of a boss are, but even if you do, it still takes skill to beat them (1 wrong move and its game over).
0
Yes! It worked!
Thank you very much. You saved me the trouble of having to create a new tactical AI. :)