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stevel

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  1. So here's a couple of suggestions of what I think would be "high impact" enhancements to the product: AI Rules file - Split out the AI "orders" or "objectives" into an editable file for each scenario. This would enable the user to define an AI player for custom scenarios. Unit Database - Split out the unit specs into a separate and editable database file. Or at least allow the user to define "new units" and be able to load them into the game. I personallly like the way the unit database structure was done in the game Harpoon 2.
  2. Someone please explain the rational behind the filename scheme for Type2 maps. Why not just embed the format info in the file itself? Why does the user need to care?
  3. Custom maps for the Tacops 3.0 maptool need to be in a .bmp file format. You can load in a existing .gif map file with common software like MS PhotoEditor+ or PaintShop Pro, make some edits, save it as a .bmp format and then load it into the maptool. .bmp is a good standard to use for the Windows environment - just about every software graphics package can read this format. I'm not sure why the maps shipped with the product are in .gif format - maybe Mac/Windows compatibility? I don't believe that there should be any legal implications of editing the .gif maps of Tacops 3.0 but perhaps MH might comment.
  4. >'hi/lo' is just the title of a checkbox >control in the map tool. There is no >terrain type in TacOps that is 'hi/lo' >terrain. The 'hi/lo' control title is meant >to indicate that the check box controls >whether a given terrain cell will be coded >as 'low' terrain or as 'high' terrain. So does this mean that unchecked, the square defaults to "low" and checked becomes "hi"? steveL
  5. >...move cost and is perhaps 125% >of the cost to move across a clear >square.... Sorry, I meant at 125% of SPEED over clear terrain. steveL
  6. Two questions on the new maptool: 1) Why is "road" a terrain (ie visibility) and not a movement cost? How is a "road" different from "clear" as relates to visibility? Seems to me that a road square should be a move cost and is perhaps 125% of the cost to move across a clear square. 2) Not clear how to use Hi/Lo terrain to effect hills and valleys. While this may seem rather stupid, I don't know how the game engine knows a square defined as hi/lo is "up a hill" or "down a valley"? steveL
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