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Jalinth

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Everything posted by Jalinth

  1. ClaytoniousRex, you just made my night! I'm very glad you liked what I've got so far. It's scary at how much better the red stuff looks when it is blowing in the wind and you see a Paladin crawling through it, coming to blow you away as compared to a still shot from to high above the ground. As for putting guns on the wreck, that was my plan from the time I decided that it would be a ship rather then a destroyed firebase for an objective. However, I don't think one can yet set the guns to shoot at both sides. So, I've got two partially functional towers to fill in for now. They are not enough to stop a serious attempt at a drop, but they do work to discourage people. Depending on how things go, I may well upgrade their performance. I should have another version in the next couple days. I put it on the back burner since I posted it, as I found that I was getting really sloppy just playing against bots Well, that and my Starship Troopers D20 Play by post game is starting to get moving. For a 'quick-n-dirty bug hunt', I've spent an obscene amount of time on it. I am planning on doing a slightly more elaborate target, either by dropping some more assorted pre-made models in the area or by doing some modeling of my own. Given my current skill set, option one what I'll be going with for the foreseeable future. I've not yet managed to get a grasp on blender yet. Hmmm... I think I will check to see if I can use DOGA to do models. It's a pretty simple program, but you can make some fairly decent looking stuff from the selection of parts. being an example to what I've done with DOGA. http://i63.photobucket.com/albums/h128/Jalinth/Warships/Missile_CA.jpg An idea that has just occurred to me is the option to set defenses as non captureable. It would not be something to use for all scenarios by any means, but I've got a couple tentative ideas where that could work well. This thread is part of what inspired me. http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=61;t=000034
  2. Since I've added the missing file, has anyone been able to get the scenario to run? If so what do you think?
  3. Yep, it turns out I managed to miss the file. It's on my webpage now. You can download it and drop it in with the rest. I'll have a version two sometime in the next day or two. [ August 09, 2006, 12:20 PM: Message edited by: Jalinth ]
  4. Thank you sir. We wait eagerly!
  5. I'll second the request. I'm not much for 3d-modeling skills but I have been playing around a bit with Blender. What I really want is to do so some new plant life, for my current map. I have read somewhere about how Clay was saying DropTeam can read multiable types of 3d models, but a central set of details would be MOST useful. The collision triangles is the other thing I wonder about. Someone mentioned at some point something about a program that reads the models and outputs the collision triangles.
  6. Jalinth

    AAD

    Okay. First to clear up my position, as my first post was a touch rushed, and seems to have come on too strong. I like the Anti-Aircraft elements of the game, and I think I agree with yurch about adding more. I'll have to play more to get a clearer idea on that. Being able to drop right on a target is a huge advantage, and one that should only be an option if you are really rolling your enemy back. Like with Dark AU's castle map - Once you manage to start dropping tanks onto the hill your enemy is in a really bad spot. I have no problem with energy weapons. Beams are cool. I am very interested in seeing the upcoming new beam weapon physics. My only 'complaint' is that I have trouble from a PSB standpoint on how the towers shoot down high velocity shells and never engage friendly ammo by mistake. My suggestion is perhaps having the systems occasionaly get confused in a high fire situation, or the writers give us some more story with some nice PSB. The last few patches have been VERY good steps in the right direction with AAD. In the games I've played most recently versus AAD towers I've found them to be far, far more enjoyable to attack. They are very effictive, but not invinciable. You have to be a bit crafty to roll them back, but it can doing so is great fun. Tactical miss-use of AAD? Doing leap frog manuvers and taking advantage of the cover is a PERFECT example of using your resources to your advantage. Advancing under an umbrella like that is to me at least, a logical use of the tech. Does it allow for manuvers that make no sense on a 2006 battlefield? Yes. However this is not a 2006 battlefield. It's a ~4006 battlefield in the aftermath of a major technogical spike and crash. Sci-Fi is all about changing things and seeing what happens. [ August 08, 2006, 09:22 AM: Message edited by: Jalinth ]
  7. That you. I'm planning on adding some small funagal 'trees' around the area. The red stuff will also seriously hinder movement, once the feature is added to the game. I'm going to change to location of the fungas then, to make things more interesting/balenced.
  8. Okay, here it is. It turns out that geocities does not like .rar files, so I tried renaming it to salvage.zip. It worked. It's still a rar file, so you might need to rename it when you get it downloaded. I'll change it to a proper zip file in the morrow, I'm doing fighting with the bloody thing for tonight. http://www.geocities.com/the_ruby_dragon/salvage.htm [Edit - Geocities apparently doesn't like direct links to files either. I am starting to remember why I haven't used this webpage for anything since about 2000] [ August 07, 2006, 08:32 PM: Message edited by: Jalinth ]
  9. Shot 1 Screen Shot 2, Screen Shot 3 Well, here it is. The first public version of my first scenario. It's still very much a work in progress but I am looking forward to some feedback. Elements of the map were inspired by Sid]http://en.wikipedia.org/wiki/Sid_Meier%27s_Alpha_Centauri]Sid Meier's Alpha Centauri. The ugly red plant life is a stand in for the Settings Xenofungas, and the setting of the map is based on one of the major landmarks in the game. This "Garland Crater" is many times smaller, but it is plenty of room for a rumble. I used the 'Raid' map as an initial template, and it still uses some resources from it that I have yet to change. Basically the mission is to capture the ship down in the middle. As in 'Where Eagles Dare' by Dark_AU, both sides are attackers for this mission. Right now there are a couple damaged missile towers standing in for the ships malfunctioning automatic armament. This version has only light vehicles, but it is easy enough to change to the default load out. Just open up the .scenario file in something like WordPad and remove the <Inventory> and </Inventory> tags, along with everything in between. Capture the flag is in there, but I have not tried to balance it yet at all. The ball locations are the same as for the 'Raid' map, though the terrain is totally different. Still, it is playable... I think. I've made a few changes since I last tested it, so use caution with that mode. Edit - Geocities is being a pain. I'll have a link to the rar in a few minutes [ August 25, 2006, 07:46 PM: Message edited by: Jalinth ]
  10. Jalinth

    AAD

    Well, if it's stupid and it works... it's not stupid. One main reason not to be out in the open is that you will get shot. If you have a defense that keeps you from getting shot, then being in the open isn't so bad. That said, I do understand what you are saying, and agree to a certain extent. I do think the Anti-Projectile beams are a bit too accurate. Quite frankly, they are the most impressive tech in the game. Not only can they spot projectiles moving at such high velocities, they can swing an Ion gun in line fast enough to engage. Most Impressive. Even more impressive is the fact then can tell friendly shots from enemy shots. Each round must have an IFF system or something I guess. The performance of the Towers I can almost buy. It's the Galaxies that get me. With a tower I can believe that each one has a massive computer system, redundant sensors, and a highly detailed, full 3d image of the surrounding terrain. Meaning that when an anomaly whizzes by at a kilometer a second, the computer has a chance to recognize it and engaging. The Galaxies are a mobile platform. Logically they should have less room for sensors and processors, given that they need to carry a massive amount of ammo and engines to fly. Also, being mobile, they don't have the detailed data files to help ID where a shell should or should not be. Still, even though I think both versions are a bit too effective, I DO like most of the things they do to the tactical situation. One of them being you can't just sit back and shell your target into oblivion. You need to actually go in and take the ground from them. Like Alexander SquidLord Williams said, infantry are a great way of sneaking up an killing off the guy under the AAD tower. Most of the time someone focusing on blowing away guys with impunity is not going to notice a Thor sneaking up on them, much less some guys with ATGs. An idea that just occurred to me is a deadzone. If a shell is to close to the tower, then it will not be engaged, because the rate of aspect change it too great. [ August 08, 2006, 01:05 PM: Message edited by: Jalinth ]
  11. Ding! We have a winner. It's my favorite game of all time, and so it makes sense to do something with it for my current main play game. Just a few more tweaks and I'll have an alpha version ready to post somewhere. Probably will use my old Geocities site, as I've got plenty of space on it.
  12. lol. No, not Narnia. If you look closely at picutre number four you might notice the installation looks familer. I took the raid map and changed some parameters for testing purposes. Mainly the .raw and the textures. Here are the three main hints. Apply the 'Do All these Apply' test to your guesses ladies and gents. Look out boys and girls, because the storm of Vendetta is coming once again to Chiron! The map will have 1.3G and 1.7 atmosphere pressure. Red Orange Fungas that slows units down greatly, and is very good concelment.
  13. This Thread might help you if you are having troubles killing things with the 120. What you have to remember is that sending a 120mm shot clear through a tank does little. You have to actually hit something valuable to do something, and some vees have a LOT of empty space. With the Shrikes and Paladins, the empty space is room for 5 infantrymen. Making a hole in that is not going to hurt the performance of the vehicle.
  14. What I wanted while playing on the 'Where Eagles Dare' map was an indicator that lights up over frindly infanty. When you are in a fire fight it is HARD to tell your guys from the other side. It get's worse when you have more then two squads at once. I know I killed a couple members of my own squad in that action. All I could do was aim at them and see what name poped up. If your friends had an IFF (even just your squadmates) it would make for less close range Blue on Blue. It doesn't need to be a long range IFF. Say make it so if you are within 50 meters a piper lights up saying 'I'm on your side'
  15. Something that I just remembered is that every time I update DropTeam, I have problems. When I hit refresh on the servers page, I am forced to hit re-set on my computer. What is happening is Zone Alarm (free Firewall program) is poping up a warning that the exe has changed, and wants to know if it should let it access the net. Normally no biggie. Hit okay, and go on with the game. The problem is that DropTeam won't let the pop-up me alt tab out to click on okay. I can't even use ctrl-alt-delete to bring up the task manager. If I were to acually remember the problem BEFORE I hit refresh, it is easy enough to go into Zone Alarm and manually set it to the okay list. That is what I do after the computer finishes rebooting. I'm running Windows 2000k, and have the latest version of ZoneAlarm.
  16. Nope! Not War of the Worlds. Though I can see how the red grass could make you think that. Once I get around to it, it will look much less grass like and more... fungal.
  17. Sounds like fun! I'm just got it downloaded. Will check it out in the morrow. Got any screen shots?
  18. Well, it's still a major WIP, but I've got some early alpha images of the plant life that I want to slow units down. Right now I've just dropped some random clusters around. The map will have 1.3G and 1.7 atmosphere pressure. Image 2 Image 3 Image 4 With the information and hints I've dropped so far, let's see if anyone can guess the source of my idea is from.
  19. Once again I am reminded of why I got the game Player - I've got this little feature I want. ClaytoniousRex - We'll get right on it. Look for it soon!
  20. I like the concept, and will have to try it out. It certainly looks good and the name is very amusing. Balencing it should be interesting. More comments after I've tried it out.
  21. Well, I stil havn't found anything that does what I want, but I am getting closer to getting the map I've been working on done. Once I smooth out the terrian enough so that the Shrikes stop doing double front flips, I'll post it for all to see. Look out boys and girls, because the storm of Vendetta is coming once again to Chiron!
  22. I've done it before with a 120mm HE shell at range. It was more luck then anything, but I've done it. I also hit an infantryman at about 7000 meters with a 120mm AP. I missed the tank 3500m away and he poped his head up at the wrong moment.
  23. Jalinth

    Wiki anyone?

    I think a Wiki would be tremendously useful. There have been a bunch of insightful things posted here. The wiki would put it all in one place and the information about things that have changed in the various patches could be updated.
  24. How does one go about making terrain that slows and bogs down vehicles and/or infantry? I'm thinking like with deep mud or really heavy plant life. I tried increasing the friction modifier, but even at 91 all it did was give me some REALLY good traction.
  25. Well after doing a round of CTF, I STILL like the map. I had plenty of nice Long Range 120mm duels, and I also was able to use cover (Espec. the rivers) to get close enough to enemy tanks to smack them with AT grenades. Finding good crossing points on the river for flag runners will take some practice though. Still I was able to get across without to much trouble. While I have yet to play VS any humans, this is shaping up to be my favorite map so far.
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