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Phonan

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Everything posted by Phonan

  1. Phonan

    ShirkeA

    Correct me if I'm wrong, but I believe it's a 20mm.
  2. The difference is that we could have fast and powerful gunboats. This wouldn't be too unbalancing, since they could only go on water. An only water transport might be allowed to be far faster than the current hovercraft. Instead of having an amphibious craft, we would have a water craft.
  3. Picture a ship off the coast in a water map, then unloading a huge barrage of direct-fire artillery! I think this is a cool idea, and moddable. Just make a battleship/gunboat chassis, make it hover- LOW so it looks like a naval ship and not a hovercraft, and give it literally no thrusterspacing so it can't go on land.
  4. Don't know if you've seen the new scenario I'm working on, but it's a maze of interconnected islands. I could use some isolated artillery/ATGM towers. I think, though, that artillery would be best in a tower, seeing as it is a very powerful weapon. Making it a deployable seems a bit too strong. On another note, this scenario is mainly meant as a Territory game, so new towers (like the 90mm and Artillery) would be very much appreciated. EDIT: A quick question: do Environment Maps have to be PNGs? Or can I use a JPEG? [ February 28, 2007, 06:01 PM: Message edited by: Phonan ]
  5. The howitzer turret is exactly what I was thinking of. It would be very hard to let infantry direct the fire, but the tower should be easy by simply reworking the existing towers. Do you think that a model resembling the above one would be good?
  6. I'm wondering what everyone would think about some artillery turrets. Do the developers have any models like this? Or should we model our own?I believe these and AT Towers like Poesel's been thinking of would be great additions. For example, one captures the artillery tower and it begins bombarding any enemies it sights. I believe this is possible with what we have.
  7. While making my new scenario, I attached the XML tags <Team0NumDropships>3</Team0NumDropships> and <Team1NumDropships>3</Team1NumDropships> Unfortunately, I tested and found that this does not limit how many people can drop at once, it just limits how many ships must be destroyed until the team can't drop. In other words, though only 3 dropships were allowed per team, they could drop 5 vehicles simultaneously, with 5 dropships. If three dropships were destroyed, though, they could not drop at all. Can this be worked around? Or does it need to be fixed in the next update? EDIT: I've checked this ingame, and it's definitely a problem. [ February 27, 2007, 07:50 PM: Message edited by: Phonan ]
  8. Hey Bane, sorry about the game Monday. My connection must have been horrible, or I had a server problem, because I tried to reconnect about 4 times and crashed again.
  9. I believe some people are looking for a smaller, less powerful squad; for instance, make the leader a capture unit & sapper, and the other 2 are security Riflemen. Just a 3-man squad.
  10. I've heard of several attempts to arm Vipers and have tried it a couple times myself. In my case, at least, all attempts have failed. My first try was a 76mm. Not only did it not fire, but I had no ammo bar or options. When I tried to give it AA guns, they refused to fire as well. Have anyone else's ventures gotten any farther?
  11. I could make it, but Redcon seems to be our infantry specialist. [ February 26, 2007, 03:09 PM: Message edited by: Phonan ]
  12. Same with me. This is probably not fixable simply with XML. However, blowing up towers could be easy. Just set an insanely low speed ATG with super-close range & incredible StructuralDamage, and you have a demolitions weapon.
  13. Phonan

    Creature Zoo 2

    I believe Dropteam.log is just in the Dropteam folder. And aittam, I'm working on modelling up a fast transpot and putting it ingame.
  14. What caliber are you thinking? 20mm? 10mm? And it would probably be a new model, I presume...
  15. Engineering infantry should be easy, just disarm them and attach the <CanCature> tag. Throw in some sort of slicing device model if needed. We might want to uncloak them as well... or not.
  16. I'd have to vote for D.P. as many people do not have the Creature Zoo mod.
  17. Phonan

    Wish List

    Okay, hopefully I can have this out sometime within a week. Thank you for all the help. I appreciate it.
  18. Phonan

    Wish List

    Yes, the "squad on a golf course" mentality is what I'm working hardest at getting away from. At the moment, battles basically degenerate into Thors firing HEAT from long range, then AP at close, dying, and repeating. Buildings, especially fortifications, should help, but in Objective, the goal is on an island too small for a fortification. Any advice here, on ways to add defenses, would be greatly appreciated. Territory, though, should turn out to be the best mode on this scenario, with buildings, fortifications, and towers spread out all over the map. There are no dropships, which encourages speed and not so much "turtling" with Thors because island hopping should be a definite possibility. I wonder how the bots will handle it.
  19. I know that you've probably already got this, but you do either have the CollisionTriangles or the Collision Faces, correct? Because I think the CollisionBox is just a rough model.
  20. Phonan

    Wish List

    Imperial, I think the part about irregular islands will be very tricky, as I'd have to basically redraw and texture the map. However, I'm putting in fortifications (like on Dead Gulch and Raid,) Ion towers, and I could possibly throw in dips in the ground as hull down positions. I've also added a decent skybox, so after I spend 5-1000 hours pinpointing the locations for and adding buildings and hull down areas, this should be ready to put out.
  21. Phonan

    Wish List

    I know one thing one could do is this: Make a territory game, and have the "defenders" in possession of a large cluster of buildings on one of the large islands, with the other important islands holding 1 or 2 buildings. This would make for island hopping, as the defenders could take, say, 1 of any 3 islands, all of which lead to the main base. [ February 22, 2007, 07:03 PM: Message edited by: Phonan ]
  22. Phonan

    Wish List

    1) I can do the irregular islands, though it would mean redoing the texture maps. 2) Definitely doable while I'm working on the islands, and a good idea. 3) This sounds cool, but I'm no expert on creating new gametypes. Some help here would be nice. 4) I was thinking more along the lines of buildings for defense. Hopefully this will work. 5) I'm not sure on this, it may require recoding. 6) The bots definitely have trouble on this map. Hopefully, they'll be smarter with the next update. I will ignore #7.
  23. Phonan

    Wish List

    All right. I've taken some pictures. Please bear in mind this is not the final scenario. Most notable may be the absence of buildings. Oh, and don't fall in the water. And finally, a battle scene: So, Imperial Grunt, do you think this is the kind of map you were looking for? Once I throw in a whole bushel of buildings, I'll post it.
  24. Phonan

    Wish List

    As to 6), I am working on a water map. It's not finished yet (buildings, environment map,) but basically you have a maze of islands connected by strips of land with deep water-filled chasms in between. If you fall off the islands or paths, you are DEAD. I'll put up some screenshots if I can.
  25. This is something I'd like to try; at the moment it's purely speculative, but it would be nice to give it a shot. Could one take a single infantry, and attach to it, as a "gun," a mortar tank? The tank would be static and stay where it was deployed, but the infantry could move. "Fire" at something with the infantry and your mortar tank launches a round, so you'd basically have artillery and a spotter. If you make the tank the gun component, I believe it would be workable. Do you think this is possible with the XML we have?
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