i think we needed in new weapon system .
i have any ideas but i don't make it
it is twin railgun, twin gauss canon and laser AA tower + rocket AA tower
WHO CAN MAKE IT ???
Weapons
Re: Weapons
viewtopic.php?f=30&t=3645Xenon wrote:i think we needed in new weapon system .
i have any ideas but i don't make it
it is twin railgun, twin gauss canon and laser AA tower + rocket AA tower
WHO CAN MAKE IT ???
Wait until somebody makes that...Accepted Ideas
These are ideas that have been accepted as desirable, but nobody has started working on it yet. If you want to have a go at it, feel free!
- Designing structures the same way units are designed
- Choosing from AIs on the game start screen
- Better sensor/ECM system
- Bridges
- Ability to limit (ie turn off) the lassat from the building limits dialog.
- Spectator mode (ability of friends to watch the game without playing)
- Droids should not block building construction, but move out of the way
Until then only solution is to make a mod with structures you want...
When somebody makes that,
it will be funny to make structures like Truck Hardpoint,Howitzer Tower,Nexus Link Bunker...
Re: Weapons
It should be great to make phosphor tanks, same like aircraft, but on-ground
- Goth Zagog-Thou
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Re: Weapons
What would it take to make the Structures Design Screen actually work? I'd like to possibly do this, after Campaign 4 is finished.Designing structures the same way units are designed
Choosing from AIs on the game start screen
Better sensor/ECM system
Bridges
Ability to limit (ie turn off) the lassat from the building limits dialog.
Spectator mode (ability of friends to watch the game without playing)
Droids should not block building construction, but move out of the way
Re: Weapons
here is the idea I got for now :
*bodypropulsionimd.txt really working and not allowing what is not listed there.
*create "bodies" for towers, hardpoint, bunker, emplacements...
*create "propulsion" for bunker, soft, medium, hard
*link them in bodypropulsionimd.txt the relevant way.
*new file : producerpropulsion.txt (or something similar) which will contain what propulsion type can be done by what "producer" : factory, vtol fact, seaport, borg fact, trucks.
*make the build list, list the new templates.
*make research for new "bodies" and "propulsions".
*merge structuremodifier.txt into weaponmodifier.txt as it's now the same thing
*HAVE FUN !! designing structures, borgs and boats in the same design screen as usual.
*bodypropulsionimd.txt really working and not allowing what is not listed there.
*create "bodies" for towers, hardpoint, bunker, emplacements...
*create "propulsion" for bunker, soft, medium, hard
*link them in bodypropulsionimd.txt the relevant way.
*new file : producerpropulsion.txt (or something similar) which will contain what propulsion type can be done by what "producer" : factory, vtol fact, seaport, borg fact, trucks.
*make the build list, list the new templates.
*make research for new "bodies" and "propulsions".
*merge structuremodifier.txt into weaponmodifier.txt as it's now the same thing
*HAVE FUN !! designing structures, borgs and boats in the same design screen as usual.
Heretic 2.3 improver and proud of it.
- Goth Zagog-Thou
- Regular
- Posts: 1582
- Joined: 06 Jan 2007, 08:08
- Location: Delta Base
- Contact:
Re: Weapons
I was thinking also that since objects are objects (as far as the script is concerned), we could facilitate this by the following:
- Make a propulsion that dosen't move at all
- Have the Bunkers, Emplacements, Towers and Hardpoints be treated as bodies, since anything else (power generators and command centers) would still be treated as actual structures. We could make this include fortresses, since there's only four of them.
- Eliminate structure requirements for research topics that have anything to do with weapons, other than Fortresses. That would open up a LOT of space on the research tree. Say you research the weapon -- you now get to use it in the design screen for either a vehicle or a structure body.
- Assign your weapon like normal and then build it using your Trucks.
Probably a bit rough around the edges, but I think it could work.
- Make a propulsion that dosen't move at all
- Have the Bunkers, Emplacements, Towers and Hardpoints be treated as bodies, since anything else (power generators and command centers) would still be treated as actual structures. We could make this include fortresses, since there's only four of them.
- Eliminate structure requirements for research topics that have anything to do with weapons, other than Fortresses. That would open up a LOT of space on the research tree. Say you research the weapon -- you now get to use it in the design screen for either a vehicle or a structure body.
- Assign your weapon like normal and then build it using your Trucks.
Probably a bit rough around the edges, but I think it could work.
Re: Weapons
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