Watermelon wrote:
Forgot to ask:
why the game runs poorly in windows mode,e.x:640x480 on a 1024x768 desktop in windows,the game runs like 5 fps when I was debugging the source.(on my old pc:1.4G 512MB ram 64MB video card)
This is probably because you are using debug build, it is slow on my end too. Release mod runs well even with speed set to 10x on Athlon 2.4 Ghz.
Watermelon wrote:
1.heavy body + multiple weapons design's costs might exceed 'price cap'
Something like a max value for a cost of a droid?
Watermelon wrote:
2.design name might excess 'name length cap' because of the 'hydra' prefix I added to the design name
Do you mean you add "hydra" to all multi-weapon droids? That reminds me: automatic droid naming could also be a small problem, how do we name tanks with multiple weapons? I suppose names would be rather big. Maybe we should only include 'main' weapon name (probably first one).
Watermelon wrote:
3.multiple weapons mortar/artillery droid,I am not very familiar with how they work,hope action FIRE_SUPPORT wont cause any problem with multiple mortars droid/hybrid droid.
Not sure how FIRE_SUPPORT works. In the worst case scenario we will figure out by trial and error.
And i'm sure more problems will arise, but that's another side of adding new features.
Watermelon wrote:
This is the vehicle used in the test-'Cobra hydra mortar tracks',I enabled the 'hydra status' for this medium vehicle just for tests sake.It is armed with 1 mortar and 2 light cannon,this versatile droid can be used both in close range skirmish and long range artillery.As you can see,it has 3 reload bars instead of 1 when firing its weapons.
That tank is equipped with 3 weapons? It is a bit hard to differenciate anything, I wish the screenshot was of a higher resolution.
It will also be necessary to modify the syntax of assignWeapons.txt. We can probably agree on the highest number of weapons a droid can have (3, 4?) and depending on that number add trailing 0's.
Well done.