4c-CityWarfare(256x256)

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Roux Le Corps
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Re: 4c-CityWarfare(256x256)

Post by Roux Le Corps »

good plan here ^_^ scavs would make an interesting affair to this map, nestled in between buildings ^_^
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MetalWarrior95
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Re: 4c-CityWarfare(256x256)

Post by MetalWarrior95 »

Well iam thinking to redesing whole map and you will need "Universal Feature" patch but i dont have it for this version and you probavly dont have that patch. Well il release it maybe when they in next version include "Universal Feature" patch.This for now sucks!

If is there a UFP that is fully compatible for 2.3.X then just give me the link of download or send on my email:
[email protected]

Thank you!
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KukY
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Re: 4c-CityWarfare(256x256)

Post by KukY »

MetalWarrior95 wrote:Well iam thinking to redesing whole map and you will need "Universal Feature" patch but i dont have it for this version and you probavly dont have that patch. Well il release it maybe when they in next version include "Universal Feature" patch.This for now sucks!

If is there a UFP that is fully compatible for 2.3.X then just give me the link of download or send on my email:
[email protected]

Thank you!
Erm, what is that "patch"?
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MetalWarrior95
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Re: 4c-CityWarfare(256x256)

Post by MetalWarrior95 »

Well its used to use other features,those buildings are mostly from Urban & Rocky Mountains feature...
So their textures cant be seen because of graphical and texture error,but they will probavly release the patch.
The older ones dont work,trying to find compatible patch!
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MetalWarrior95
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Re: 4c-CityWarfare(256x256)

Post by MetalWarrior95 »

4c-CityWarfare Update:
I had little time and i watched newest playtrought of WZ2100 and that guy has good comments :D
Too bad that he probavly never have a small playtrought of WZ2100 multi player!
Ok,heres pic updates:

http://imagebin.org/99282

http://imagebin.org/99283

http://imagebin.org/99285

http://imagebin.org/99286

http://imagebin.org/99288
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Well i hope that you will enyoy this map!
When i finish the map,il just open a new topic with details that i will reccomend how to play!
If some coder reads or some of you knows some good coder that knows to code things for WZ2100 then just tell me in comments.
I dont know do moddeling or make modes for WZ2100 but il be happy if someone codes Universal Feature wz file so that other models like buildings and cars from Urban and Rocky Mountain feature can be shown on Arizona feature! Also that ruins of buildings are strong because they cant be that weak in future...

See ya tommorow i think!
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Roux Le Corps
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Re: 4c-CityWarfare(256x256)

Post by Roux Le Corps »

looks good! cant help but feel the water building section is a bit... out of place?
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Rman Virgil
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Re: 4c-CityWarfare(256x256)

Post by Rman Virgil »

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Cool. :D After a couple plus years & over a dozen postings (the last as recent as May 24th 2010 in the Lounge) this concept is being taken up and a serious effort at implementation being made.

'Course this will be a purely Human MP map because none of the currently compatible A.I.s are scripted to deconstruct map features and would thus be severly handicapped at the outset (there is a Ski A.I. that could circumvent this handicap handily but it is not compatible with the current binary / data set... plus it would require currently hard-coded changes that the project doesnot support which if followed through on would lead to a fork).

BTW altering Feature Stat HPs is not difficult really but donot expect that to be an offical implementation - which is to say you would have to do it as Map-Mod bundle.

Also interesting is that in the previous dozen postings of this concept this is the 1st time there's been any feedback in these bbs. Interesting. I guess the nick appended makes a diff. ;) I notice nuances like that.

If the Urban Feature set GFX ever gets redone (Berg - is ya listening ? :) ) I'll make my own version of the original idea incorporating additional new concepts already implemented in "Aqua Co-op SE".

Also.... I believe it was Mysterium who was working on a Universal Feature set quite awhile back now but personally I would not let that dissuade you from going forward with just the Urban Features if your cool with how those look at present. ('Cant abide 'em myself.)

Any hoot - good luck with the map.

- RV :cool:

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Mysteryem
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Re: 4c-CityWarfare(256x256)

Post by Mysteryem »

Yeah, that was me (#872). Unfortunately trunk no longer wants to compile on windows with mingw; something must've changed since I last compiled. Apparently there has been an update to the msvc devpkg, but not an update to the mingw devpkg.
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KukY
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Re: 4c-CityWarfare(256x256)

Post by KukY »

Rman Virgil wrote:'Course this will be a purely Human MP map because none of the currently compatible A.I.s are scripted to deconstruct map features and would thus be severly handicapped at the outset (there is a Ski A.I. that could circumvent this handicap handily but it is not compatible with the current binary / data set... plus it would require currently hard-coded changes that the project doesnot support which if followed through on would lead to a fork).
Well, that "frustration" feature for units is working pretty good.
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Re: 4c-CityWarfare(256x256)

Post by BlueMaxima »

Frustration?
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Mysteryem
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Re: 4c-CityWarfare(256x256)

Post by Mysteryem »

BlueMaxima wrote:Frustration?
Yup, a change to the AI made by per that gets the ai to destroy nearby features if a droid gets stuck since features which are in the way will often be the cause of a droid getting stuck.
Ticket #1165 has more info.
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Re: 4c-CityWarfare(256x256)

Post by KukY »

BlueMaxima wrote:Frustration?
Yeah, Per did that, as much as I remember.

When an unit is ordered to go somewhere, and suddenly stops moving (read: gets stuck in features), it gets frustrated. :evil:
That results in it effectively attacking and destroying every destroyable feature in his range.
Then it calms, and continues traveling to it's destination.
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Re: 4c-CityWarfare(256x256)

Post by BlueMaxima »

Hehehe, so like a fat person who can't fit through a doorway?
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KukY
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Re: 4c-CityWarfare(256x256)

Post by KukY »

BlueMaxima wrote:Hehehe, so like a fat person who can't fit through a doorway?
EXACTLY! :lol2: :lol2: :lol2:
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Re: 4c-CityWarfare(256x256)

Post by Rman Virgil »

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Haha... yea you'd have to deliberately place the features such as to predominantly "frustrate" the unit AI which would also frustrate humans as having most of your directed unit movement impeded at every turn is not exactly the most fun thing I can think of.

No, that's not what I meant. You make the features so they do NOT frustrate humans or Unit A.I. but pose the challenge of tactically deconstructing the buildings to create outpost defenses for example or misdirect your intentions or find oil not readily visible with the usual LOS, and so forth.


And the ski A.I. I was referring to uses combat unit drops.

The Unit Ai "frustration" device trigger was to relieve the incidence of PF unit cluster fracks caused by mapper inadvertent placements - to use it to deliberately create more such opportunities for both unit a.i. PF and human directed units would seem not a very promising line for creating a fun experience. But I could certainly be wrong. Build a map whose design intent is to frustrate both humans and unit a.i. and see how it goes. Hey, could be the most popular thing since sliced bread and indoor plumbing, ya never know. ;)

- RV :cool:

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