Now in my opinion, this doughnut is better then the last one. you’ve added a bit more color and variety, that’s good. There seems to be more going on around the screenie as well, which complements the doughnut of death very swell, if I do say so myself. You also captured the center of the area pretty well, now I can see what they are all going around…stalking…
Unfortunately, I came across a mistake…
These three are sitting around playing cards! Dun ! Dun! Dun!
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thats the compined vtol armies of all 3 of our players at the end game.. i tried to add as much variety as possible.. and with this many units in play found ALOT of bugs.. which really cant be "fixed" one being that about 1/3rd of the units.. despite being in the circle order.. insisted on repeatedly landing at random ti mes before taking off again.. so that card playing happened through most the circle.
this many units also caused some insteresting irregularities in attacking..
one being that when ordered to attack a building with 120+ units that ONE vtol always seemed insistant on LANDING on the structure.. and getting attacked by base defences while the other vtols hit the building... of course with most swarms this large the building dont last but a second but whent hey are all returning to base but 2-3.. thats when the lander seems to be rather noticed.
Even had similar problems in trying to get "patrol" to work. 10-20 units or so would attack.. while half the rest would just go from point to point.. not attacking.. the rest would try landing in random spots.
other patrol attempts they would just land.. and sometimes.. would attack then return to base.. then attack again as they should.
some times i wold even get vtols that wold stick rubbing back and forth along the maps edge.
basic flaws in the early programming and games engine no doubt.. and like the rest of the pathfinding problems.. not easilly fixed.