king dice will fuck your wife
I look like a bitch TBH
let me show you the dance of my people
*slips on a banana and ******* dies*
I just don't know if I like how it seems to just shut down pretty much your entire power just by activating one for defense, I feel like nobody would use it then even in emergency because it would just be much better to still have your factories producing at 100% speed.
My suggestion is literally the TS EMP Cannon but the EMP is an auto-attack with about as much range as a usual defense (like a Prism Tower) and also doesn't shut down any other power plants so you only lose the 1 and only lose the power from 1.
I have concerns with this.
- I can't see the mine ability being used as an actual defensive measure like the example too often because it will potentially throw you into low power pretty easily. This is annoying and could hurt your macro a lot.
- Defenses in general are not explicitly useful most of the time in an RTS unless it is designed with them heavily in mind but then that leads to turtling and people tend to not like turtling.
- As just to generally protect your power plants in your base as normal, I still have concerns about it causing over-all headache-inducing problems whenever you use it to defend yourself, leaving you to just not want to use it and opt for defending your base normally.
But this is just with conventional RTS in mind.
I'd like to suggest that the deployment, instead of instantly activating, turns it into a unit that will fire an EMP Cannon-like shot at a nearby unit and then destroy itself. You still have a cost to use it and it can still be used as a defense that way, but it's nowhere near as impactful as I am imagining this will be and less annoying and potentially more usable.
Like, pretty much just no other changes but like a simple custom campaign with its own story and maps and that's it? It just kind of depends on how good the story is and how fun the maps are.
I think the material settings just need a bit more specular on them, now that I think about it. The problem with that though is if you did that now with this building you'd have to re-render everything otherwise they wouldn't match, style-wise. =\
I think this is your best model yet. I just wish the texture was smoother.
Certainly looks bug-like, yes. :D
oi ya cheeky **** dont be a *** square up meet me irl ontop of the eifel tower ill punch ya right in the gabber i bench 950,000lbs
This article itself is 4 years old but it was recently changed and Moddb for some reason doesn't pick up on the time stamp for the recent change and instead only the time stamp for when it was first posted.
AFAIK that's what happens. This kind of thing happens for my updates all the time.
God damn like 7/10 at least. ******* good! I never liked the original, but this is pretty good. :D
Bit too much repetition I think though. That's like my only complaint. And that could also easily be fixed by just making it shorter. That's all I can really critique here.
I dunno, that's a little complicated IMO. It would clutter up the build menu. I don't think there's any actual problem with unfairness based on Tiberium Field and spawning position. Just got to have the right map design.
For instance, you have mirrored spawning positions on a map in the top-left and bottom-right corners. So instead of say, putting the Tiberium Field infront of them, which would cause the bottom-right position to have their dock point be further if they placed it directly at the bottom of the field (Which would mirror Top-Left's position at the direct top). Instead, put Bottom-Right's field to their direct left and Top-Left's field to their direct right. Now they can just place their refineries to the right and left of their fields respectively and they have the same travel distance.
But to top that off, players can still keep track of their spawning position and place their refineries accordingly. Back to the directly infront of each spawning position design, the Bottom-Right player could just put their Refinery to the left of their field and now the travel distance is borderline identical to the top-left player.
So really, there's plenty of ways to deal with Refineries only facing one direction.
So, I've seen more of this show now and I just want to say this one gif really doesn't give this show's frankly ******* beautiful 3D graphics justice. Seriously, there are moments where it's visually stunning.
Can't wait for most of the missions to actually become physically possibly by the average human being. :D
As far as I'm aware the TS/RA2 engine can't support threading period, but Syringe does. I couldn't tell you how changing the CPU Affinity of RA2 is affecting performance though.
Maybe due to the renderer? Try changing the renderer. That's usually the first place you go to when you're having performance problems.
Maybe some animations aren't done that they want to do
This one will likely change a bit sometime in the future. Actually, all of them will probably have some degree of change but this one will probably see the most change (the arms will stay though)
That's the perfect amount of remap, IMO
I mean, as it stands it could be possible to set up a hugely complicated system that covers every contingency of # of units to spawn and side/house, then load those rules, replacing the current Select Your Side dropdown box, but boy that would be a lot of work. And not even sure if that would actually totally work. If nothing other than the hard-coded Side box can pick your side for you.
Those work-arounds aren't too satisfying. Well, if there was a way to have side/house-specific units spawned on the map in the same way the No Silos option works, I guess that one would be totally fine.
Hey, I've been meaning to ask is the hack that enables multiple MCVs publicly available? Perhaps as a ModExe patch file? Or is it just available by default in the newest version of the launcher?
I forgot a Power Plant also. I don't think my building's styles would fit with the rest of TI though.
I think my major problem isn't necessarily motivation, not right now anyway, but textures and meshes. I am not very good at making meshes. I am basically editing vertices by hand right now. And I am not a texture artist int he slightest.
Sorta kinda. I think it would be a pain in the *** to grab it out of this image, but when I actually make them into actual SHPs I will probably release them.
I do *intend* on this being a full, complete set of buildings but I doubt the entire set will be completely any time soon. Basically:
1. Sam Site, Flame Turret, Laser Turret (All in a silo that they pop out of)
2. Obelisk of Light
3. Construction Yard
7. Airstrip (Vanilla RA2-esque, both so there are different ways you can implement it)
8. Tech Center
9. Temple of Nod
10. A couple extra non-descript tech buildings
11. Walls & Gates
That's, obviously, a HUGE task and I'm not totally certain if I could do all of that.
This is the intended size, it fits in place of the vanilla TS Sam Site fairly well, and I think the team coloring would go fine at the top there like this:
Makes the team color very easily identifiable at a glance as it is basically always in view and it's very saturated.
There is also now a Nod logo on the sides. I probably won't do another 4K render because not only did it take it like an hour to render but it also took like an hour to figure out how to make it into a gif because my computer couldn't handle it so I had to take some very careful steps and then had to manually align it. The Nod Logo is from here: Imzebrony.deviantart.com
Once I do the buildup animation (and a few more small tweaks) the Flame Turret from the same image is going to be done in a similar way (underground, pops up like C&C1; Samsite)
I'm unsure of where to put teamcolor right now. At the moment I'm thinking at the very top caved in roof area (Obviously the hazard stripes and the missile pods are going to be team color as well but that's not quite enough yet)
It was originally just a block. I tried to make it as least-blocky as I could. I think the tops still need something, which is why I'm considering putting the team color there.
What method did you use? I am highly unsatisfied with the by-products of most "Mine Layer" methods. Most either create weird by-products or just plain don't quite work right (Such as "restoring" the health of the mine layer or sometimes not placing the mine right because of terrain)
Q1: I think I kind of have to be that guy that doesn't directly follow the question. Almost no AAA games from 2017 I particularly liked and I haven't gotten around to any of the Indie Games released this year. I mean, Nier Automata was quite the sleeper hit and Resident Evil 7 may have been a refreshing return to the series's roots in horror, and I admire them for that, but they didn't really peak my interest. So instead, I'd like to drop my favorite game of this year period, even though it wasn't actually released this year. Factorio. My god, I've only had it for 5 months and I've already put 700 hours into it. That's like 5 days per month I've had it. I haven't played a game at a pace like this in years. It's just so ******* good.
Q2: Same thing I hope for every year: A new RTS game. It doesn't even have to be good. It just has to be a new RTS game that I can study and analyze and break down every detail of to see what works what doesn't and why.