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Citrus-Monk — Why bother putting in something that lasts forever

Published: 2023-05-15 14:33:55 +0000 UTC; Views: 1181; Favourites: 2; Downloads: 0
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when can keep the maps flat and not do that for now making it harder for later. Why put a limit of 40 meters on it is in the same terriotry but not so bad with terminal volocity so that's fine. Why put limits on anything though, is always things that could happen that wasn't thought of so limits shouldn't be there. It's self harm or harming others when you're gone. When someone comes and does the great battle on the mountain it wont work. Putting features in and then taking them out with things like no true line of sight and limits to the height values and edges units can't get near in a tool that's hard to use. There will be other limits that aren't known about and I've read of a few but can't remember them. Was something about the z axis not being at +1 it wouldn't work or something and by default it started at 0 and people could jump in and go downwards and their map wouldn't work. I don't know if that's still there but it shouldn't be there it's for losing talent that is. So if doing an underground map that's done realisticly the way someone from earth would do it the engine wont accept it and kiss goodbye to any cool maps they might have done from wasting their time and not really any respect there for their time and efforts. It's self limiting but this time in free human resources which to me is alot more insulting than any of the other shit. I Don't mind that if it can be got past like a heavy steel door in a dungeon or something for a vallay of sweet tits and vaginas and never look back. It's like bondage and straight jackets though and a need for intelegence that shouldn't be required and isn't intelegence, it's loading a head with strange shit. None of that should be there and none of it would have any effect on performance. It's empty shell technology. I've wrote about this before. It's like a hermit crab and always short term for rehashing with an original job protection style hard coded into it or something to feel needed and important. While keeping other people out of it in areas that should be considered part of the gaming experience not development and IP. Building maps and playing with the AI should be more fun and that's maybe when I would start doing my own models for it like a proper hobby. Can of worms this line of sight but shouldn't be. If another unit could see them they could fire at them so can fluff it they have a guy at the edge saying is people down there to shoot and the people down there wouldn't be able to shoot them because can't see them but know where the arrows are coming from. So archers should have the same fire at area as artillery does. Bringing in something else that'so are corpses part of the line of sight and the answer is no. So would put paid to my idead of having bump map corpses I had awhile ago and the idea of fire at area because having cropses arrive from thin air would be stupid so would need to be fixed because it's not working. Fire at area could have things like firing into a forest with a true line of sight and not sure what's there to see what happens. The other player should have no idea they've been spotted unless they're attacked and this works for AI too(did they just click on you with a sword icon for it). For trees line of sight should be blocked by a forest row of more than 5 trees deep or something close to that. Depending on how dense a forest it is with my other old idea of impassable forests to make maps more interesting with thining out to find hidden short cuts between them on a map. So behind 5 rows of trees you're hidden, if walking it goes up to 8 and running has to be 10 trees as a guide or they're visable without knowing they're visable. Unit depending, shiney knights easier to see, giants the trees would be moving. Flying units should probably have to land to either be in the trees and able to hide and fight there or above them and not and not able to fly through them and fight like they do changing their dynamics a bit that I think would be more interesting for the battlefield. Having to land flying units to fight in forests. The size f them they shouldn't be able to do what they're doing so have to land before going in or walk out before taking off. Going back to the depth of trees it would be the same as the 8 man deep formation that there's no way of knowing that unless you know. Could have just a measure for types of forest as part of the texture placement that adds trees for each meter of it for each type of forest. So instead of rows of trees it's a meter of texture that places trees. The cliffs and things should be designed better and if like this here not usable the way they are unless someone else sees them. Line of sight isn't suitable for fluff territory in a respectable war game. If scouts a more genuine unit this is what they would be for and they would have come up with something like flashing a mirror that can be fluffed in a war game for the archers to fire. So have things like scouts needing to have a line of sight to both units high and low. Not able to do this with standard units, it has to be scout units that are skilled and prepered for directing others blind shots. This could replace the older idea I had for artillery runners. Proper scout units that have to have LOS to the desired target and the desired attacker or they can't fire. I like the idea of real scouts being introduced along with other ideas. It's not too much to have it work like that. It's a interesting dynamic for one of the more powerful ways of attacking that reduces its overpowering abilty and makes it an enjoyable complexity to struggle with. Scouts could be really important, and they are but completely absent and used like a unit to fight people when that's not what they're for. Triangulation in a game of totalwar would be a nice new mechanic and type of unit and use of units for the game. The distence of flashing a mirror is all the way to the horizen and in fantasy with spells and potions when it's dark could still be used with special wizard supplied equipment for scouts to be able to direct artiliry at long ranges as long as are in LOS of both targets. Fuck knows who they do it with flashing codes and that's where the real fluff is. Maybe it's colour coded. Red and green pocket mirrors to use for directing and ranging. This to me is Warhammer being improved for the computer, shit like this is good. For the player to designate something as scouted the scout unit has a scout button that can only be used on a unit they can see and then have to do it again on the unit they want to fire at them that doesn't work if they don't have a unbroken line of sight and switches off if it's broken removing the scouted status of the target. The slaughter of the scouts.

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Comments: 15

Citrus-Monk [2023-05-15 16:11:20 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-15 16:25:05 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-20 15:25:00 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-20 15:36:25 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-15 18:07:44 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-15 18:58:51 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-15 19:48:50 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-20 16:00:41 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-15 22:15:40 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-15 21:17:43 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-15 21:37:05 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-15 21:02:22 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-16 13:53:41 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-21 14:24:10 +0000 UTC]

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Citrus-Monk In reply to Citrus-Monk [2023-05-21 14:30:04 +0000 UTC]

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