That could most likely be done. It's a matter of upscaling a couple of FX I have in mind from the vanilla game, adding another shockwave effect to it and getting the weapon to have a large area of effect, the latter being done for example on the Morningstar's Mace, with absolutely hilarious effects in MP games (Oh, look, your big bomber strike force vanished in a flash, that's Maniac's magic!). The gun's loading scene could even be implemented ingame as there are humongous energy guns in the vanilla game with similar loading effects:And the Kraken's plasma weapon from Prophecy?
So about this... it works. A clean code that doesn't exploit bugs, coincidences and other shit like that and the possibilities are nothing short of mind-boggling, in the sense that I will most likely need months to figure out the applications. Centralized, reliable, ammunition and fuel? It's the smallest thing of it.I've already repurposed that code to make a much more robust ammunition and fuel script (thanks to another helping hand who offered me a way to centralize all the values for fighters and bombers in-game in a single table) that doesn't need to go through some of the weird shit I was using until now. That code still needs to be tested and checked for stability, but it might solve many issues and allow me to go back to squadron structure for the planes.
... crap, I should pay more attention to what I upload. Sorry, people.Sorry for double posting, but I have another question:
The WC3 demo missions cause an access violation error and a CTD. Is this an issue on my end or are these missions WIP as well?
BEEEEEEEP! Wrong answer!The Arrows have their WC4 colors rather than their WC3 ones.
(Are these still Scooby's from "The Darkest Dawn", only retextured?)
Good point, though the Excalibur is likely to still have a huge fuel reserve.not sure the Excal would have unlimited fuel. Remember in WC3 they had to stop at asteroid depots to repair, rearm, and refuel. I would agree that the lance should have unlimited range as it has a micro M/AM reactor in it.
in order to restore some parity to the UBW, you might give them some upgrades that reflects their resourcefulness, like . Or they get more resources from convoys etc.
Well, the whole concept behind the Epee was to have a cheapo torpedo bomber that was fast but virtually harmless against anything bigger than a corvette, but with the big upgrade, its torpedo would become a normal one, which means you could spam dozens and dozens of them for a small price, overwhelming enemy defences with tons of torpedoes and kill virtually anything with a bomber Zerg rush.I had a look on "Unknown Enemy" again, which still works on Win10 if you set it's compatibility mode to Win95.
The UBW Epee has 2 Tachyons (instead of the Particles like in WC2), 2 Darts, 4 Javelins, one light torpedo, a heavy Stormfire and 12 decoys.
Perhabs you could have a look on "Unknown Enemy" to see what kind of upgrades the classic fighters received by the UBW Militia to make them a force to be reckoned with even against the Nephilim. I think UE could serve as a fine inspiration for the UBW fighters in "Flag Commander".
Interesting ideas. I will have to see if I can implement the first one in a way that can be used by the AI.possible upgrades:
- One-shot cloaks, any fighter or bomber unit can be upgraded to have a clock that has a limited duration and has to be re-purchased before it can be used again.
- field repair: Player can spend x RUs and instantly repair 10% hull damage or subsystem?
- distributed systems. Because UBW techs use anything they can to fix their ships it makes it harder to knock out cap ship subsystems but also harder to repair (10% damage resistance +15-20% repair time) or you could invert this and make it easier to damage subsystems and easier to repair them.