Author |
Message |
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Bear Federation Mod: Reboot
Nope. Make it heavier but lower the pushforce of all the limbs.
Terrain displacement should be significantly diminished.
|
Tue Jan 13, 2009 4:19 am |
|
|
Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
|
Re: Bear Federation Mod: Reboot
Grif wrote: Nope. Make it heavier but lower the pushforce of all the limbs.
Terrain displacement should be significantly diminished. if its got less pushforce, (whatever that is) wouldn't it lack the strength to lift itself, and thus move.
|
Tue Jan 13, 2009 4:23 am |
|
|
AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
|
Re: Bear Federation Mod: Reboot
More mass means more weight. Truthfully, the only way to fix the tank is to beef up the footgroups, and crabs are so fracking hard to mod, especially if I scale up the tank (which means a full rewrite of the limbpaths.)
Anyway, the hero mech was my idea and coding, based off the ST2 code. The flamer was original code and the weapon sprites were partially derived.
Also, miles, making a map where the brain unit's death results in defeat with limitted to no buying power is as easy as some copypasta and altering one line of code. Making an original map with good gameplay is the hard part. But, I'm not excluding the idea of custom campaign missions. Also, if you want to use Ivan's ver, have fun. But, anyway, suggestions would get the point across more than implied demands (you're not being placated by me making this mod, it's something I do in my free time because I enjoy it and I make a few people all the happier.)
|
Tue Jan 13, 2009 4:27 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: Bear Federation Mod: Reboot
Grif wrote: Nope. Make it heavier but lower the pushforce of all the limbs. thank you for saying kindly what i would have said angrily. also, scaling up the tank is likely a bad idea, but i suppose all youd have to do to the paths is divide the new size by the original size and use the result as a multiplier for the x value in the vectors..
|
Tue Jan 13, 2009 4:38 am |
|
|
Demnevanni
Joined: Mon Apr 09, 2007 8:08 pm Posts: 11
|
Re: Bear Federation Mod: Reboot
Quote: More mass means more weight. I already posted this in the other thread, but I think it got overlooked: can you use this new variable that modifies the effect of gravity on an object to increase the mass, but keep the same weight? Also, could you use smaller sprites for the wounds on the armored units? They tend to get a lot of them and after a while it looks kinda shitty.
|
Tue Jan 13, 2009 4:54 pm |
|
|
wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
|
Re: Bear Federation Mod: Reboot
Mass won't increase weight if you change the material.
|
Tue Jan 13, 2009 5:26 pm |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: Bear Federation Mod: Reboot
Hey guys, I was messing with foot groups a while back, and it seems that if you want to make something heavier, your best bet is to make the foot group wider. It seems the weight actually gets distributed across the bottom surface of the foot group if you do that. Or, at least, something happens that causes the feet to not boar into the ground like spears. So, don't mess with the walk paths or push forces. Just make the foot groups wider.
Edit: I did just what I said. Now the tank weights a total of 700 (where it originally weighed a bit over 100) and has a foot group that is 20 pixels wide, rather than then default 5. It still eats into terrain a bit, but its nowhere near as bad as it normally would be with that weight. So now you can use the tank and not have to worry about it being blown away by seemingly light impacts.
It now has the problem of exploding if it falls from a dropship though. Maybe it could stand to be a bit lighter.
Attachments:
File comment: Heavier tanks
BF.rte.rar [4.47 MiB]
Downloaded 238 times
|
Tue Jan 13, 2009 6:01 pm |
|
|
Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
|
Re: Bear Federation Mod: Reboot
Tanks and walkers need to be weaker. They're on the verge of indestructible.
|
Tue Jan 13, 2009 11:49 pm |
|
|
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: Bear Federation Mod: Reboot
Boba_Fett wrote: Tanks and walkers need to be weaker. They're on the verge of indestructible. The walkers die easily of short falls. "Sir, we hit a 5 foot drop, do we drop" *Slip* *Spoldes* "I'd say we hover"
|
Wed Jan 14, 2009 6:21 am |
|
|
vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
|
Re: Bear Federation Mod: Reboot
Foa wrote: The walkers die easily of short falls.
"Sir, we hit a 5 foot drop, do we drop" *Slip* *Spoldes* "I'd say we hover" sooo... we will throw the mecks fron hills to kill them instead of shooting them???
|
Wed Jan 14, 2009 2:21 pm |
|
|
The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
|
Re: Bear Federation Mod: Reboot
The mech is no where near invincible. It's firing arc is limited, it cannot retaliate against anything attack it from top or below. Get to those blind spots and blast away at them.
As for the tank...You should crush it.
|
Wed Jan 14, 2009 3:33 pm |
|
|
teh somebody
Joined: Sun Aug 31, 2008 5:22 pm Posts: 156 Location: Finland
|
Re: Bear Federation Mod: Reboot
Boba_Fett wrote: Tanks and walkers need to be weaker. They're on the verge of indestructible. umm.. In real life tanks are tought. You don't broke one with AK-47. My testing session is finally over and I see a lot of potential in this reboot. The new hero maech is personally. For improvements: MOAR STUFF! New flame effect for the hero mechs smoke pipe. The normal muzzleflash doesen't look too awensome. THe rest of the effect is good loking.
|
Wed Jan 14, 2009 3:49 pm |
|
|
vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
|
Re: Bear Federation Mod: Reboot
teh somebody wrote: umm.. In real life tanks are tought. You don't broke one with AK-47.
yes but then it would be way too ubalanced... the bots are arming themelves with rocket launchers and such every 50 waves... and you can kill the before they will manage to aim you... so being a litle more unrealistic makes it more fun to play...
|
Wed Jan 14, 2009 6:07 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: Bear Federation Mod: Reboot
you should remove the muzzleflash on the chimney emitter, and use smoke particles rather than fire. small smoke ball 1 has a touch of fire before it dissipates, though you may want to resprite them to be darker (for that diesel effect). also, i find that grenades work well against the mechs.
|
Wed Jan 14, 2009 10:29 pm |
|
|
CortexCommander
Joined: Sat Dec 27, 2008 11:17 pm Posts: 90 Location: In my secret cave. In Ontario South of, wait a minute!
|
Re: Bear Federation Mod: Reboot
Geti wrote: you should remove the muzzleflash on the chimney emitter, and use smoke particles rather than fire. small smoke ball 1 has a touch of fire before it dissipates, though you may want to resprite them to be darker (for that diesel effect). also, i find that grenades work well against the mechs. Is it possible to use both? Maybe use the fire particle effects when it's moving then use the smoke particles for when it's idle/stopped. Hehe, the last sentence reminds me of the first "Dawn of War" intro. Where the orc tosses a stick grenade down the exhaust pipe of the dreadnought.
|
Wed Jan 14, 2009 11:31 pm |
|
|
|