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 Requests for build 25 
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Joined: Sat Dec 18, 2010 6:11 pm
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Post Re: Requests for build 25
Yeah it makes sense.

Id like to see The new ai working for all units instead of being done by modders (if not allready in)


Thu Jun 16, 2011 5:52 am
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Post Re: Requests for build 25
Newsflash: abdul is working on AI.


Thu Jun 16, 2011 4:44 pm
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Joined: Fri Jun 17, 2011 1:26 pm
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Post Re: Requests for build 25
bioemerl wrote:
hmm suggestions, well id go with

faster walking speed for actors
LET US CLIMB LADDERS, STAIRS, AND HILLS EFFICIENTLY!

anything else i could say is either nitpicky, or would take to long to do or pinpoint (aka for non beta game)

i would have said improve AI, fix jet packs, and add pie menu modding, but its going in allready.....


Walking speed increases would definitely help. As would making it so anyone carrying a heavy weapon won't literally sink in the dirt. That looks like an engine issue to me, so I know it may be hard to fix, but my Coalition Heavy carrying a Gatling Gun or Rocket Launcher sinking into the dirt when he's trying to walk around is a VERY big gameplay issue to me and anyone I play with. It's been around since I first played the game and is even worse now since jetpacks become essentially useless when you're that heavy.

Mining Gold and digging in dirt/sand is still an issue, as half the time, the diggers just kick the stuff around instead of destroying it. This, combined with the sinking in dirt/sand, really makes me and my friends tend toward making our own levels out of solid concrete. Seems to lag a TON less, be much easier to move around in, and have more fluid digging.

Also, I get that it's a beta, but there's still a lot of lag, stuttering, and general performance issues in heavy combat. Probably due to the billions of dirt pixels getting kicked around by everything.

Streamlining the buying menu with some proper icons and drop-down menus would be ideal too, as would putting in some more single-player skirmish-like modes. I really liked the old Skirmish mode where you would build your base with a few friends and survive as long as possible vs constantly-attacking AI units, but I don't seem to see that since I updated to B24. The closest thing I can find is Massacre, but it's solo only. I thought survival might be it, but every time I fire it up, we instantly win.


Sat Jun 18, 2011 2:37 pm
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Post Re: Requests for build 25
Lizardheim wrote:
Newsflash: abdul is working on AI.
Cooooooooooooooooooool :) Looks decent.
Sniper velocity seems pretty low though fwiw.


Sun Jun 19, 2011 2:34 am
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Post Re: Requests for build 25
I was thinking it was a per unit lua ai, like with independent, instead of a universal AI. And suggested if it was unit only to make it universal. I check data realms twitter frequently.


Mon Jun 20, 2011 8:55 pm
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Post Re: Requests for build 25
Some optimizations wouldn't hurt.
Faster walking speed.
Optimizations.
A variable for weapons that we could use for determining ammo consumption.
...
Did I mention optimizations?


Mon Jun 20, 2011 9:11 pm
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Post Re: Requests for build 25
THAT ABOVE ALL

optimization, in both the source, and in the default units and weapons.


Fri Jun 24, 2011 6:31 am
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Post Re: Requests for build 25
What I wanna see(at B25 or further release), about modding:

measurable and changeable color of MOPixel(by Lua);
variable sticking variables between MOs, which can improve movements like climbing;
custom variables applie between MOs(so we don't need to use mass or sharpness for changing the mode of a gun);
Things created by Lua have directed to their parents already(have valid rootID or what), not by using Lua script methods to detect them after being created;
MOs can tell the MOID of which make a given value of impact or wound on them.

Some of them may not easy to achieve, I just tell my wish.


Sun Jun 26, 2011 12:37 pm
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Post Re: Requests for build 25
The ability to remove wounds.


Sun Jun 26, 2011 4:05 pm
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Post Re: Requests for build 25
The main issues are definately making walking/climbing less whackier, not necesarilly faster, but better done, the jetpacks (but it's well-known that they will be fixed) and actors sinking into the ground when over-weighted. I don't think the last one should be changed much, but it should be changed to at least have a Coalition Heavy holding a gatling or a missile launcher walking.


Sun Jun 26, 2011 8:20 pm
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Post Re: Requests for build 25
The ability to show changeable texts anywhere. Not by sprites, not by Item PresetName.


Sat Jul 02, 2011 9:43 am
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Post Re: Requests for build 25
I've said it a million times, but it's still important enough to me to say so again:

-Drag-able Point by Point Walk-path editor.
-More user friendly Gib Editor
-Proper Arms/Legs (I.e, defined Upper/Lower segments vs. using frames to animate them) OR quick fix just stop making arm attachables rotate with the head and behave like leg attachables.
-More control over draw order of actors


Sun Jul 03, 2011 12:07 am
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Post Re: Requests for build 25
Hey! LFoW is back! Awesome!

And yeah, pretty much easier stuff when coding the sprite related stuff would be very helpful (offsets in general and walkpaths).


Sun Jul 03, 2011 12:09 am
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Post Re: Requests for build 25
Actors with limited AimRanges (Dreadnoughts, for example) should have their AimRange rotate as they do. I don't understand how a gun is incapable of turning to a certain angle whilst upright, but is magically enabled as soon as the Dreadnought is flipped on its side. Knocking a Dreadnought over should be a legitimate method of disabling it.

ACrabs with arms.

ACrabs that can pick up new weapons.

The ability to have more than 2 arms legs on an AHuman. I want a four-armed Dummy dual-wielding Blasters!

The Actor Viewer should have an option to deploy the actor onto a little scene to walk about it. It's a pain to have to reload the actor and go into the Tutorial Mission every time I try to work out a walking error.

While we're at it, how about a Weapon Viewer that can have data reloaded like the Actor Viewer?

EDIT: How about a variable to change what the jetpack's thruster sprite is? And variables to change its maximum turning range, and its initial angle. I'd like a jetpack that stayed parallel with my actor's AimAngle, for example. Multiple thrusters would also be a welcome addition. If you could have multiple thrusters that couldn't turn, but rather activated in turn based on the angle needing thrust, it would be awesome.


Last edited by thesoupiest on Sat Jul 09, 2011 3:21 pm, edited 1 time in total.



Fri Jul 08, 2011 8:17 pm
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Post Re: Requests for build 25
thesoupiest wrote:
While we're at it, how about a Weapon Viewer that can have data reloaded like the Actor Viewer?


Please.


Fri Jul 08, 2011 8:19 pm
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