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	 CC Build 30 Info: Lua Draw Functions 
        
        
            | Author | Message |  
			| CaveCricket48 
					Joined: Tue Jun 12, 2007 11:52 pm
 Posts: 13144
 Location: Here
   |   Re: CC Build 30 Info: Map Seam Bug FixedOld mods with build 30: Should be fine.
 Old mods with build 31 and up: I have no idea.
 
 
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			| Tue Feb 11, 2014 2:10 am | 
					
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			| CaveCricket48 
					Joined: Tue Jun 12, 2007 11:52 pm
 Posts: 13144
 Location: Here
   |   Re: CC Build 30 Info: Steam Trading Cards SOON
 
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			| Wed Feb 12, 2014 12:47 am | 
					
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			| Arcalane 
					Joined: Sun Jan 28, 2007 10:32 pm
 Posts: 1609
 Location: UK
   |   Re: CC Build 30 Info: Steam Trading CardsAdjusting for parallax when coordinating fire, even? Very nice.  
 
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			| Wed Feb 12, 2014 1:24 am | 
					
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			| CaveCricket48 
					Joined: Tue Jun 12, 2007 11:52 pm
 Posts: 13144
 Location: Here
   |   Re: CC Build 30 Info: Steam Trading Cards
 
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			| Wed Feb 12, 2014 3:00 am | 
					
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			| omegadrace 
					Joined: Sat Nov 10, 2012 3:31 pm
 Posts: 114
 Location: Australia
   |   Re: CC Build 30 Info: Squad MechanicColour me stupid, but question(s) about that feature: Will it also apply for AI controlled actors? And if it does; will it work that if you set the current leader actor of that group to 'AI GoTo' then switch to something else, the remainder of the group will inherit the GoTo command should the leader die? 
 
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			| Wed Feb 12, 2014 6:53 am | 
					
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			| Foa Data Realms Elite 
					Joined: Wed Sep 05, 2007 4:14 am
 Posts: 3966
 Location: Canadida
   |   Re: CC Build 30 Info: Squad MechanicFinally cortex command moves towards the squad-based paradigm that we've been waiting for a return of.Though, originally, the squad-based-ness came from the fact that you could only handle around 5 or so bodies, and this is even with mining/sentry modes. Nothing was greater than lasting very long because of your squad against many ai.
 (Also the degradation, and attrition caused thereby.)
 
 
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			| Wed Feb 12, 2014 8:40 am | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: CC Build 30 Info: Squad MechanicSo uh, Arcalane, Space Hulk mod? *hint* *hint* 
 
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			| Wed Feb 12, 2014 10:04 am | 
					
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			| Arcalane 
					Joined: Sun Jan 28, 2007 10:32 pm
 Posts: 1609
 Location: UK
   |   Re: CC Build 30 Info: Squad MechanicLizardheim wrote: So uh, Arcalane, Space Hulk mod? *hint* *hint*Space Hulk scenarios , really! It would need Genestealer actors and almost certainly custom tiles.    ...that might actually be a neat basis for a game mode/scenario mode, similar to Void Wanderers. Assemble a crew and explore randomly-generated spaceships looking for loot. Why limit the fun to just the Space Marines?  
 
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			| Wed Feb 12, 2014 2:18 pm | 
					
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			| 4zK 
					Joined: Mon Oct 11, 2010 1:15 pm
 Posts: 594
 Location: Finlandia
   |   Re: CC Build 30 Info: Squad MechanicSo can you like, download this  somewhere?
 
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			| Wed Feb 12, 2014 5:27 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: CC Build 30 Info: Squad MechanicIn the future when Build 30 is released.
 
 
 
 It's an event viewer of the updates we devs do to the game, both code wise and content wise.
 
 CCSource is retro terrain engine (Cortex Command engine)
 CCData is Cortex Command content
 C2DSource is Crush 2D engine (Planetary Pioneers engine)
 PPSource is Planetary Pioneers content, if I'm not mistaken.
 
 It's not a concrete changelog, more of a constant information update stream and a way for people to get a window to development.
 
 
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			| Wed Feb 12, 2014 5:40 pm | 
					
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			| clunatic 
					Joined: Fri Nov 23, 2012 5:42 am
 Posts: 143
   |   Re: CC Build 30 Info: Squad MechanicSweet! I'm loving the new stuff!
 Since the devs seem in the mood for granting requests: It's a bit odd that there's no decent way of equipping actors in the base game, specifically in "build a base and then defend it" activities. Dropping weapons near actors is pretty clumsy, since the actors only pick up 1 weapon automatically, instead of a full loadout. The deployments from the metagame can't be used either, since that would require choosing a faction.
 
 But I can think of a few way to solve it:
 -Make it so that weapons placed in build mode near actors get added to the actors inventory, instead of placed in the world (This would be my preffered method, but I'm not sure about the feasibility)
 -Adding pre-equipped actors to the base factions (I'm not a big fan of this, but it would solve the problem.)
 -Change the AI so that actors automatically pick up a full loadout when the activity state goes from building to playing. (Pretty decent solution, but how do you determine what a full loadout is, what if you want to equip actors with grenades and how would it work for multiple actors in close proximity.)
 -Add Weapon package items, that when placed near an actor automatically equip it with a full loadout, chosen randomly from the actor's module. (This is the method that I use myself, using very simple lua code based on GetEntityDataLocation and AddInventoryItem(RandomHDFirearm(weapon type,Module)). It does have it's problems, like how do you determine the gold cost for an item that gives actors a random primary and secondary weapon?)
 
 Anyway, it's not a big problem, hardly top priority, it's just something that's currently a bit clumsy in the base game, while (I think) it could be easily solved.
 
 
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			| Wed Feb 12, 2014 8:17 pm | 
					
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			| weegee DRL Developer 
					Joined: Thu Jun 11, 2009 2:34 pm
 Posts: 966
 Location: Moscow, Russia
   |   Re: CC Build 30 Info: Squad Mechanicclunatic: This is already implemented, you can equip actors in scene editor and when placing units in skirmish etc. Also 'Test Scene' is finally fixed and relevant. 
 
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			| Wed Feb 12, 2014 8:24 pm | 
					
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			| clunatic 
					Joined: Fri Nov 23, 2012 5:42 am
 Posts: 143
   |   Re: CC Build 30 Info: Squad MechanicNice! Very nice indeed! Just curious, but how will it work? Just by placing weapons near them? 
 
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			| Wed Feb 12, 2014 9:00 pm | 
					
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			| weegee DRL Developer 
					Joined: Thu Jun 11, 2009 2:34 pm
 Posts: 966
 Location: Moscow, Russia
   |   Re: CC Build 30 Info: Squad MechanicBy clicking on them when some item is selected. 
 
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			| Thu Feb 13, 2014 3:29 am | 
					
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			| CaveCricket48 
					Joined: Tue Jun 12, 2007 11:52 pm
 Posts: 13144
 Location: Here
   |   Re: CC Build 30 Info: More Squad Mechanics!
 
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			| Thu Feb 13, 2014 7:01 am | 
					
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