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If you are a developer, please build MegaGlest on your own and get in touch to contribute (or post your patches on the forums).
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.(and it can be implemented).
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. my advice if you want to try it out is that you just download it, allmost all units have textured now. 3-4 of all units in the mod are untextured as of version 0.2.1.
,well, not really, but the gameplay of SC, and my own custom insanety
mixed together
, im happy you like it
, go download it, there also is a new release soon
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, that sneaky rifemorean trying to sneak,Will the AI have to be modified as well to support this? What if a faction have buildings that can only be built by morphing?
Interesting point, I think morph and build are handled 'together' by the AI, but I haven't looked at that in a while, will re-investigate tonight.QuoteCould it be easier to modify a build command instead? In this way we'll be able to keep the build submenu.
Very good point! Yes, the build command already has the logic to move into position, so only the 'when arrived' logic needs modifying.
For the sub-menu I think there is valid argument to extend the morph command to be more like build, so if the XML has <morph-unit ... /> it acts the same as it currently does, but the you now also have the option to use,Code: [Select]<morph-units>
<unit name="..."/>
<unit name="..."/>
</morph-units>
Which get put in a submenu, as is done with build.
I think maybe it should still be presented to the user as a modified morph ?? That just seems to make more sense to me, but obviously build makes sense too ... thoughts ?
Edit: My bad, the AI handles produce and morph together...
, that's more for if other people would perhaps need it, i dunno for what but fx,a attack that does spash?, fx the sub command sounded like a good idea.
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