Behind the scenes: RPG Trooper complete, no pic because its a secret! I have an anti-air attack regardless because testing revealed that if the foe can produce stealth bombers in their base, enough of them will stop any attack you do, since all powerful attacks are ground only, and guns aren't too effective on metal stealth bomber armor... Of course, the special op's electro-gun is very effective...
Also, some balancing issues were fixed where the attacks were no using the EP restrictions properly. After a bit of confusion, I finally understand the difference between the animation speed and speed values in the XML! Posting my observations to help others:
The speed value is actually relative to the animation value. When the animation is complete, the command (namely the attack command here, not tested other commands) is considered completed. Meaning the if an attack needs EP, it will detract the EP AFTER the animation is complete (in short, the command is completed). However, the command could be done multiple times in the animation length (the command length). For example, if I have 30 speed, and 60 animation speed, then I will perform my attack TWICE during this animation. This could be handy if I want an attack where I slash then back slash, giving the damage twice, during the course of one animation. Another time it could be useful is a three round burst from a gun, where I could have three attacks in one actual command! Interesting, eh?
In short, if you have the speed value to be less than anim speed, you can do multiples of the attack in one command. If the speed is more, then there is delay between attacks (but only one attack). For these purposes, I would advise all skills to have a speed value either equal to the anim speed (a 'normal' command) or greater than the anim speed (delay between attacks). Of course, I can't say how long one anim speed unit is, so you'll have to estimate how long is that 100 anim speed in contrast to your animation. But that's not the point of this note. Anyway, be sure to keep note of this, especially when having attacks that are limited by EP. (ie: you have 3 EP and 1 regen, your attack takes 3 EP to do, thus only one attack per ~3 seconds).
~~ In other news, I am going to do the special op facility next, followed by the recruitement station, now that I've got an idea what they will look like. I just need to figure out how I should make the HUMVEE look for later. Any suggestions/concepts? My best idea is this:
And for the howitzer, I wanted a non moving unit (though it can turn, as it has to, no unit would look good otherwise):
~~ What do you think?
EDIT// Oops, almost forgot to mention: I discovered a great heli model in an open source game liscenced under GPL. To even out the game, the heli will now be a weaker air unit. Here's a blender quick shot (non-animated, just imported, linked the texture, and snapped a shot!).