Author Topic: Capturing Units: Choices  (Read 1275 times)

MoLAoS

  • Ornithopter
  • *****
  • Posts: 433
    • View Profile
Capturing Units: Choices
« on: 12 May 2012, 20:31:08 »
...
« Last Edit: 22 June 2012, 04:04:17 by MoLAoS »

anonymousjim

  • Guest
Re: Capturing Units: Choices
« Reply #1 on: 13 May 2012, 05:17:58 »
If it's a problem like that then why not have something like 'steal unit blueprints' or 'clone enemy unit' so it would explain the kill/replace thing?

tomreyn

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 2,764
    • View Profile
    • MegaGlest - the free and open source cross platform 3D real-time strategy game
Re: Capturing Units: Choices
« Reply #2 on: 29 May 2012, 15:24:31 »
When discussing engine specific features, please do so in the forum of the very engine. I guess announcements to the modding community are fine in the 'mods' fourms, though, as long as you make it clear which engine and version you're discussing. Thank you!

Edit by Omega: Moved to GAE board.
« Last Edit: 30 May 2012, 02:20:08 by Omega »
atibox: Ryzen 1800X (8 cores @3.6GHz), 32 GB RAM, MSI Radeon RX 580 Gaming X 8G, PCI subsystem ID [1462:3417], (Radeon RX 580 chipset, POLARIS10) @3440x1440; latest stable Ubuntu release, (open source) radeon (amdgpu) / mesa video driver
atibox (old): Core2Quad Q9400 (4 cores @2.66GHz), 8 GB RAM, XFX HD-467X-DDF2, PCI subsystem ID [1682:2931], (Radeon HD 4670, RV730 XT) @1680x1050; latest stable Ubuntu release, (open source) radeon / mesa video driver
notebook: HP envy13d020ng
internet access: VDSL2+

· · · How YOU can contribute to MG · Latest development snapshot · How to build yourself · Megapack techtree · Currently hosted MG games · · ·

 

anything