because TAspringrts0.88(cavedog)

Spring EngineMedia

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Title / Version because TAspringrts0.88(cavedog)
License Freeware / Free
Filename screen00004.png
Filesize 1.18 MB
Date 06/04/2012 - 21:27
Publisher / Author depreciator (Uploaded by depreciator)
Keywords

Description

2012 06 springrts0.88 mod project:

transporters gameplay:
mobile units are all transporter hulls blind & weaponless & nanoless
mobile unit (faking static with speed 0.1) are turet or crane or armored eclispse each having a single function (sensor, weapon , nano , shield)
static unit are factory building only a single sort of mobile unit (in the 3 version or all type of a single version)
no gamerule keep compatibility : all content are basic loonely animdef
all lua (if possible external folder of menudef )
if possible using s3o/obj models

the gameplay is not complete : for now i presume there will be a commander having a max of nano & weapon (& if possible transport too)
the player must build a hull factory produce a hull that will load a buildingpod near location of metal patch and use pod menu for build metal extractor
doing same thing for geothermal (or wind generator) and for all factory
when battle the players must select a hull bring it near a factory load a sensor pod and or a weapon pod and with a colection of complementar unit
then choose to make mobile war or to drop pods as defence in strategic location and avoid expensiv hull lost
thsi gameplay is not automated else the load unload area and missing buildingfactory is faillure so maybe economy must allow half income from unit itself
for avoid stanard faillure of all game its important to make a endless building possibility without mastering obscurantist rules
the chalenge of building metalextractor and geothermal can be made just by halfing the buildtimes if factory generate an amount of metal+energy and product cost double
and the fake static at speed0.1 can prevent to set usemetal=1 useenergy=1 in unitdef
as to make weapon use resource that can deceipt player not understanding why his unit dont shoot or shoot less fast than foe

hullfactory=maybe 4size of each unit ,all have crane can load(own footprint-1) (ex:the footprint4 model have 3free slot for 1 footprint or 1+2 or single 3)
crawler(armored expensiv metal)
walker
runer(average)
transformer
tracked
roller(fast expensiv energy)
(maybe diferent sort of fake weapon in hull that jut make it move at ranges from foes)

seafactory=
boat
sub

{
(more late air factory ...)
helico
jet
bomber
kamikaz(maybe bug)
gunship(maybebug)
}

sensorfactory:
radarturet
radarcrane

cameraturet
cameracrane
cameraarmored

seismicpod
sonarpod

electronic war factory(shields ,hentai)=
jammer
shield rebound missile
shield explod shells
sheild hentai hurt area

weaponfactory:
3 version :pod only(area or vertical weapons)turet ,crane ,armored eclipse(maybe diferent factory for version or for weapons?)
turetmg
cranemg
mgarmored
mortar projo
flamer
missile rocket
polyphem
torpedo
riotgun
lavaspray
kamikaz bomb(aka passive mines )
(gravitational bombs if air hulls)

buildingfactory=this are the only mobile builder of the game fake static for transport selfdestruct after having build
weaponfactorypod
hullfactoorypod
sensorfactorypod
buildingfactorypod
seafactorypod
electronicwarfactorypod
metalextractorpod(a metalextractor)
geothermalpod(a geothermal extractor)
maybe storagepod
windgeneratorpod
tidalgenrator pod

engineringfactory:
reclaimerturet
reclaimercrane
repairturet
repaircrane
armoredrepair
digercrane
flaterturet
rampmakercrane
(?wallmaker)
(?antimovetype)

""teraformation process animdef:
flater =
onoff detection
record groundheight
activate emitsfx detoate weapon if ground under piece emiter is superieur at recorded heigt
located front to unit flat forward

digger=
onoff detection
static diging deep
backward emitsfx explosion when move
sea version digg underwater canal

rampmaker=
onoffdetection
read personnal movetype slope
crane detect impassable slope and active when in range emitsfx explosion for autonomous ramp making

antimovetype =
destroy the flat area maybe rear of unit when move

wallmaker=
maybe side building wall at static height by reaction to crater pushing...