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Raakku

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Posts posted by Raakku

  1. If the blocks could have a property that moves the soldier/alien sprite up or down there wouldn't be much obvious difference: first part of stairs would function as the first floor and as the soldier sprite would be on them it would look like he is standing on top of something and is "higher", second part of stairs would function as second floor and the soldier sprite would be moved down, looking like he's "lower". Moving from 1st to 2nd stair could work by pressing "climb stairs" button that would be visible and selectable only when active soldier is on stair block, the "climb stairs" function would just transport the unit from one tile to another, same what the stairs do now.

    Problems that I can think of would be: 1. the second stair block would be situated on first floor but the soldier using them would be on second floor. 2. the second floor block would be visible on first floor but the soldier would be invisible, because he's technically on the second floor. 3. the soldier might clip on surrounding floor tiles because his sprite is moved out from the tile he actually is in. 4. Moving the location of sprite on specific tile may be completely impossible.

    Making the stairs three parted would fix some of these (1st stair=1st floor, 2nd stair=1st floor, 3rd stair=2nd floor) but it would also mean that when the soldier is on second stair it would look like he's on the half-way between levels eventhough he's still technically in first floor and it might mess the shooting (it could look like he's able to shoot something that he's not).

  2. Mixing two systems is completely and utterly idiotic, eventhough it might be done somewhere in the world. Standardization is how the world goes forward and not back to the dark ages when feet were counted from the average length of feet from 30 loyal subjects to some outlandish, incestous, corrupt monarch.

  3. I would not find it in anyway entertaining to try to spot every alien from the background with my naked eye or having to click through all the soldiers to find the one who is seeing the alien. As I am not happy trying to click through the soldiers and guessing whos red alien icon is slightly more red than others.

  4. No, I meant that as long my soldiers had few AP:s left at the end of their turn they would be interrupting the aliens during the aliens turn and if they would have AP:s to perhaps move only one tile, I would have to order them not to do anything.

    And also the aliens and civilians would be interrupting each other and dragging their turns?

  5. This it the problem with trying to answer with editing a forum post and making a mistake as the other person on the conversation might be reading the message real time and thinking one just tries to spam his opinion. :)

  6. Yeah, there was some problem with one door who didn't look like open even when it opened but it was because two doors were placed on same tile (one SW and one NE). I think the path score doesn't affect doors default or open state, meaning that you can always walk thru door. Might be bug. As I understood, the visibility is boolean, but it works (0=no)/(more than 0=yes). Maybe they're going to add the support for varying visibility range because some of the default windows had visibilities other than 0 or 100.

  7. Thanks for noticing the problems with windows, I had completely missed them. I had tought that the "window" -option would overrule the visibilityscore and make them automatically transparent. I fixed them to the .zip and uploaded it again.

    You're propably right with the size, I made it that small only so it would'n look too big next to a car.

  8. I think the spawn/target(alien) submaps work differently from other submaps. With normal submaps that are stored in a same folder the game takes a random one and uses it, but with the spawn/target maps you have to choose which one to use. For example you could have chinook_SE, -SW, -NE, -NW and zzz_spawn submaps and you can choose which ones to use on your level. By not placing the four chinooks, only the zzz_spawn submap your level would always use your custom spawn map. The official levels would never have your custom spawn map becouse none of them have the zzz_spawn submap on them. You could either go and add the zzz_spawn submap to the official levels or oversave it with the same name that is already in use (chinook_SE, -SW, -NE or -NW).

    EDIT Ok, this was a lie, different chinook maps are on their own folders and the game randomly chooses one map from the used folder (direction of the chinook). /EDIT

  9. I think it would be cool if the regions could be divided into subregions that use the same tileset but from the tileset different maps, so that the northern arctic region would have only snow and ice plains, but southern arctic region would use boreal (taiga) forests and snow.

    It would also make it possible for the city maps to have special buildings that are only used on certain parts of the town region. For example: towns in asia could have a buddhist temples and european towns gothic churches and north america... well maybe quick food restaurants. :)

  10. There's .png files for pictures and .xml files called spectres that hold the information of the indivual tiles and their different states and tell the game what graphics to use for the states of the tile.

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