Have you tried ones like Open Range?
TheRealWarpstorm
You build this on the relay in the center of the region. It doubles the output of all extractors (metal and radioactive) in the region. You can only build one per region.
It is your PC, as I said before, you need 32 GBs of RAM to build level 4 maps beyond a certain combination of sizes.
You can't change the cell size after you start (this is because the terrain data for the editor is stored as "painted" cells and there is no easy way to recreate that). If it is dying when you bump up build quality, it is most likely related to running out of memory (which is also related to cell size). In general, we use level 4 quality for our shipping maps, but that requires at least 32 GB of RAM and a good video card to process the larger size maps. The difference
Talk about overreaction. I never said this doesn't work. Just that the AI won't use it for a while (it doesn't use any orbital abilities yet) and the pathfinder is less efficient than I'd like in this case (the time hit currently is less than a millisecond, but I can make it faster for the case of islands). Obviously, when we do water maps, we will need to revisit these systems as they will need islands. Since the plan doesn't hav
Seriously, it is all about time and priorities. I (and my Oxide teammates) have a lot of other things to get done before this game ships. That feature, while good, is currently much lower on my priority list.
Pathfinders (in general) try to find a path (exhaustively if need be) between points on the graph. If there is no path, the only way to be sure, is to try every place you can possibly reach. If you still don't find a path, there isn't one. This is how they work in nearly all games (if you are really curious read up on A* and all its variants). In our game, we do not do this until units have an order then we figure out the paths they are going to take (this is a
Currently, we have no way for units to get to another piece of land except for them to be spawned in there from an orbital ability. Those spawned units have no way off their island.
[quote who="Ticktoc" reply="21" id="3602609"] Is that stuck in stone? From a logic/programming point of view I would think it feasible to remedy that. [/quote] At this point in time, yes.
The AI won't use that ability for a while, so it will only be viable for MP only. In addition, I have serious performance concerns with unreachable areas that you have to capture. This will be very expensive for the pathfinder, as it will be exhaustively searching for routes that do not exist.
They are very similar.
I'm fairly certain that the Zeus already has diminishing returns on the bonus.
In a word, no. There are technical reason why not.
At one point, all of these weapons (blue railguns) had the same characteristics. I personally, don't like the idea of a red shot for railguns, but that's just me (but then again, I am the one that made them blue shots).
Smarties never miss (this was by design).
It isn't possible to add or change the order of the difficulties without changing the code.
128, iirc
This is because there are actually two more techs (that can't be chosen and don't do anything even if chosen). You probably have enough to get one of those. Yes, it is a bug.
You must not be forming a metaunit. If you are they will travel at the same speed (more or less) as the rest of the army (except when attacking). This is different then making a control group.
If you find it (it is easy to find), changing Normal also changes the human player settings so it won't actually make it easier.
As in scripted events? If that's what you mean, just having one with the correct name (as in exactly matching the map name) in the MapScripts directory is all you need. It should load automatically. That is currently only used for the benchmark AFAIK. The dev build has debug options to load in other ways, but I don't think your version has those.
If they are missing, then you ran into an issue (usually running out of memory - large maps with high detail levels require at least 32 GBs of RAM to build the terrain) while generating the map. The debug version will usually tell us what went wrong, but you don't have that version.
The big red blob that appears in the otherwise blue tinted (okay, dotted - the artists haven;t gotten to that yet) regions around your radar units/buildings.
There is not currently a way to cleanly destroy your own stuff. Until there is you can always send unwanted units on a kamikaze run (you may even get some intel).
Sorry, the way the radar is set up under the hood that can't happen - all that is tracked is strength of the radar return in a region. The information about the units isn't there. What could be done is to make clearer the strength of the return. Currently it goes to red pretty quickly on the main map.