HatHelper
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| Joined: 02 Mar 2009 |
| Total Posts: 46305 |
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| 23 Jan 2012 09:29 PM |
-Tanks don't spin around to face an enemy, instead their cannon barrels rotate to shoot the enemy.
-Soldiers have guns.
-Added Docks. It creates Transport Ships, and for the moment, Battleships and Demolition ships.
-Added Battleship, has two turrets.
-Added Transport Ship. Can carry 5 land units around.
-Demolition ships explode on contact with enemies and cause splash damage.
-Better firing animation. Soldiers, tanks, and battleships have a shot blast that come out of the turret/gun, and the bullets look more believable.
-"Unclogged" production buildings. If a unit can't be made because of population problems, but another that you requested can be, it will make that one instead.
-Radar is draggable.
-Oil Rigs, like Power Plants but on water.
-Oil spots. The larger navy maps may contain some oil spots that you can build Oil Rigs on top of for cash, since there may not be enough land for the plants.
Things I may add also: -Building rotation. You click on the ground with a building, if its valid, you hold down the button and move the mouse around to get the angle of the base right, then let go to build it.
-Long range missiles. These deal a lot of damage to buildings/units and are created in a Nuclear Silo. They do not damage more than one thing.
-Nuclear Warship. This unit is created in the Docks(or future Naval Shipyard), and it's like a limited range portable Nuclear Silo. You buy missiles on the ship, and you tell it where to fire it. It has to be close enough to the target.
-Research Center.
-Aircraft Carrier. Will be able to garrison planes. May or may not be able to produce special cheaper planes.
-Toxic gas building. This will affect units nearby, draining them of some health until they get far enough away.
Post your opinions on this. Don't need suggestions.
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| 23 Jan 2012 10:05 PM |
| Great updates to the new game. I personally love the idea of a mobile unit that can build planes. |
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| 23 Jan 2012 10:24 PM |
| EPIC! 1 thing will i lose my 86 wins from the conquerors 1? |
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Quenty
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| Joined: 03 Sep 2009 |
| Total Posts: 9316 |
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| 23 Jan 2012 10:35 PM |
Link?
Also, if you're actually remaking your game, USE CFRAME. DID YOU HEAR ME? CFRAME!
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SDuke524
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| Joined: 29 Jul 2008 |
| Total Posts: 6267 |
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Quenty
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| Joined: 03 Sep 2009 |
| Total Posts: 9316 |
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| 23 Jan 2012 10:46 PM |
| His character movements. They use glitchy, laggy, body force. And their small enough, that they don't have to be that smooth. |
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| 24 Jan 2012 05:46 AM |
| Yeah, CFrame for the units appearance would be nice, but not for the moving. |
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| 24 Jan 2012 07:52 AM |
| Hmm nice updates I just have a few questions if the nuclear warship does get implemented what will its range actually be? Also if you add the long range missile what will its price and damage be considering it doesn't damage more then one unit or structure? P.S I'm postin from school ^_^ |
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alex8011
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| Joined: 13 Aug 2009 |
| Total Posts: 7 |
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| 24 Jan 2012 08:07 AM |
| I cant wait I love the thing u might add |
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ehero32
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| Joined: 15 Jan 2009 |
| Total Posts: 231 |
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| 24 Jan 2012 01:46 PM |
| Make it so you can keep the wins and MVP on the conquerors 2 because the people who have worked hard getting a good win will be mad if they have to do it again. |
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HatHelper
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| Joined: 02 Mar 2009 |
| Total Posts: 46305 |
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| 24 Jan 2012 01:55 PM |
What Quenty refuses to tell you, is that I'd have to make a custom physics engine for that. Whenever I mention this he disappears.
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ryjohn
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| Joined: 30 May 2011 |
| Total Posts: 651 |
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| 24 Jan 2012 02:46 PM |
| Cant wait for this, but I think that we may need a greater variety in boats that attack. Also, will there be a seperate categories for boat like there are for walls and tanks? |
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HatHelper
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| Joined: 02 Mar 2009 |
| Total Posts: 46305 |
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rider5376
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| Joined: 20 Jun 2009 |
| Total Posts: 114 |
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| 24 Jan 2012 02:52 PM |
| this is gonna be pretty epic. thank you for all of your hard work HatHelper. |
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nukman1
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| Joined: 11 Oct 2009 |
| Total Posts: 657 |
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| 24 Jan 2012 02:57 PM |
| You can use mine if you want |
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prattmatt
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| Joined: 04 Nov 2007 |
| Total Posts: 2429 |
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| 24 Jan 2012 03:30 PM |
Will our wins be carried over? I mean, it would be cool if they were, but if there not, we would get a clean slate, that would be interesting.
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HatHelper
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| Joined: 02 Mar 2009 |
| Total Posts: 46305 |
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| 24 Jan 2012 03:35 PM |
They probably won't be, but I may start with new stats. I'm not sure.
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| 24 Jan 2012 05:20 PM |
| If TC1 is not TC2, then why should we keep our stats? It is a whole new game, like COD. Do we keep our COD Black Ops stats when we get MW3? No, we don't so why should we keep our TC1 stats when 2 comes out? I am not sure I am making sense right now. |
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prattmatt
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| Joined: 04 Nov 2007 |
| Total Posts: 2429 |
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| 24 Jan 2012 05:49 PM |
| Is there going to be a new V.I.P. for it? |
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HatHelper
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| Joined: 02 Mar 2009 |
| Total Posts: 46305 |
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| 24 Jan 2012 05:50 PM |
Whats the point of erasing them forever? I can make completely new stats, and keep the old ones in the back, perhaps unviewable ever again.
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HatHelper
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| Joined: 02 Mar 2009 |
| Total Posts: 46305 |
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| 24 Jan 2012 05:51 PM |
| I have an idea for a new vip, but it's not related to TC2. All your vips will work, and I don't have any vips planned FOR tc2 |
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SDuke524
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| Joined: 29 Jul 2008 |
| Total Posts: 6267 |
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| 24 Jan 2012 06:21 PM |
@quenty that's stupid. They'll all end up stuck inside each other.
@hat There's really easy ways to make it look like you have a physics engine in there. Especially if you make the map on a grid, you'll be able to do all the collisions in an array without any complex 3G math. |
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HatHelper
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| Joined: 02 Mar 2009 |
| Total Posts: 46305 |
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| 24 Jan 2012 06:39 PM |
You expect me to do collision detection for EACH unit, every second or so, based on the entire map, fellow units and buildings? Not to mention the math required to figure out if a model's rotation touches another model's rotation, or the fact that I'd have to "simulate" gravity, so that if a unit goes off a cliff, it would need to fall, and look semi-realistic, not to mention having to do extra math to make units keep on trying to go in a direction, even if its blocked
That's ridiculous, roblox does that efficiently enough. Why would I rescript the entire physics, which STILL exists in the game, whether I like it or not, because it's not able to be disabled. |
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HatHelper
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| Joined: 02 Mar 2009 |
| Total Posts: 46305 |
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| 24 Jan 2012 06:41 PM |
I'm not looking to make a cheap simulation of physics. I want legit, smooth moving units that stop properly, without script lag, or even having to script it at all.
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NeroQuinn
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| Joined: 06 Nov 2011 |
| Total Posts: 13 |
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| 24 Jan 2012 06:59 PM |
| Couldn't you just put small invisible bricks around the edge of cliffs, that automatically stop units Via script? Or maybe put it in the cliff itself so that the unit isn't endlessly moving? |
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