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Showing content with the highest reputation on 2014-08-26 in all areas

  1. Proposal for collision detection (THX much Itms for adding template data loading from RMGen): collision_detection.zip ToDo: - Add collision detection for gates - Return the blocking entity IDs (and eventually remove those entities, ATM it just warns then) - Extract the part from Map.addObject() to a standalone function e.g. addObstruction() returning a list of entity IDs it's blocked by - Decide what's to do if something is blocked by something else in general (if such a decision seams reasonable) - ATM it needs quite long to check rectangular objects and (proper) walls are always blocking the adjacent wall parts (So what's to do here?) - Decide what scale to use (ATM it's 1 meter, simulations collision detection is 1/2 meter, terrain tiles/RMGen scale is 4 meters... Larger scale means less precision but faster checks OFC. Scale can simply be changed by changing Map.obstructionGridSizeInMeters) Any ideas welcome!
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  2. @Thamlett you can +1 by clicking on the post up you with the little green arrow.^^
    1 point
  3. AoE3 had a building that could train cannons as a trickle so that the only cost was time (it was slow enough to be fair). I don't see why we couldn't do that in our game for some unit.
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  4. We had discussed creating a Siege Engineer unit for some/all factions that would undermine walls from distance (tunnel entrance location), meaning that Rams weren't always needed. Could still happen if there's enough support for it. It's probably more historically accurate than Rams for all factions
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