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Re: Clipped Wings
On 06.12.2006 06:15, Nikola Smolenski wrote:
> Here it is, alpha version. I suck at giving names, so feel free to give the
> level and bases any names you want.
> Now, the computer is a bit stupid. Is there a possibility to overcome some
> - For added realism, I initially put a small empty depot just to the north of
> the eastern channel, where now a small house stands. However, the computer
> always wanted to capture it first, despite the western depot being much more
> lucrative. Could it be guided to the western depot?
Well, no, not really. The AI being stupid is an old problem, but not easily
> - For the same reason, I had a troop transport docked near the rebel base, but
> the computer wasted troops in attacking it. Could it be given some sort of
> low priority?
No. Transports are given a higher priority because a) they're usually rather
weak and b) they might be hiding stronger/dangerous units.
> - I haven't set any victory conditions. They should be the usual: destruction
> of all troops or capturing of the base.
> - My intention was that, after capturing the factory, the player could decide
> on three possible ways of victory:
> - Making conventional land units.
> - Making air units. If you think that air units shouldn't be introduced this
> early, feel free to remove them all.
I'll have to take a look first, but after crossing the Sarot Plains (ie.
around mission 5 or 6) would be a good time to introduce aircraft at a larger
scale, I think.
> - Making a sneak attack, by building a hovercraft and capturing the enemy HQ.
> But the computer doesn't seem to notice a very suspicious hovercraft moving
> towards its base, so it is too easy. Could a trigger be added in regard to
See above. Transporters should be given a higher priority anyway. You could
try adding a score event for destroying the hovercraft, but off the top of my
head, I don't think the AI currently evaluates those...
> And a few comments on the map editor:
> - There's no undo!
> - There's no documentation (or is it somewhere?)
Looks like you found some ;-)
> - There's no way to remove cursor from the map. Typically I click on a kind of
> the tile and put it somewhere; then I want to remove the cursor to see how
> the result looks like; but if I click somewhere else, I will put the tile
> there too which I don't want!
Just press ESC or move the cursor with the keyboard.
> - It would be nice if you could just type in names of buildings etc. and
> computer would automatically maintain the list of messages for you.
Indeed, but the implementation is pretty tricky. In fact, I couldn't
come up with a way to do this reliably. Patches welcome.
> - It would be interesting if you could give name to every field, which would
> in the game be displayed in the lower left. This would add realism to the
Nice idea. On the other hand, translator uptake is slow enough that I'm not sure
adding more strings is good for us. :-(
Still, next time I change the mission file format, I'll consider this.
Now, off to play.