The Planets of Armada II -1 reply

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Flash525

The Carbon Comrade

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14th July 2004

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#1 10 years ago

Now that I've got your attention. I'd like to discuss the Planets within the Armada II game. This will all be in preparation for Zero Hour. The first thing to note, is that unlike the stock game, I'm going for more of an Armada I feel, in the sense that planets wont be colonised. Planets will simply be large (especially the J Class) background objects. Short of the current way of their operation, I have little to no idea about how to add them in as background items. I don't know how I'd apply their textures, nor do I know how their atmospheres / clouds are suppose to work (I'd imagine this would be some sprite coding, though I have no idea where to start). I also ponder whether it is possible to increase crew pool, if a player has a Starbase etc within a certain distance to said planet. It isn't a necessity, but something I am interested in looking into.




exodus_499

... soon to be "reconditioned"

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16th April 2007

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#2 10 years ago

The crew... thing could be accomplished using an invisible weapon; as a selectable and/or targetable or area-effect crew booster.

Problem then is how to get it to only affect starbases...

And ah, that would only work for foreground objects. Damn. :(




Guest

I didn't make it!

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#3 10 years ago

Well I'm not sure about having the planets boost crew like in A1 but you could always have starbases build little cheap starbase pods with the research setup to boost crew.




adc2000974

Slightly cooler than a n00b

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19th October 2005

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#4 10 years ago

ive found that most planets spin too fast..




Flash525

The Carbon Comrade

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#5 10 years ago
exodus_499;4789791The crew... thing could be accomplished using an invisible weapon; as a selectable and/or targetable or area-effect crew booster. Problem then is how to get it to only affect starbases.
starfox1701;4790628Well I'm not sure about having the planets boost crew like in A1 but you could always have starbases build little cheap starbase pods with the research setup to boost crew.[/quote]
It could be something worth looking into though. :) Anyway, for the moment, I am more interested in finding out about how to get them to work as I want them, moreso than their population properties. [quote=adc2000974;4791121]ive found that most planets spin too fast..

That is really helpful. =p




Guest

I didn't make it!

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#6 10 years ago

Sorry Ash the only way I know to get crew from a planet is colonise it. You might try asking the FO guys if they saw another way in the code.