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报告翻译问题
Kill animations exist for the flavor of Warhammer but they cause issues:
-with moral drain and debuffs being able to affect a unit that's locked in a kill animation it's a severe downside of it, same as if the unit was stunned; to keep the flavor without causing this absurd effect of it the unit performing the kill animation should be immune to such things until done with it in addition to being immune to damage, as it's currently the case, though during the animation the single unit's health regeneration should also freeze (reason for this: see next point)
-imagine UA Conscripts (very fast reinforcing very weak, very cheap large infantry squads) vs ranged Terminators: clearly the Terminators should win, right ? Well, if kill animations come into play the cheap, weak, mass spawn squad could actually keep the Terminators into endless melee combat, being unable to proceed and attack anything valuable. If the reinforce time of both squads locked in a kill animation would increase by the time this kill animation plays this wouldn't be an issue. It's necessary for both squads because otherwise a squad of strong melee units could become unkillable provided they're either hard enough to kill (high health / armor) or respawn fast enough or have very high health regeneration (which shouldn't stop during a kill animation for this reason) as the long taking kill animations essentially save them over and over with the spawn of yet another squad member
-melee combat already has some advantages for the units taking part in it: the squads being tied up in melee combat receive ranged damage reduction, the higher the more enemy units they're in combat with, making it harder to be gunned down by enemy ranged units while tied up in melee combat; melee combat specialized units usually have special attacks, like area knockback, single target knockback, knockdown, stun, a special strong attack every x attacks or a special effect attack (ignores armor or effective vs some unit type); some melee combat units also reduce morale drastically when fighting the enemy; melee combat as a mechanic to force an enemy squad into melee instead of ranged combat can also be used to tie up strong ranged units in melee damage in which they perform poorly or can't use their special weapons, forcing them to retreat; all of this along with the other units and their actions in battle should decide who wins the battle and how it goes, not some godmode immunity saving the squad with yet another squad member spawn because of a kill animation
-as the kill animation plays for the individual unit and locks it anytime your units push in further or retreat the kill animation unit is left behind and eventually also surrounded by enemy units, thus it should teleport back to the squad if a certain distance is reached that determines as this single unit being too far away from the squad; but this should happen only after being done with a kill animation as otherwise artillery that knocks back enemy squads would have them teleport right back to the squad's center, ready to be hit fully assembled again instead of only somewhat while all the units are scattered
Depends on the settings. Tanks shouldn't be able to squish elite heavy infantry or heavy infantry but only infantry instead. Baneblades and similar units of other factions shouldn't be able to squish other tanks but only light / small combat vehicles. Titans are titans, stomping everything, though for pathfinding and unit handling reasons this shouldn't happen to your own units, otherwise it could make moving Titans around tedious.
Edit: Any units but titans should also slow down while squishing any enemy.
I'll add that, it's a good idea.
I really hated the hotkeys couldn't be changed, that won't be an issue.
Noted. I'm rewriting almost everything so I'll have to review this later.
Really good idea. For high level abilities this is a good idea, though only for short durations since it could be abused.
The current build uses Unreal Engine pathfinding, which has no issues.
Good idea, noted. I'd want it restricted only to movement abilities with a cooldown, this would be sorely abused.
I'll resolve this by adding a range limit from the base, and by restricting the area around a players base to prevent them from directly deploying units on a base from a building.
Hmm. I think I'll try implement a squad system that allows units with long range to move independently from their squads. So a unit with saw a heavy bolter will deploy independent of their squad, while those with bolters will continue moving until they're in range.
That said, it'll likely need to be set as a unit stance as it'd get out of hand and units can only move a limited range from their squad leader.
Plan to completely review this system, much faster animations and they will gain say 50% extra shield while performing the animation but will not be immune.
Will add an icon on above the building to show if a unit is inside.
I'll make the ground green for every area that is flat and isn't occupied.
No guarantees with this, though I'll add it to the list. I think this could work - if unit is in range of repairable building and is set to auto repair. Could work. Builder units will by default by autonomous, automatically building nearby buildings etc. Though I think I'll make it an player option if they want to manually control their builders.
I'm remaking the game from scratch, this won't be an issue. The previous developers likely didn't consider this.
Thanks for your ideas, I've added them all to my todo list.
Thanks so far.
Yes I plan to make it very simple to adjust unit stats with a single stats file. I'm still planning how to best implement this.
Yes, All unit stats, caps, etc. Will be modifiable. Since I'm developing in Unreal Engine4 will likely need to release a example mod race and such since it's not as simple to load mods. The way mods generally loaded in DOW1 was it just overwrites files and that caused issues, I plan to work with modders to help them integrate mods properly.
That said I'm developing it as a generic game first in the style of Warhammer, it'll be released as knockoff with alternative race and unit titles, etc. Assuming there's enough backing before release getting a license should be within reason.
No plan for a blatant rehash, that'd be boring and a time waste. I'm reviewing what I can add/change and reviewing other RTS games. One thing I've settled on is a singleplayer campaign that'll support up to ~4 other players connecting and being able to control buildings/units.
Being a Tau fan, composite squads (such as fire warriors and drones) would be nice, with limited amounts of Tau specialized drones that could function like IG squad leaders... But, honestly, I'd just like crisis suits to not be dreads that are doing gundam cosplay. Shoot and scoot, or a Vectored Retro Thruster upgrade to give movement ala SoB seraphim would be fantastic.