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Harrier Command V2.5 AI

Defend your base and destroy the enemy Command Center with your own personal Harrier jet.

Controls:
1) Press Left or Right Arrow Keys to change direction.
2) Press Up or Down Arrow Keys to take-off/land or add/reduce speed.
3) Press F1 to for weapon and ability controls.(Right click to fire weapon)
4) Press F2 to for camera controls.
5) Press F3 to purchase upgrades.

NOTE: Obtain ammo from the Landing Zone

[AI is available for this map]

AI Command Function:
-create # = Creates a new AI player on an unused player slot, where # is the unused slot number.

-assign (#) [#] = assigns an AI player to a User player where (#) is the slot number of the AI player and [#] is the slot number of the player you want to assign the AI to. AI Harriers assigned to the selected user player will follow and escort that player's Harrier. Only Player 1 (Red) can assign bots to a player. Using this command again will reposition the AI's escort angle.

<<This map is protected>>

Keywords:
Harrier, Jet, Air, Flight, Bomber, Mission, Offense, Defense, FPS
Contents

Harrier Command V2.5 AI (Map)

Reviews
19:44, 23rd Aug 2008 Septimus: Very well develop map, I kinda like it. http://www.hiveworkshop.com/forums/791575-post2.html I change the category to FPS only since it suit there much better.

Moderator

M

Moderator

19:44, 23rd Aug 2008
Septimus: Very well develop map, I kinda like it.

http://www.hiveworkshop.com/forums/791575-post2.html

I change the category to FPS only since it suit there much better.
 
Level 31
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May 3, 2008
Messages
3,154
Review
Notice & Contact
This map had been examined by Alexis Septimus.
If you think this map review is not accurate or require another review, feel free to contact Alexis Septimus. But, map would only be review again for second time and also for the last time unless under certain circumstances. It would be selfish to request constantly a mod/admin to keep review your map as there is many other maps waiting for approval as well.

However, if you still insist of another review after it had been review for second time. Feel free to contact other admin.

To contact Alexis Septimus, please click this
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Visitor Message.
Map Review
1) Terrain - Excellent (5)
2) Trigger - Excellent (5)
3) Minor Error - Excellent (5)
4) Major Error -Excellent (5)
5) Replay Value - Excellent (5)
6) Fun factor/gameplay - Excellent (5)
7) Use of imported material - Excellent (5)
8) Single player - Excellent (5)
9) AI support - Horrible (1)
10) Camera - Good (4)
11) Originality - Excellent (5)
12) File Size - Good (4)
13) Internet/LAN Friendly - Excellent (5)
14) Balancing - Excellent (5)
15) Packaging - Excellent (5)
16) Credits - Excellent (5)
17) Storyline -
18) Theme - Excellent (5)
19) Protection - Average (3)
20) Quality - Superb (6)
21) Description/Information/Detail - Excellent (5)
22) Hiveworkshop rules & regulation - Good (4)
23) Game Mode - Excellent (5)
24) Difficulty - Excellent (5)
25) Unit Placement - Excellent (5)

Total Accumulation Point : 112/125 * 100 + 4 (Review) = 93.6

[+] - Very fun game.
[+] - Able to adjust camera in every aspect.
[+] - All hotkey seems to be function well.
[!] -Could add some AI for pilot player.
[-] -

Review : Fun game although when you try to play it alone, but it seem to have no AI available for pilot player which is a downside of it. All hotkey work great with all necessary information provided.

If AI available for pilot player, I think this map would have a great potential to earn rating 6 since it could be fun to team with computer to against enemy as well when you want to play alone and team up with computer at single player.

And you're using many type of category for this map, but I think the most accurate category should be FPS.

This is definetely a must-play game, although it might give people headache if been play for a long duration.

Another 4 point for this map.

Rating & Miscellaneous information
Score - 94/100
Rating - 5/5
Condition - Sub-Zero
Status - Approve
Review - 1
Reminder
The map might not be fully tested, if any user of the map found bug/error or anything else.
Feel free to contact Alexis Septimus by clicking this
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Visitor Message.
 
Level 10
Joined
Feb 25, 2006
Messages
243
lol this map is pretty cool but the air planes goes to slow should go in speed 522...

Actually the reason why i didn't put it at 522 is because you can upgrade your speed.

This is an excellent game! I have not had time to test it in multiplayer, but I am sure it will be a hit. I did not encounter any bugs.
Higly recommended.

Actually this may not be certain. A few reasons why i MYSELF think there's a chance it may not be a "hit" is due to the following reasons:

1) Size of the terain. I want to resize it down by 25% but resizing it is giving me headaches. Unless SOMEONE wants to volunteer to do it for me, it's gonna stay the size as it is.
2) End game "recovery" time is long. Everytime you quit after you play for more than 15 minutes, it will take you a very long time to come out of the game depending on the power of your computer.
3) The WE speed limit really sux. To make things "realistic" i had to make all enemy units move at an incredibly slow pace.


Things to be added into the map in the future:
1) Additional types of enemies.
2) More side-missions.
3) Possible resizing of terrain(if i get a volunteer)


If you guys have any suggestions, i'd be happy to hear it. =D

Thx for the review guys!
 
Level 10
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Feb 25, 2006
Messages
243
I thought memory leaks only affects in-game lag? Because usually it's the size of one's terrain AND the number of units in play that makes players get out of the game harder...games like large RPGs for instance. Oh well, i'll just triple check all my triggers for leaks then.
 
Level 21
Joined
Dec 9, 2007
Messages
3,096
A normal aicraft needs much more speed to fly. If the aircraft can land ar fly like those, it IS a HYDRA not a harrier jet...
Wow?!? the aicrafts are ordered to move? Better use the move instantly function. With this you can change it's speed to a huge one!
The system runs too slow, the commands are executed too slow( i mean up/down arrows and abillities)
 
Level 5
Joined
Dec 16, 2007
Messages
160
I recommend looking for a JASS engine that can make the speed go to 600, or unlimited, Im not sure, But i've heard of a few engines, That make the speed unlimited.
 
Level 10
Joined
Feb 25, 2006
Messages
243
The reason why i don't want to move the Harriers via Move triggers is because of lag concerns. I've tried move triggers in another of mine and it caused lag. So u'll just have to bear with this. I'm sorry, unless you can make me a move trigger that doesn't cause lag, i'm sticking to normal WCIII movement. If the map was small i'd probably use move triggers, but unfortunately, this map is Epic in size and so i cannot risk the lag.

Btw, aren't Harriers the jets that can "hover"?

The system runs too slow, the commands are executed too slow( i mean up/down arrows and abillities)

Err...when u move u dun actually move at the maximum speed instantly. You gradually increase your speed until the maximum. Also, in regards to the ability command delay, i can't do anything about that as the ability is cast by a dummy unit that is spawned when u use the weapons. Thus there's a slight 0.25 seconds delay?
 
Level 7
Joined
Apr 26, 2007
Messages
246
Kildare said:
3) The WE speed limit really sux. To make things "realistic" i had to make all enemy units move at an incredibly slow pace.

Huh, can't you change that in the gameplay constants?


Anyway, what I think about the map.

Agreed that you should resize the terrain. At the same time, I'd suggest changing tileset. That blooming green terribly crashes with those imported models. And it certainly doesn't look battlefield-ish. Also, the water should be altered, it looks too azure. A battle landscape should definitely look more gloomy, and more suitable for modern warfare. Currently, you got a modern war in a fairy tale land. I'd suggest Lordearon Fall or Village Fall.

Now about the gameplay. Again about speed, yes, it should be higher. As for movement control, it's ok, just needs adjusting. Make some fixed number of "gears", 4 would be enough I think, where 4 is max speed and 1 is static. To change a gear, you'd click once, up or down arrow. It should also come with some sound, and/or a message. You can use the food and taxes for that, changing it from "low taxes", etc. to gear 1, 2, 3, 4. So when you change a gear, food usage is changed and the message + sound pop up.

Now attacking. I'd redo that. Currently, you have to have one hand at the arrow keyboard, the other on the mouse, and when you want to use a skill, things may mess up, because one of the hands must go click one of them or go to the hotkey. You could make that more comfortable.

What about having ONE active weapon at a time, which you could change with some 2 nearby hotkeys, going through weapons left-right, in a chain? Attacking would be done by RIGHT-clicking in an area. You don't use that way of movement, so you could use it this way. That's what Bob27's cannon map bases on, you attack by rightclicking, cannon shoots where you clicked.

I'll write more later. Regards,
~ Andriejj
 
Level 10
Joined
Feb 25, 2006
Messages
243
Huh, can't you change that in the gameplay constants?

Err i was refering to the maximum speed limit which is enforced no matter what speed u put as maximum in the gameplay constants.

Agreed that you should resize the terrain. At the same time, I'd suggest changing tileset. That blooming green terribly crashes with those imported models. And it certainly doesn't look battlefield-ish. Also, the water should be altered, it looks too azure. A battle landscape should definitely look more gloomy, and more suitable for modern warfare. Currently, you got a modern war in a fairy tale land. I'd suggest Lordearon Fall or Village Fall.

The thing is i wasn't the one who dealt with the terrain as i'm bad artistic wise. Right now, my terrainer is having computer problems so he is unable to adjust anything. Perhaps when he has fixed it i can redo the terrain again.

Now about the gameplay. Again about speed, yes, it should be higher. As for movement control, it's ok, just needs adjusting. Make some fixed number of "gears", 4 would be enough I think, where 4 is max speed and 1 is static. To change a gear, you'd click once, up or down arrow. It should also come with some sound, and/or a message. You can use the food and taxes for that, changing it from "low taxes", etc. to gear 1, 2, 3, 4. So when you change a gear, food usage is changed and the message + sound pop up

Err why do we need gears when the speed is adjustable? What i did with the speed was actually give the Harrier a speed aura ability which i use a trigger to adjust its level everytime the up/down key is held. If i changed it to the gear mode you suggested, the speed is no longer flexible and is only limited to a few levels. So no, i'll stick with the current system.

Now attacking. I'd redo that. Currently, you have to have one hand at the arrow keyboard, the other on the mouse, and when you want to use a skill, things may mess up, because one of the hands must go click one of them or go to the hotkey. You could make that more comfortable.

What about having ONE active weapon at a time, which you could change with some 2 nearby hotkeys, going through weapons left-right, in a chain? Attacking would be done by RIGHT-clicking in an area. You don't use that way of movement, so you could use it this way. That's what Bob27's cannon map bases on, you attack by rightclicking, cannon shoots where you clicked.

Err that would still require one of your hands to change positions. Doesn't seem to make any difference in my opinion, other than the fact that the targeting becomes easier(though not for AOE attacks, in my opinion).

I think perhaps a better system would be using items instead of abilities. When u click(or use numpad hotkeys) on a weapon item, your Harrier will use that weapon as its base attack. Right clicking will fire the weapon? The last two item slots in the inventory will be the "button" that changes the weapons menu.

Even so, the weapons system is still complicated and probably doesn't make much of a difference.

The thing here is, i am not willing to make things TOO complicated here as, knowing the current players on battle.net, they will probably just get confused and the map will hence earn a bad reputation.

So, i think the current system works fine, unless you can find a MUCH more SIMPLER and FASTER way of doing it.
 
Level 7
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Apr 26, 2007
Messages
246
hmm, item slots would be nice, with numlock, that's close to arrow keys. And while it would bring one more thing to learn, it will make playing much more comfortable, and enable more dynamic gameplay.

Aside from that, some differencing in spells would be in order. Why not add some short range, auto-aim (phoenix-fire based) machine gun, used against infantry and light ground units? Some point blank spells, which wouldn't require targeting an area, for bomb spells.

Another thing. What about basing the missles off forked lightning, so they have some max flight range and you actually can outrun them? But that would make sense, if there was some way to overcome the speed limit :/

I also think you should encourage movement in some way. Currently, you can just go static, and accurately use all skills, which is lame and totally unrealistic. Maybe increased damage, while you're not moving?

On the last note, I think maybe the better way would be basing most attacks on projectiles with collision size would be most fun. So you have some dodging, and aiming, not just using flare and other defence skills when needed, and point-clicking attacks. But that would be entirely different map, so that's just theory-crafting.
 
Level 10
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Feb 25, 2006
Messages
243
hmm, item slots would be nice, with numlock, that's close to arrow keys. And while it would bring one more thing to learn, it will make playing much more comfortable, and enable more dynamic gameplay.

I'll see what i can do. If it works well then i'll implement the system.

Aside from that, some differencing in spells would be in order. Why not add some short range, auto-aim (phoenix-fire based) machine gun, used against infantry and light ground units? Some point blank spells, which wouldn't require targeting an area, for bomb spells.

Hmm the thing is i dun really like the idea of autotargeting abilities. The point of the game is to time and aim your attacks. It defeats that purpose if u can just stand at one point and let the machine gun do all the work.

However, i'm planning to add one more "machine gun" ability, but it'll require a bit of aiming(not with the mouse click though).

As for the bombing thing, isn't the Torpedo Bombs more or less a "point blank" spell?

Another thing. What about basing the missles off forked lightning, so they have some max flight range and you actually can outrun them? But that would make sense, if there was some way to overcome the speed limit :/

Hmm...fork lightning has a max flight range? I didn't know that. But then, if i were to use a spell, it would affect the type of damage that the missile deals. Armor would be quite pointless then?

I also think you should encourage movement in some way. Currently, you can just go static, and accurately use all skills, which is lame and totally unrealistic. Maybe increased damage, while you're not moving?

Hmm....good idea. I think i can do something about that. Perhaps i can add an evasion skill that increases with the speed of you Harrier.

On the last note, I think maybe the better way would be basing most attacks on projectiles with collision size would be most fun. So you have some dodging, and aiming, not just using flare and other defence skills when needed, and point-clicking attacks. But that would be entirely different map, so that's just theory-crafting.

Hmm...u're refering to the Vulcan turrets i suppose? I suppose i could give it a try, though i think it's quite pointless because the projectile is too high for you to dodge anyway, thanks to the speed limit.
 
Level 5
Joined
Dec 16, 2007
Messages
160
Bug and ideas

I have a few bugs and ideas, Mostly ideas, The other commenter covered most of the bugs.

1. The bombers stack? Wtf?

2. There needs to be a limit of time that you can hover in the harrier, Because in real life, a harrier can only hover for 1-5 minutes before having to accually fly.

3. Maybe add a home fleet? With a carrier? That you can land on?

4. More attacks and they need to be more frequent, Because its just too hard to go out and try to hit SAMs, Most of my players get shot down.

5. Maybe add more TYPES of bombs and missiles, because Aircraft are NOT usually used to lay mines and call in artillery and napalm.

6. When this map is more developed, Maybe add an elevation system? Sort of like a flight simulation?

7. Maybe take out the current weapons system and add in a system that allows you to choose your payload?

8. I like the other person's comment about having collision being the hitting factor, Not the fact that your attacked. That should be implemented, it'd make AA batteries more realistic (Gun type).

9. Also, make a Lock-on/Targetting system, For missiles, It'd make the game a whole lot easier, for no need for the mouse to target.
 
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Level 10
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Feb 25, 2006
Messages
243
1. The bombers stack? Wtf?

Yea i realized that. Will fix it asap.

2. There needs to be a limit of time that you can hover in the harrier, Because in real life, a harrier can only hover for 1-5 minutes before having to accually fly.

As much as i'd like my games to be realistic, there has to be a limit at some point where we have to stop. For that reason, i'll have to discard this idea. It's not really a necessary function anyway.

3. Maybe add a home fleet? With a carrier? That you can land on?

Err what would be the point of that? It's a HOME fleet after all? Why land there when you can land on the airfield?

4. More attacks and they need to be more frequent, Because its just too hard to go out and try to hit SAMs, Most of my players get shot down.

Lol, did you play at the hardest difficulty? Because you shouldn't get shot down so easily at the first three difficulty levels.

5. Maybe add more TYPES of bombs and missiles, because Aircraft are NOT usually used to lay mines and call in artillery and napalm.

Unfortunately, i can't seem to think of any other ideas for different bombs/missiles. Most of them is just basically the same thing but just with different aoes, etc. And it doesn't matter whether the planes can actually do it or not. As long as it makes things fun and adds variety, it's fine.

6. When this map is more developed, Maybe add an elevation system? Sort of like a flight simulation?

Lol, you're really expecting alot from me eh? I'm good...but not THAT good. lol

7. Maybe take out the current weapons system and add in a system that allows you to choose your payload?

You mean players only being allowed to carry one weapon at a time? I don't think players will like that.

Speaking of weapons systems, i will be implementing a different one soon, thanks to the comments from Andrieej. I have a new one thought up already. You'll see it in the next version.

8. I like the other person's comment about having collision being the hitting factor, Not the fact that your attacked. That should be implemented, it'd make AA batteries more realistic (Gun type).

As i mentioned i'll try to make that wish come true, though i dun quite see the point as the projectile speed is too fast too avoid anyway. But i'll see what i can do.

9. Also, make a Lock-on/Targetting system, For missiles, It'd make the game a whole lot easier, for no need for the mouse to target.

I'm not quite sure how you want me to do a targeting system(i'm not sure if i can at any rate). Care to elaborate?
 
Level 5
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Dec 16, 2007
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160
A targetting system, Like a lock-on system, It'd lock on to the target, Instead of you having to MANUALLY click on the enemy, Like it tell you what unit your locking on (Maybe add a marker to the locked on unit.) When it locks on, all you have to do is click your homing missile ability and it'll just send the weapon (Laser guided missile, ATA missile, Laser guided bomb) to that unit, No pointing needed.

And i was thinking a payload system like how normal aircraft are, 1 missile per a slot on the aircraft, 1 bomb per a slot? (Maybe you could have more than 1 per a slot, Then you can get rid of that unrealistic mana system for the ammo.

I found that the AI for the enemy attacks you from outside your sight radius, Its really hard to defend against them. (The enemy planes)

This map has potential. Thats why im here D:
 
Level 2
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Apr 2, 2008
Messages
14
I noticed that if you select something else other than your plane, you cant get control back, just thought you should know. Other than that though, great map 4/5
 
Level 10
Joined
Feb 25, 2006
Messages
243
A targetting system, Like a lock-on system, It'd lock on to the target, Instead of you having to MANUALLY click on the enemy, Like it tell you what unit your locking on (Maybe add a marker to the locked on unit.) When it locks on, all you have to do is click your homing missile ability and it'll just send the weapon (Laser guided missile, ATA missile, Laser guided bomb) to that unit, No pointing needed.

nice idea, but not feasible as it defeats the purpose of aiming and timing your attacks. If you noticed, with the exception of the Homing Missile ability, ALL the other abilities require you to aim and time your attacks. It's quite pointless if the AI just targets the enemy for you.

And i was thinking a payload system like how normal aircraft are, 1 missile per a slot on the aircraft, 1 bomb per a slot? (Maybe you could have more than 1 per a slot, Then you can get rid of that unrealistic mana system for the ammo.

Hmm....perhaps in the near future i might consider doing this. But as for now, you'll have to bear with me as i want to fix up all the other issues first. When i manage to think up a proper system for this, i will implement it. Thanks for the feedback.

I found that the AI for the enemy attacks you from outside your sight radius, Its really hard to defend against them. (The enemy planes)

Huh? planes? You meant the fighters from the Carriers i assume? Coz bombers can't attack you. If u're refering to the fighters then i'll give it a check.

I noticed that if you select something else other than your plane, you cant get control back, just thought you should know. Other than that though, great map 4/5

Err you're not supposed to be able to select your Harrier. This is to prevent abuse on the movement system.
 
Level 5
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Dec 16, 2007
Messages
160
Its the fighters from the carrier, It hurts, 4 missiles, out of nowhere.

And it'd only applies to missile-based weapons.
 
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Level 21
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Dec 9, 2007
Messages
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BUG detected : If you consume all ammunition of a type it doesn't gives you any more when landing : i consummed all the rockets. When i landed it gave me just bullets. I clicked on the ammunitions : they were removed. I went to the landing area ang gave me nothing. This is a dangerous bug!
 
Level 5
Joined
Dec 16, 2007
Messages
160
No, you have to look at the arcane vaults on the landing area, They sell free ammo. Oddly.

I found another bug, If you destroy the enemy's power, The message keeps on popping up. That you destroyed it.
 
Level 5
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Dec 16, 2007
Messages
160
Alright, The stacking bombers ISN'T fixed, Fix it.

The flight system has changed, Mind informing us on how to land (I cant figure it out, but i do it anyway)

Can there be another countermeasure to jam missiles? Its kinda bad when the missile thats going to kill you, Is one that you cant stop.

And please tell us of your plans that you have for later on in this project.
 
Level 11
Joined
Nov 12, 2006
Messages
765
i enjoyed your map to the end (about 30-45 mintues, dont remember but it was while) when i had to keep going back and forth from my base to re-fuel all the way to the enemy base. if you could find away to further increase speed past whatever the max is (like 522 or somthing like that), that would be very good. another thing would be to make the reveal ability passive so we dont have to randomly guess where to use it. so that if we ever go near the invisible unit, we will know where it is. just make it more expensive so players dont get it so early in the game.

also in the future id like to see the same exzact gameplay that u have, only with a better world. right now the game is to destroy the same turrets, in the same place, with the same plane, seeing the same terrain. i think it would be neat if you could choose witch world u want to fight in like Iraq (desert, lots of ground forces) or Russia (snowy, enemy planes, as a mission maybe u have to destroy a nuke silo before it kills the US?) or China (alot of units, based off aircraft carrier in coastal waters) or Vietnam (jungle, alot of invisible targers).

see there is a big area for themed missions here that could make this game a blast. i had alot of fun the first time but even if i made the difficulty harder, idk if id really want to play this map 2 many times more before i got bored of the same places doing the same things.

but your off to a fantastic start in this map and there is an enormous amount of potential in it.

Edit: id be happy to make you the terrain for the various places/world (iraq, russia ect) if u ever decide to impliment different worlds. im a decent terrainer if i may say so myself.
 
Level 10
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Feb 25, 2006
Messages
243
I found another bug, If you destroy the enemy's power, The message keeps on popping up. That you destroyed it.

Ok that's strange. I never got that bug before. Will check.

Alright, The stacking bombers ISN'T fixed, Fix it.

I dunno what the hell is wrong with bloody bombers. I gave it collision size and turned on group separation. What am i doing wrong?

At the moment I shall temporarily "fix" the bug by making them spawn at random points in their spawn region and move to random points at the target location.

The flight system has changed, Mind informing us on how to land (I cant figure it out, but i do it anyway)

Err...actually i did KINDA tell it in the Loading Screen and at the start of the game. It wasn't specific enough i guess.

Can there be another countermeasure to jam missiles? Its kinda bad when the missile thats going to kill you, Is one that you cant stop.

huh? The flares system actually makes u invulnerable from missiles for 3 seconds. Any missiles that is fired or hits you during that period of time will NOT deal you any damage.

And please tell us of your plans that you have for later on in this project.

Well at the moment i'm just trying to settle down all the gaming systems and fix all the bugs that i can find. In the future you'd probably see an improvement in the terrain, extra enemy types and more missions. I'm also planning to make an SC2 version(Battlecruiser Command!) when it is released.

to keep going back and forth from my base to re-fuel all the way to the enemy base. if you could find away to further increase speed past whatever the max is (like 522 or somthing like that), that would be very good.

Actually there IS a way to move it past the speed limit. But there's alot of lag potential in that system so i decided against it. Let's just hope SC2 doesn't have the speed limit. :/

another thing would be to make the reveal ability passive so we dont have to randomly guess where to use it. so that if we ever go near the invisible unit, we will know where it is. just make it more expensive so players dont get it so early in the game

No can do. It would just be pointless to have invisible units if i give a passive true sight ability to the Harrier. It gives a more fun factor if you have to find out where your enemies are.

also in the future id like to see the same exzact gameplay that u have, only with a better world. right now the game is to destroy the same turrets, in the same place, with the same plane, seeing the same terrain. i think it would be neat if you could choose witch world u want to fight in like Iraq (desert, lots of ground forces) or Russia (snowy, enemy planes, as a mission maybe u have to destroy a nuke silo before it kills the US?) or China (alot of units, based off aircraft carrier in coastal waters) or Vietnam (jungle, alot of invisible targers).

Hmm...i'll think about it. I'll let u know if i need any help. Thx for the feedback.

EDIT: Oh, if i ever implement a different "theme" to the map, i'll probably release it as a separate map altogether. Something like the Supreme Commander maps with different terrains.
 
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Level 10
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Feb 25, 2006
Messages
243
New version update!

Change log:
1) Added Apocalypse mission.
2) Added Strategic Missile Center mission.
3) Fixed a host of minor bugs.
4) Added a small defense to the Command Center, outposts and all production buildings.
 
Level 10
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Feb 25, 2006
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243
Version Update!

Change Log:
1) Added Leviathan mission.
2) Fixed a whole bunch of major bugs which i missed.
3) Reduced hp upgrade bonus by 100.
4) Enemy fighters are no longer locusts and are now destructible.
 
Level 4
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Jul 28, 2008
Messages
93
Awsome!

Really unique map, i love the game play (still haven't beaten it yet though) Only suggestions i have are do a more...unique terrain most islands aren't as symmetrical as that <.< And a better homing missile system would be really nice... flare is extremely not useful espically when you're at full speed and have missiles tailing you.
 
Level 10
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243
Actually....i believe i mentioned this before. If the missile was launched before or during the first 3 seconds of the time you released your flare, it would deal no damage to you even if it hits.

Ermm...due to the FPS system i have severe restrictions on what i can do with terrain. So I hope you'll understand.

A better homing missile system? I'm open to suggestions.
 
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Level 5
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Dec 16, 2007
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160
Maybe have separate AGM's and AAM's? (Anti-ground and Anti-air) missiles? So you can just only AAM's if you want them for only air, or AGM's if you want them for only ground? (Im talking about homing missiles)
 
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Level 10
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243
Yes, yes, yes flares...are useless on the most part if i'm moving at full speed and i'm being tailed by 20 missiles and the flare works for 3 seconds? it takes about 30 seconds for all 20 to hit me. I'm talking about a way to avoid getting shot down so violently, maneuver dodging, ect.? Flares are a sort of dumb concept (no offense) homing misses don't always land their target epically when they're moving at high speeds going it circles n' such i'd suggest flight maneuvers like a barrel roll. If not increase missiles speed when i'm getting tailed by 20 i can only block 2 or 3 because it takes them awhile to actually all hit and that means i have to slow down to get hit by missiles in that time period (sounds utterly ridiculous, don't you agree?)

Again you did not fully understand my explanation of the flares system. The missiles that tail you even after the 3 second period DO NOT deal you any damage, as long as the missiles were fired or are chasing you DURING that 3 seconds time period. You can test it out yourself if you don't believe me. Just let one SAM launcher shoot you once while you're on flares and let it chase you for 5 seconds or so. It won't deal any damage.

Maybe have separate AGM's and AAM's? (Anti-ground and Anti-air) missiles? So you can just only AAM's if you want them for only air, or AGM's if you want them for only ground? (Im talking about homing missiles)

I would love to add more weapons but unfortunately we just ran out of ability space for our pilot controls. And even if we did have space, too many weapons would just make this game overly complicated. And that i do not want.
 
Level 10
Joined
Feb 25, 2006
Messages
243
VERSION UPDATE!

Change Log:
1) Added fighter squadrons that will spawn every 60 seconds to attack players.
2) Replaced Artillery Bombardment with Scatter Bombs.
3) Increased attack aoe size of anti-air guns.
4) Fixed a couple of minor bugs.
5) Enemy lock-on missiles will no longer have any delay.
 
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