As has been said before, in game development what is fun automatically trumps what is "real". Sure we use reality as a starting point, but reality...
Definitely, and we're working on it. :D
What if you target a planet that is always on the other side of the sun or another planet than you? Should it fail? Should that planet effectively be...
I agree.
As each sub group gets closer to each other, they combine into bigger subgroups. Each subgroup has a set of slots (the grid) and a formation. The...
We discussed this in the office quite a bit. I believe we actually had it implemented at one time (I could be wrong), but we decided that this had...
Yeah, we have all of the agents go to a single goal, but as they get close to eachother (and as long as they share a single move order) they will...
One move command per unit would more than likely be pretty bad for sim performance. At the very least it would be similar to how area patrol has...
The formation code is almost entirely done on the sim. By this time the mouse coordinates are already gone, as is the camera frustum. The sim must be...
[IMG] Our team has been roughly twice as big, and our game is a lot more ambitious than the first part of a point and click adventure game.
Sadly I don't think so. The formation code is too low level to be exposed to scripts or data. If anything I may be able to get some specific modes...
This thread explains the proposed plans and reasons why the feature has been postponed.
Sadly this feature has currently fallen off the back of the priority list. I'm still quite interested in fulfilling the planned features and fixes...
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Not currently, but someone could mod those in I'm sure.
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