Techubus

Techubus

Joined Member # 3071590
1 Posts 143 Replies 162 Reputation

It's actually relatively simple stuff. The beauty of Supreme Commander was that much of it was written in LUA scripts, which by design allows for easy modding. Download Chirmaya's mod and open the .lua file in a text editor. You'll see that it's a pretty straight forward script, and if you have any experience with C++ its not too difficult to pick up. For this mod he simply modified GPG's script for displaying rollover info for names and health and made some additional

11 Replies 6,666 Views

It's an interesting concept. Given the current limitations this idea could be the best compromise. It gives minions value, which is important, without scrapping the Idols entirely, which the devs can't do at this point.

5 Replies 2,583 Views

Yes, it was frustrating that Generals were not revealed until after it was to late to make any major changes. Still, as long as they allow us to play mods in custom games it will be okay. I'm not going to bank on the idea that they will change it after release. I know they've done pretty substantial post launch changes for Sins, but just assuming they'll do something as drastic to Generals is probably setting myself up for dissapointment. The game's still good, and user mo

50 Replies 122,500 Views

Nuts. So we're keeping the Idols, for now at least. Thanks for responding though, now we know what to expect. It's always good to know the Devs are listening and open to ideas. If nothing else comes from this thread, this is a perfect illustration of why modding is going to be so important to the long term health of this game. We already have talented modders from SupCom tweaking DG, and ideas like Random's are likely going to turn into very popular mods.

50 Replies 122,500 Views

I think having a map about twice the size of what we've already seen should be the upper limit. With all the speed boosting, warping and teleporting options in the game maps like Cataract can seem tiny at times.

24 Replies 19,731 Views

[quote who="Draginol" reply="13" id="2044191"]LOL. I don't think I agree with any of OrleanKnight's suggestions. As for lag, we don't create lag. Ping times depend on individual player networks. I think, however, that we should increase the tolerance to 350ms (at the expense of it being slightly less responsive).[/quote] I think his suggestions are right, and I strongly encourage you to read the thread he linked to here .

64 Replies 51,821 Views

It would be interesting to see how a large open map would play. The main issue is that due to technical limitations, all maps must be flat, so a large flat area could end up rather boring. Still, it would be something worth trying once I think.

4 Replies 1,203 Views

You really should read every last word of his post. His ideas are comprehensive, he goes over nearly every single detail so well I was playing his version of DG in my head, and I loved it! [e digicons]B)[/e] I don't see why you think killing his troops doesn't gain you an advantage. Each minion killed is lost gold to that General. If you manage to AOE a whole squad of his, you may have just cost him a couple thousand. If we did it your way the G

50 Replies 122,500 Views

I don't know, I think I like the massive horde of units. It definitely takes some getting use to. Oddly enough I find the game running very smoothly even towards the end game. Build 2C gave me some porformance hick-ups so I turned off AA, set shadows to low and left everything else on high running at 1680x1050. Now with 2D I have left those settings alone and the game runs great for me, even with the hordes.

22 Replies 19,712 Views

Impressive. I have argued for some other approaches to the RTS issue, but this is the best I've seen by far. Ditch the idols, buy units from portals, flip the economic model on its head, perfect! Even if initially we don't have the angels and giants, or they decide to keep the siege and archer as one, this idea would still be a vast improvement. I'm fully behind you on this, I hope the devs see the light. [e digicons]k1[/e]

50 Replies 122,500 Views

[quote who="PossiblyImpossible" reply="4" id="2038210"] Congratulations, you are wrong! (snip) Notice that I use both "fan" terms in quotations because I would guess the 90% of the time they aren't mutually exclusive and you just use those terms to be prejudicial against people who espouse views different than your own. [/quote] Of coarse I do! [e digicons]:grin:[/e] I suppose I can take comfort knowing they are going down with

48 Replies 130,722 Views

Three things. 1) That metaphor is God Awful, get off it, please. 2) We did switch architects mid build. This game was hatched by Scathis, who has since left GPG and handed over the reigns. 3) I badly want this game to kick ass, and I think no matter what it's going to be a solid game. However, I and many others were really looking forward to that much lauded RTS element and we are finding the design direction sorely lacking in that area.&nbsp

48 Replies 130,722 Views

Insanetitan, you make some good points, but there is actually more to it than that. If I had my minions spawning on opposite ends of the map, and I'm on one side fighting, there is plenty of incentive for me to commit my forces on the other side of the map to assisting another demigod, rather than marching them all the way over to me, or trying to meet them half-way. Yes the minions themselves need their power adjusted, but if all they do is make them powerful/useful and still spa

24 Replies 5,030 Views

We may not need barracks, but we do need a mechanism that encourages a General to split his forces and command on more than one front. The big complaint here is that the only viable way to play a general is to summon all his troops and go plowing into the enemy, like an Assassin...with pets. What I'm not liking about the Idol system is that all troops are summoned right next to you, and why not? There is no incentive to have them anywhere else atm. As to Ba

24 Replies 5,030 Views

[quote who="Frogboy" reply="4" id="2035649"]Maybe people should quit judging games based on betas months away from release...[/quote] Maybe devs shouldn't tell beta testers that they do not intend to change Generals in any significant way, especially if that isn't the case. Also, clearing the air on just how far the anti-cheating system goes, potentially killing the modding in an engine that is purpose built to allow easy modding, would set us at ease. Look, thi

48 Replies 130,722 Views

Gnats is absolutely right on with his ideas. The only tweak is aesthetic, barracks should resemble portals, to keep with the games flavor. General's are not fulfilling their purpose in this game yet, not by a long shot. I hope the devs are listening to the RTS players; we were sold on the idea of on RPG-RTS hybrid, right now what we've got is pure action-RPG. I'm also open to other approaches, but we need a real RTS component added in here some

24 Replies 5,030 Views

I think the RTS/Micro element will be fine if the Generals are controlling their own personal guard rather than having control over all the creeps. IN fact, that approach makes a lot more sense given the design of the game so far.

23 Replies 3,339 Views

I've been holding the opinion that they are still in, but yes, more information would be nice. This really is a big aspect of the appeal for those of us coming from SupCom and RTS fans in general.

23 Replies 3,339 Views