1 |
-1 for tone. File a bug, don't rant insultingly. These are volunteers, remember?
|
1 |
-1 for tone. File a bug, don't rant insultingly. These are volunteers, remember?
|
2 |
\n
|
2 |
\n
|
3 |
Now, as for the issues - this is coming from the Spring engine itself. The ZK team works hard but they're limited by what the C++ developers who build the Spring engine do, and those guys are doing an even-more-thankless volunteer job than the ZK devs. The rearm/refuel system is heavily hard-coded into the engine, as is the bomber behavior.
|
3 |
Now, as for the issues - this is coming from the Spring engine itself. The ZK team works hard but they're limited by what the C++ developers who build the Spring engine do, and those guys are doing an even-more-thankless volunteer job than the ZK devs. The rearm/refuel system is heavily hard-coded into the engine, as is the bomber behavior.
|
4 |
\n
|
4 |
\n
|
5 |
The
old
approach
was
to
have
the
factories
automatically
eject
the
units
to
make
sure
they
were
clear
of
the
lab.
I've
seen
units
get
stuck
even
in
the
land
labs
once
in
a
rare
occasion
and
need
to
get
manually
ordered
out.
They
may
have
to
bring
back
the
"eject"
button.
|
5 |
The
old
approach
was
to
have
the
factories
automatically
eject
the
units
to
make
sure
they
were
clear
of
the
lab.
I've
seen
units
get
stuck
even
in
the
land
labs
once
in
a
rare
occasion
and
need
to
get
manually
ordered
out.
They
may
have
to
bring
back
the
automatic
eject,
but
iirc
plane
behavior
is
finicky
and
it
might
not
work
for
those.
|
6 |
\n
|
6 |
\n
|
7 |
From a gameplay side, I think the air pad's redundancy with repair-zones may need to end - cowardice/repair-zones are the way to define "return here to get repaired", separate from the air-pad rearm functionality.
|
7 |
From a gameplay side, I think the air pad's redundancy with repair-zones may need to end - cowardice/repair-zones are the way to define "return here to get repaired", separate from the air-pad rearm functionality.
|
8 |
\n
|
8 |
\n
|
9 |
The game may need some lua hacks to work around this issue - wrecks within the factory footprint could be instantly auto-reclaimed for "free". Airpads could be replaced with a simple "refuelling field" that refuels the planes as soon as they enter its range - a hack, would lose the nice land/takeoff animation, but would fix the problem (although you'd have a new problem with planes flying off before they reach 100% health).
|
9 |
The game may need some lua hacks to work around this issue - wrecks within the factory footprint could be instantly auto-reclaimed for "free". Airpads could be replaced with a simple "refuelling field" that refuels the planes as soon as they enter its range - a hack, would lose the nice land/takeoff animation, but would fix the problem (although you'd have a new problem with planes flying off before they reach 100% health).
|
10 |
\n
|
10 |
\n
|
11 |
The bomber behavior where they lose their target lock and then do a flyover instead of a bombing-run? I don't think there's much that can be done for that one. Don't lose your target lock.
|
11 |
The bomber behavior where they lose their target lock and then do a flyover instead of a bombing-run? I don't think there's much that can be done for that one. Don't lose your target lock.
|