V1 Flying Bomb and V2 rocket IMPLEMENTED
- Puss_in_Boots
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V1 Flying Bomb and V2 rocket IMPLEMENTED
Seriously guys, stop discussing it here:
viewtopic.php?f=56&t=962
This will be the launcher.
The weapon is carried around on this thing.
https://www.google.com/search?q=v1+rock ... 8z-ambb1zM:
The launch pad will consume any V1 rocket in a tile nearby.
Otherwise, it will stay in TC with 0 movement.
Range: 250 km
viewtopic.php?f=56&t=962
This will be the launcher.
The weapon is carried around on this thing.
https://www.google.com/search?q=v1+rock ... 8z-ambb1zM:
The launch pad will consume any V1 rocket in a tile nearby.
Otherwise, it will stay in TC with 0 movement.
Range: 250 km
Last edited by Puss_in_Boots on Sun Jan 28, 2018 7:53 am, edited 1 time in total.
OLÉ
- General Brave
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Re: V2 Flying Bomb
It's so it has to be built or assemble in some place? Anyways you didn't tell me how big the images.
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- Puss_in_Boots
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Re: V2 Flying Bomb
64 by 64 for average sizes. 64 x 128 for planes or tall structures.
Yes. It must be assembled in the cities. The launch pads fire the rockets away.
Samuelch wants a one build and one time use type of building.
Another way to do it is to have an city build it. Where it can be launched from.
Needs research, "Rocket Propulsion."
We need 4 images total.
Yes. It must be assembled in the cities. The launch pads fire the rockets away.
Samuelch wants a one build and one time use type of building.
Another way to do it is to have an city build it. Where it can be launched from.
Needs research, "Rocket Propulsion."
We need 4 images total.
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Re: V2 Flying Bomb
"It must be assembled in the cities"
or it can be a thing that can be built by engineers
or it can be a thing that can be built by engineers
- Puss_in_Boots
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Re: V1 Flying Bomb
Corrected the topic name.
I forgot we already had engineers implemented in game. They would be very useful for rocket constructions.
How far should these things go?
Looking at it's range. It might reach the whole, "visible," map.
I forgot we already had engineers implemented in game. They would be very useful for rocket constructions.
How far should these things go?
Looking at it's range. It might reach the whole, "visible," map.
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Re: V1 Flying Bomb
it can be a whole map thing - it could be maybe a "plane" kind of thing with different image - with a vanishing so you must direct it to target shortly.
so eg. you have 3 turns to direct it to target and can fly 12 tiles per turn
what do u think?
so eg. you have 3 turns to direct it to target and can fly 12 tiles per turn
what do u think?
Re: V1 Flying Bomb
Might work.
Btw,all planes should have vanishing like 6 that will be come back to 6 if it is in airport. That will make them weaker. Now I feel that wining a game is about have more planes.
Btw,all planes should have vanishing like 6 that will be come back to 6 if it is in airport. That will make them weaker. Now I feel that wining a game is about have more planes.
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Re: V1 Flying Bomb
no i dont want fuel in the game, if they are strong than we should nerf them, by power or speed, or buff anti air units.Midonik wrote:Might work.
Btw,all planes should have vanishing like 6 that will be come back to 6 if it is in airport. That will make them weaker. Now I feel that wining a game is about have more planes.
but no fuel like stuff that kills the joy - imho
- Puss_in_Boots
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Re: V1 Flying Bomb
This is the image of the rocket in flight.
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- General Brave
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Re: V1 Flying Bomb
Can someone make a section that explains what every unit does for this game, I haven't played military games in a long time so I vaguely remember what does what.
And also, you don't want the plane to have vanished? But that could be a game mode option where certain units need to return to base to refuel. Usually the bigger planes have bigger fuel which means they could fly farther away. Perhaps add landing field that doesn't add up to production, it refuel your planes and heal them while it also could be captured by the enemy.
And also, you don't want the plane to have vanished? But that could be a game mode option where certain units need to return to base to refuel. Usually the bigger planes have bigger fuel which means they could fly farther away. Perhaps add landing field that doesn't add up to production, it refuel your planes and heal them while it also could be captured by the enemy.
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- Puss_in_Boots
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Re: V1 Flying Bomb
I still haven't forgot.
V1 rocket carrier.
V1 rocket carrier.
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- Puss_in_Boots
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Re: V1 Flying Bomb
Remastered.
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- Puss_in_Boots
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Re: V1 Flying Bomb
Double Revisions.
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Re: V1 Flying Bomb
i read and watched a few videos about V1 and V2.
so my suggestion is:
both shoud be a "building like" thing, so must be built by engineers.
once it is ready it has an ability to launch "itself" having a cost of sacrifying himself, the effect is a "fireball" llike green "drag and confirm" like thing, and the animation will be a great rocket going to target inflicting damage.
range the V2 will have bigger range than V1, eg.
v1 : 10 tiles,
v2: 18 tiles.
damage will be almost the same eg. 100 on targe tile, 50 on second tile 10 on third tile (in reality the warhead almost same v1 850kg, V2 slightly bigger 950kg)
the real money cost was
V1: 5000 RM
V2: 50 000 RM
for comparison a Tiger I was 250 000 RM
building time will be about
V1: 4 engineers of build action.
V2: 10 engineers of build action.
what do u think?
so my suggestion is:
both shoud be a "building like" thing, so must be built by engineers.
once it is ready it has an ability to launch "itself" having a cost of sacrifying himself, the effect is a "fireball" llike green "drag and confirm" like thing, and the animation will be a great rocket going to target inflicting damage.
range the V2 will have bigger range than V1, eg.
v1 : 10 tiles,
v2: 18 tiles.
damage will be almost the same eg. 100 on targe tile, 50 on second tile 10 on third tile (in reality the warhead almost same v1 850kg, V2 slightly bigger 950kg)
the real money cost was
V1: 5000 RM
V2: 50 000 RM
for comparison a Tiger I was 250 000 RM
building time will be about
V1: 4 engineers of build action.
V2: 10 engineers of build action.
what do u think?
- Puss_in_Boots
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Re: V1 Flying Bomb
i will implement it if all forumers agree who would say later it was a wrong way lol
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Re: V1 Flying Bomb
please everyone write here opinions on my suggested implementation - thanks!
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Re: V1 Flying Bomb
i see great interest here!
little rethought:
range the V2 will have bigger range than V1, eg.
v1 : 9 tiles,
v2: 14 tiles.
it will be tartgeted as normal attacking abilities and ONLY buildings will get targeted, after launching the launch site vanishes.
damage will be almost the same eg. 30 on target tile, 10 on second tile (in reality the warhead almost same v1 850kg, V2 slightly bigger 950kg)
the real money cost was
V1: 5000 RM
V2: 50 000 RM
for comparison a Tiger I was 250 000 RM
building time will be about
V1: 4 engineers of build action.
V2: 10 engineers of build action.
little rethought:
range the V2 will have bigger range than V1, eg.
v1 : 9 tiles,
v2: 14 tiles.
it will be tartgeted as normal attacking abilities and ONLY buildings will get targeted, after launching the launch site vanishes.
damage will be almost the same eg. 30 on target tile, 10 on second tile (in reality the warhead almost same v1 850kg, V2 slightly bigger 950kg)
the real money cost was
V1: 5000 RM
V2: 50 000 RM
for comparison a Tiger I was 250 000 RM
building time will be about
V1: 4 engineers of build action.
V2: 10 engineers of build action.
- Puss_in_Boots
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Re: V1 Flying Bomb
So I'm not a fan of v1 / v2. The v1 was then shot down quickly. Both rockets were things that were fired at cities. With moderate success and rather terror effect. Like the a-bomb, the rockets would not do the game well.
- godOfKings
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Re: V1 Flying Bomb
May b give rocket low sight (so u need actual units to spot the building b4 firing)
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Re: V1 Flying Bomb
good idea!
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Re: V1 Flying Bomb
i was about to put this in but i see we still need image for the ramp+v1 rocket as that will be the structure that launches the v1 and vanishes.
has anyone idea how to?
he problem is that the ramp image will be directed to somewhere (left or right or up or down or sideways) but launcheing would be to any direction. (we dont have direction-restricted targeting and direction set-construction options yet)
any idea how to come over this visuality problem?
maybe a quadruple ramp pointing every 4 directions?
has anyone idea how to?
he problem is that the ramp image will be directed to somewhere (left or right or up or down or sideways) but launcheing would be to any direction. (we dont have direction-restricted targeting and direction set-construction options yet)
any idea how to come over this visuality problem?
maybe a quadruple ramp pointing every 4 directions?
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Re: V1 Flying Bomb
i am not so good at it but hre is my launch site image - please poilish or make better -thanks! (i can send in xcf for layers)
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Re: V1 Flying Bomb
ok, first version of V1 is uos 10
please check.
please check.
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Re: V1 Flying Bomb
can someone find a proper sound for the doodlebug? would sound cool
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Re: V1 Flying Bomb
this is the current launch site for v1:
we would need one standing on ground right before launch.
and another image for a flying v2
Do we have any images for V2 rocket? we would need one standing on ground right before launch.
and another image for a flying v2
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Re: V1 Flying Bomb
ok i tried v2 things to make:
one is on carriage
otjer is when transformed to be launched.
(i read everywhere that these were super mobile - so i think a carriage could be built (4 turns?) in eg. airport? or a new building like "special factory", and carriage can move about 3-4 tiles and when unpacked it can be launched
should it be able packed back?
one is on carriage
otjer is when transformed to be launched.
(i read everywhere that these were super mobile - so i think a carriage could be built (4 turns?) in eg. airport? or a new building like "special factory", and carriage can move about 3-4 tiles and when unpacked it can be launched
should it be able packed back?
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Re: V1 Flying Bomb and V2 rocket
ok, here they are, teamcolored
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