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V1 Flying Bomb and V2 rocket IMPLEMENTED

Posted: Sun Jan 28, 2018 1:57 am
by Puss_in_Boots
Seriously guys, stop discussing it here:
viewtopic.php?f=56&t=962

This will be the launcher.
Image

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

Re: V2 Flying Bomb

Posted: Sun Jan 28, 2018 2:24 am
by General Brave
It's so it has to be built or assemble in some place? Anyways you didn't tell me how big the images.

Re: V2 Flying Bomb

Posted: Sun Jan 28, 2018 7:20 am
by Puss_in_Boots
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.

Re: V2 Flying Bomb

Posted: Sun Jan 28, 2018 7:39 am
by Stratego (dev)
"It must be assembled in the cities"
or it can be a thing that can be built by engineers

Re: V1 Flying Bomb

Posted: Sun Jan 28, 2018 7:55 am
by Puss_in_Boots
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.

Re: V1 Flying Bomb

Posted: Sun Jan 28, 2018 8:07 am
by Stratego (dev)
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?

Re: V1 Flying Bomb

Posted: Sun Jan 28, 2018 9:02 am
by Midonik
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.

Re: V1 Flying Bomb

Posted: Sun Jan 28, 2018 9:28 am
by Stratego (dev)
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.
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.
but no fuel like stuff that kills the joy - imho

Re: V1 Flying Bomb

Posted: Sun Jan 28, 2018 2:41 pm
by Puss_in_Boots
This is the image of the rocket in flight.

Re: V1 Flying Bomb

Posted: Sun Jan 28, 2018 3:27 pm
by General Brave
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.

Re: V1 Flying Bomb

Posted: Sun Mar 04, 2018 3:45 pm
by Puss_in_Boots
I still haven't forgot.

V1 rocket carrier.

Re: V1 Flying Bomb

Posted: Sun Mar 04, 2018 4:14 pm
by General Brave
Wunderbar.

Re: V1 Flying Bomb

Posted: Tue Oct 09, 2018 2:07 am
by Puss_in_Boots
Remastered.

Re: V1 Flying Bomb

Posted: Thu Oct 11, 2018 9:07 pm
by Puss_in_Boots
Double Revisions.

Re: V1 Flying Bomb

Posted: Thu Sep 19, 2019 6:13 pm
by Stratego (dev)
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?

Re: V1 Flying Bomb

Posted: Thu Sep 19, 2019 11:33 pm
by Puss_in_Boots
No quarrel here as long as the subject of this topic finds implementation.

Re: V1 Flying Bomb

Posted: Fri Sep 20, 2019 5:14 am
by Stratego (dev)
i will implement it if all forumers agree who would say later it was a wrong way lol :)

Re: V1 Flying Bomb

Posted: Thu Nov 21, 2019 7:54 pm
by Stratego (dev)
please everyone write here opinions on my suggested implementation - thanks!

Re: V1 Flying Bomb

Posted: Sun Dec 01, 2019 11:36 am
by Stratego (dev)
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.

Re: V1 Flying Bomb

Posted: Tue Dec 03, 2019 1:07 am
by Puss_in_Boots
Sounds great.

Re: V1 Flying Bomb

Posted: Wed Dec 04, 2019 4:44 pm
by Jasondunkel
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.

Re: V1 Flying Bomb

Posted: Wed Dec 04, 2019 5:23 pm
by godOfKings
May b give rocket low sight (so u need actual units to spot the building b4 firing)

Re: V1 Flying Bomb

Posted: Thu Dec 05, 2019 11:36 am
by Stratego (dev)
good idea!

Re: V1 Flying Bomb

Posted: Sat Dec 07, 2019 12:21 pm
by Stratego (dev)
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? :)

Re: V1 Flying Bomb

Posted: Sat Dec 14, 2019 8:23 am
by Stratego (dev)
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)

Re: V1 Flying Bomb

Posted: Sat Dec 14, 2019 10:24 am
by Stratego (dev)
ok, first version of V1 is uos 10
please check.

Re: V1 Flying Bomb

Posted: Sat Dec 14, 2019 10:24 am
by Stratego (dev)
can someone find a proper sound for the doodlebug? would sound cool :)

Re: V1 Flying Bomb

Posted: Sun Dec 15, 2019 1:34 pm
by Stratego (dev)
this is the current launch site for v1:
bld_ger_site_v1.png
bld_ger_site_v1.png (2.11 KiB) Viewed 3208 times
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

Re: V1 Flying Bomb

Posted: Mon Dec 16, 2019 3:24 pm
by Stratego (dev)
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?

Re: V1 Flying Bomb and V2 rocket

Posted: Mon Dec 16, 2019 6:44 pm
by Stratego (dev)
ok, here they are, teamcolored