Tech-K fixes for projectiles and storage#5680
Tech-K fixes for projectiles and storage#5680seedship wants to merge 2 commits intoZeroK-RTS:masterfrom
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…values so game doesn't insta crash at higher tech levels. Also trying to add storage
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Fixes #5431 |
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The storage fix should be a new feature for unit_attributes. Also it should be backwards compatible so as to not crash when the callout is missing. Extra projectiles have a bit of spread to make the projectile look bigger and shed more light. Crashing when a Glaive shoots a million projectiles is.... not exactly unintended. But if you want a playable game rather than a Statement, I'd be happy to compromise on making damage scale up after some number of projectile doublings. |
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Hmm, I'll add a check to make sure the callout exists, although I added it more than a year ago, so I'm wondering where the breakdown of engine functions we can assume exist and engine functions we don't know exist lies? What is the philosophy? Will update unit attributes. I'm wondering if it makes sense to increase projectiles.
In terms of making the projectiles look more powerful, if there is not already, perhaps we could add an engine callback to set individual projectile brightness? I think the approach of making the projectiles shine brighter or be physically bigger makes more sense than simply adding more and spreading them out, not to mention saves performance |
Removing infinitely doubling projectiles and instead changing damage values so game doesn't insta crash at higher tech levels. Storage scales the same as energy production now, tested and verified it works