Available playersTop players Chat Forum External sites: Wiki
previous 1 2 3 4 5 6 7 8 9 next
|
|
|
|
The idea of towns is something I immediately noticed missing when I joined the site. I know this game isn't the same as Advance Wars by any means, but if it was the case that not all bases had the ability to produce units it would lead to some great map designs and some interesting tactics to be made.
After this snow and roads also sounds like good ideas. |
|
|
|
|
| Yea... Advance Wars is a great game, and some ideas including cities, roads, shoals (shallow water), reefs (deep water [high def, high movement cost])... etc, | |
|
|
|
|
does anybody know if there was snow or tundra tiles in the older versions of weewar? it seems that eric posed this screenshot in the facebook group of weewar back 1 year ago. it cant be a different style for swamps as you can see with florida having its own and different swamp tiles.
This message was edited 1 time. Last update was at 18/04/2009 11:55:54 |
|
|
|
|
That screeshot was a map Lucky mustard made. I then took his tiles and expanded them.
|
|
|
|
|
| In other words, no there never were those tiles. | |
|
|
|
bridges are coming wohooo check the latest offical blog!
and madmike your winter tile set is grand
This message was edited 2 times. Last update was at 24/04/2009 18:04:22 |
|
|
|
|
|
it would be really cool to have winter-style tiles as an option...with no difference in gameplay, it would just look different. that would make weewar more interesting without really increasing complexity
|
|
|
|
|
| yah the winter set was just a "Skin" type idea. | |
|
|
|
|
I like that idea! We could implement it in a couple of ways:
1) Suck up to bert and ask him for the possibility of having "skins" 2) Have the images hosted on someone's website that could handle downloading those images A LOT 3) Load the images locally on your hard drive and call them from there. Options 2 and 3 could then be done with scripting. |
|
|
|
|
it has been implemented in the past via greasemonkey script... don't ask me where it is. check the wiki. ask others.
|
|
|
|
|
|
no comments on the new bridge tile coming?
|
|
|
|
|
| It would be more fun if we could get the devs. to add skins though. | |
|
|
|
|
The new bridges look just grrreat! I'tried to create some different bridge graphics by myself and are very happy with the 3D look they got!
I wonder if they will have effect on combat behaviour of units (like the harbor for example) or be just "crossable water tiles" without combat modifiers? I'd suggest land units to be vulnerable if crossing bridges. Speedboats would also get some kind of guardian or patrol function then
Another question is; will navy units be able not to just cross it, but to stop on a bridge tile? I'm also curious if there will be different variants of sides connected or just one (straight from left to right). If there was different sides, then there simply will be variants of bridges to choose from in the editor. Or the program places the right tile automatically and there is a code checking what side is connected with what side to display the right graphics for longer bridges. (Such a code would be needed for different road versions (not just an ubiquitous road tile) also, which again would leed me to further speculations about roads being implemented somewhen later heh )
This message was edited 1 time. Last update was at 25/04/2009 08:25:49 |
|
|
|
|
| We also need corners and three-way connectors.. | |
|
|
|
| Do we really need corners and three way connectors? This is a bridge, not a road. I am not familiar with any bridges that intersect or have a corner. | |