Nah, it's water scavenging, so he doesn't have to leave the armor.
Oh yes, of course... What else? The precious water of life
Nah, it's water scavenging, so he doesn't have to leave the armor.
But for Planetfall we picked DirectX11 and the main reason for this is that DirectX12 only runs on Windows 10 and for us its important that our games support older hardware.
Well, the idea was to write a post about the mechanics of combat and how they differ from AoW3, you're list is quite a bit more extensive than that! I'll see what I can do though![]()
It appears that culling the quote messes with the number order, but to throw in my own 2c on these topics:
For the first, there could be ways to make the system more granular without simply giving an advantage to units with more movement points. For instance, certain actions might cost a certain % of movement points. Or units might have a varied number of action points - a Dvar assault troop, for instance, might be slow but have many action points to represent that laying down a barrage of fire doesn't slow them down much, while a hovorbike-mounted sniper might have fewer to represent that while it can move fast, it has to stop and set up in order to snipe.
On the second: I think it's fine in an open field battle: if the defender can run rings around the attacker, it makes sense that the attacker just isn't going to be able to take them out. If there's an objective being defended, though, I think there needs to be some mechanic to represent that the objective has been abandoned by the defender and forfeited to the attacker. If you're just flying in circles around the attacker, after all, you're not defending the objective, and there's a military adage about how an aircraft can't hold ground.
Question: can I launch AoWP at least on lowest settings, if I can play AoW3 on high/ultra now? Owner of shitty PC is asking.
Below is a screen shot that demonstrates how the surrounding environment, in this case just the terrain, influences the lighting of the object.
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I have another question about doing things in parallel. What exactly does the engine do in parallel? Are AI moves for the different players on separate threads? Or would that cause to many synchronization problems?
Do you have a more traditional split in threads like one for thread for UI and graphics and one for the rest?
Question: can I launch AoWP at least on lowest settings, if I can play AoW3 on high/ultra now? Owner of shitty PC is asking.
I'm curious as well. How scalable will AoW: Planetfall be. Perhaps it's too early to tell though.
I realise that this is probably a long shot, but is there any chance that someone will look into whether some of the new editor improvements can be added to the AoW3 editor?
The Snapshot Renderer comes to mind as something that doesn't sound overly integrated into the new engine and would be of use to AoW3 modders.