There are a few things I'd like to ask if they can be done in the SOSE engine.
1. can I add a sound effect for moving ships, ala Star Wars and its famous ""?
2. the engine does not support "hardpoints" ala Forces of Corruption for the various ships. does it support however different kinds of armor/abilities?
3. can I limit certain units to be only one per game? like the heroes of Warcraft 3?
4. can I have different background music for each race, even and especially custom ones?
5. how big can the galaxy map be before performance hits appear? is there a limit?
6. could a story-driven campaign be made?
7. can descriptions be added to planets/ships?
8. can we use custom art for custom planets? like, a ring of debris orbiting a custom planet?
erm, more than a couple, and there were more, but I cannot remember them
can I also have different tactic/logistic slot for each planet?
only by modding the PlanetTYPE.entity files in a mod.
harpo
ah, right, I keep forgetting that.
how many voices alternates can I give to units for the various instances (spanwed, phase jump, attack, move attack, select, move)?
would mipmaps help with SOSE's performance?
is it normal that, in-game, there is a slight delay between the visual effect of the hit and the actual decrease of shield/hull?
Yes.
A. Weapon effects are purely cosmetic, the game doesn't actually care when a ship gets hit most of the time.
B. The game doesn't update hull/shield numbers on the infocard all the time to save resources. The game does properly do all calculations instantly under the hood however, so don't worry about the enemy ship living an extra second longer than it is supposed to.
that was exactly my problem:) ships living more than they deserve to. HA! if this is no problem, then nothing to worry about.
would using wav/mp3 for units/music bog down performance?
can we add different neutrals? for more diversity?
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