BallWin wrote: ↑2019-01-04, 14:52
[https://youtu.be/RKmKpTe-gVo]
Questionable work of a howitzer against a medium tank.
timing[9.55] Two shells hit the tank. The average survived. The howitzer has been destroyed.
The situation is unlikely.
Getting into a stationary tank, the chances of survival = 0.
Getting into a mobile tank, the chances of survival ~ (0.2-0.4).
timing[11.38] The average tank against howitzers. Again there were two hits. The tank survived.
This is wrong. It doesn't match the original.
(Expensive weapons don't make sense if they can't destroy a simple target.)
The howitzer attack must be increased. And we need to check the radius. I thought it was smaller than it should be (R hwz > R havy).
I will check how the damage is calculated, expect feedback on this issue in a few hours.
EDIT: The medium has 50/74 hit points. A bullet from the howitzer has a damage value of 10/24. So two hits would take our a medium tank since 20/24 > 50/74. However! This only applies if these were direct hits. In the video at 9:55 the first bullet hits the tank dead on taking more than half its health. The impact of the second bullet is unfortunately not shown in the video.
At 11.38 the first bullet almost missed the medium tank, hence the tank took only minor damage and could survive the second bullet barely.
I will watch a few videos of the DOS version. You are certainly right, the chances that a medium takes out a howitzer should be smaller I feel. I might either increase the damage of a howitzer bullet or increase the damage radius of the bullet.
This means I should also hurry up to get the replay feature done do analyse these situations more carefully
BallWin wrote: ↑2019-01-04, 14:52
*** In my opinion the White color bad. Robots are like snowmen.
I agree they look awful. I made them brighter since they were almost grey and hard to recognize in the Zod engine.
The robot factory produced two robots (toughs) they were however stacked (in the same position). After they exit the factory the will "split apart" after at most 1 second.
In the video I gave them immediately a command, so they remained stacked a bit longer. But, yeah, I see your point this should be improved. Noted as a bug.
BallWin wrote: ↑2019-01-04, 14:52
General conmment: - you need to enable non-combat robot animations.
This is important for the gaming atmosphere. Example-see the ending of the game and the original.
What do your robots (Zod Engine robots) do after winning? Nothing. They stand still. What happens in the original game?
We see a show of happy robots! Spectacular imitation of emotions. You have fun, too. This is the work of game atmosphere.
Without it, any engine is just a skeleton.
So far you only hear the winning/losing voice samples. They will be played when your fort is destroyed or the last enemy is wiped out.
I was thinking of including a few of these voice samples every time when destroying a fort.
I have to check if these robots animations you mentioned are included in the "assets" folder of the Zod engine. If yes, then I would take me about a day to include these animation. If not, then I would need the graphics for that first.