Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: sector fortifications
Re: New feature: sector fortifications[message #345379 is a reply to message #345374] Mon, 09 May 2016 13:06 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
While that would be neat, that would neat an entirely new interface that allows selecting explosives from your pool of explosives, as well as a way to set up directional mines and guntraps. Additionally, explosives are tied to a merc's abilities (a minefield created by Red would a whole different game from a minefield created by Flo), and there's always the risk of blowing yourself up, which can only be somewhat effectively modelled with an assingment. Still, the idea is good, it's just lot of hassle.

Removing vegetation this way is possible - all you need is to set up the xml (which requires knowledge as to what tree is in what tileset). Afaik smeagol does that in AIMNAS with machetes and some bushes.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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