*Wipes forhead* Sorry about the lack of working on anything, for more hours @ work + more homework all of a sudden = miserable week. Anyway, I should be free to work on some ideas for special weapons/tweak the arrow strike either tomorrow or the next day. Right now I must pull an all - nighter

. I see some excellent work has been done in my absence, though!
yoyam wrote:Lol thanks

And as for the AI planning, I havent talked much w/ Slayer about that but what we are planning on is alot of conditional stuff and scripting, so maybe we can make some designated spots on the wall where you have to take the tower to for it to be activated and then once you do that the AI paths become active and some unit spawn at the bottom that will run up, or maybe once you put the Tower into a designated spot it will turn into a prop that can be constructed like you were talking about.
That is absolutely awsome. The best maps are the ones that include new concepts like that. I'm not sure how you're going to have designated spots for the AI to follow though - perhaps the towers should just be on an animation, then activate planning graphs/deactivate barriers when it reaches the wall. However, if you can figure out a way to pull it off, it will be equally awsome.
yoyam wrote:But man I hate the stupid AI, if it wern't for them we could just make it so you could roll up to any old part of the wall, drop the bridge and rush in w/ your buddies, instead we gotta be the brains for these Artificial Idiots.
ROFL! I definately know THAT feeling. That's one thing I hate the developers for. It's the only game I know of in which the AI needs planning on the map itself in order to not be completely broken. Ah, well.
