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  • Posts

    • ah, no worries! take your time  I'm just doing spritework in the meantime lol. nice to hear from ya though, X3M got that Railgun Tank sidebar icon sorted the other day, but like the Kovi and Castle it doesn't have a place in any tech tree just yet. I DID intend for it to be a unit for the native rival faction to the Aether Knights, but it's a really cool new unit and the AK need something in the Autogun Tank's spot in their tech tree, sooooo I might just put it there. I've got other ideas for that other faction lol oh yeah, Shotgunners were in the Summers' Solstice campaign and will remain the Light Infantry-like unit for the smugglers and mercenaries in this campaign. they have more impact against light armor, albeit only slightly, than the former standard Riflemen. their area-effect, while larger as well, is nowhere near that of Grenadiers or Siege Tanks when trying to determine why exactly the Shotgunner is so superior to the regular Light Infantry, it has to do with their method of dealing damage. they don't actually have higher DPS than Riflemen with that small exception of more oomph against light armor. it's just that they deal their damage sooner, meaning they're more likely to eliminate threats sooner. Riflemen might need another shot or two Trikes' rapid fire attack works because it has the speed to compensate. it gets on top of stuff, eats it, and can leave just as quickly. since infantry are slower and tend to be stuck in the fight, a bursty damage model lends itself very well to the weakest infantry unit the Shotgunner becomes the player's standard infantry on S03V1 and on. both they and Grenadiers can be compared on this mission, and I'll link you to this vid from Felix where the action starts if you want to check it out for yourself, Summers' Solstice is in any regular d2k install with gruntmods or dunemaster nowadays... although I did do a small mostly-cosmetic update to backport a bunch of features Klofkac added for this campaign after its completion, including a new spirteset for the Shotgunners. more details about that are in... this post here ^^ hope that helps
    • Didn't find any time yet. In order to check it out. Too busy with RL, work and other games 😛 I spotted shotgunner. I like that. Is it going to be a classic short ranged anti infantry unit? Will it deal medium damage to light vehicles by any chance? Is the attack type similar to that of the siege tank and grenadier? In other words, the projectile goes fast and deals similar damage.
    • just an update for the curious... lotsa stuff needs doing before I can get on with doing up campaign missions, but just cuz it's boring backend stuff doesn't mean we can't look forward to the final results! Klofkac has been working on reviving mvi's ol' queues system I believe I already mentioned that my current pursuit is spritework and I've also refined the tech tree seen in the debut mission although ArkDebut was released primarily to showcase the tileset, it happens to also be the latest mission created for d2k and I could do up another draft later just to showcase the new art additions and gameplay tweaks. and also to make that art available for other mappers through the mod data y'all can see it in action with or extract it from. I've got a lot more spritework to wrap up first though that's all for now
    • This is the simple option and enables me to leave most of my trains on normal priority.
    • I haven't tinkered with saved games in this iteration of RR Tycoon (I did in the original). I suspect that the train list has rules that won't be easy to tease out. However, if you can find it and understand it, then it might be easier to fix the corruption than to delete a train. The one vague recollection I have from earlier investigations is that all trains in the game (for all companies) are stored together in a master list, so finding *your* train 182 isn't as easy as scrolling down to the 182nd train in an array. If you might recover from the older saved game, first try running it for a year or two to see if it's already doomed. If it gets past your crash date, then it's probably okay. Look at the trains at and around #182. If train #182 in your old save isn't the same train as #182 in the corrupt save, then you might have deleted a train during the year, and that might have corrupted your file. Did you see my message above where I wrote that there's a bug in the game's train deletion algorithm? Never ever ever delete a train! Good luck!
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