Warcraft vs Starcraft

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Kyran
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Warcraft vs Starcraft

Postby Kyran » Sat Dec 01, 2012 9:10 am

Found an interesting video here. That is all.
Warcraft vs Starcraft...

Something that i did with wargus in my spare time...

first, i played with the options of the normal wargus... like change the cap and having armies of thousands of units.
them i played with the ai of the game making really difficult..
I finally i add the races of starcraft...
Lol what bloody mess... having the units of starcraft use gold and lumber...
the video has a bad quality sorry... lame computer... and no time to edit...
04:27 jim4 why haven't you added wc1 support? this project sucks. i'm only going to use freecraft
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me
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DinkyDyeAussie
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Re: Warcraft vs Starcraft

Postby DinkyDyeAussie » Fri Dec 07, 2012 6:13 pm

Had a look. It's kinda neat when you think about it. I've been thinking that when using Stratagus to play starcraft, the units don't move along isometric angles of 30 degrees, but instead othographic angles of 45 degrees.

Is there any way to fix this in the code? Or even in the lua files?
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jarod42
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Re: Warcraft vs Starcraft

Postby jarod42 » Fri Dec 07, 2012 9:22 pm

Stratagus has a tile based movement (So only 8 directions).

A pixel based movement was planned which should solve that.
It was planned, but nobody work on this currently.
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Big Daddy
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Re: Warcraft vs Starcraft

Postby Big Daddy » Sun Jul 14, 2013 1:58 am

sounds like laziness to me
DouglasDr
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Re: Warcraft vs Starcraft

Postby DouglasDr » Fri Dec 05, 2014 8:17 pm

Stratagus carries a tile centered mobility (So solely 8 directions).The pixel centered mobility has been designed that ought to fix that will.It absolutely was designed, but no person work with this specific at present. :)
francot514
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Re: Warcraft vs Starcraft

Postby francot514 » Tue Dec 09, 2014 6:40 am

Is this the same discussion as Warstarcraft??
snv
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Re: Warcraft vs Starcraft

Postby snv » Sat Aug 22, 2015 2:27 pm

The rectangular lattice is what makes it a game, with look and feel of good old tabletops. The continuous space won't make it that much attractive, as it would be harder to see unit ranges and the pathfinding will become order of magnitude more complex. You won't be able to use the a-star directly, but will have to partition the continuous space with quadtrees.

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