Well, since the units are fully customisable, and the game is not a commercial affair AFAIK, the GW should not mind...
On the script language thingy, the idea is that it's not exactly a script but a collection of data and commands that the game can interpret, so you have to give just about 50 basic rules that are "built in" in the program, and players can use whole thing to make new rules etc. This is tempting because it takes a lot of responsibility off of your head, as the one who writes an army list will have to think about the special rules himself, and for some people of the "Try harder" type it opens a scope for veeery wide implementation of new rules.
Graphic files: The testing performed on Dark Angels Devastator proxy (new type) gave following results: BMP format: Original file. 24-bit. 21 Kbytes. JPG format: No image compression set to have the highest result possible. 24-bit. Blurred and bad colors. High loss of detail. 13 Kbytes. GIF format: Only 256 colors (8 bit). The colors got kinda messed up, but this might be of some use in future (applying camo patterns, for example). 2 Kbytes. PCX format: 24-bit. No distortions, all colors match the original hex. 10 Kbytes. To say my opinion, there is a reason this format is used quite commonly for things like backgrounds in games, screenshots etc. TGA format: 24-bit. No distortions, all colors exactly match the original hex, but no compression either. 21 Kbytes. PNG format: 24-bit. No distortions, all colors match original hex, and the compression level is simply shocking. 2 Kbytes.
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