Posted: Tue Jun 18, 2013 7:19 pm Post subject:
Veteran.Buildings
Subject description: Long overdue (?)
Aren't you bugged that, while veterancy works perfectly in buildings,
As most related flags,
you cannot add it to countries as change?
If, for example, I want a Yugoslav tesla-based fation that has veteran tesla reactors (with extra HP using VeteranAbilities=STRONGER) and Tesla Coils with ffaster ROF and SELF_HEAL, why can't I just do it?
All my countries could use some of this...
My proposal is simple. Just as the flag works for these, in the [country] (Say "[Russians]") section:
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jun 18, 2013 7:34 pm Post subject:
You seriously need to get a brain, that is what's long overdue.
This feature would be a waste of time. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
If you could care less, don't comment. There may be other people who want it, and if we were to only include the features "you"care for, there would be only about 5%, and same is true about most modders. The thing is adding things needed by different people. And if this feature is easy enought to add since the code is identical to some already existing one, then what wrong would it make you? Adding this feature does not detract from others but complements them. So there. _________________
You know, you could just add the improved reactor as a new structure that only the one country can build. Ares already allows you to change power plants for AI too on per country basis so there should be no difficulties doing it this way either.
Just saying this, because I think your example usage case isn't exactly the most convicing one to support the addition you're proposing. _________________ QUICK_EDIT
And if this feature is easy enought to add since the code is identical to some already existing one
Oh look, he's doing that thing where he knows the engine code again.
Quick Edit: And I do care what does go into Ares. I think frivolous features such as VeteranBuildings is a complete waste of time. I would much rather see AttachEffect or Bounty/Pillage logic get completed. Or new things, like Randomized Graphics per unit as posted in this forum. I have been modding for the last 7 years and in all of my terrible ideas did I think it would be cool or necessary for anyone to have VeteranBuildings. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jun 18, 2013 7:39 pm Post subject:
If one would have used this seriously, one would have already posted up a blueprint for this one. Since 2007 this never happened.
No serious mods use the Veteran flags because they break balance.
The wrong I would be doing with this is that it takes time away from something the modders would actually use. Like AttachEffect or Bounty. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... Last edited by Graion Dilach on Tue Jun 18, 2013 7:40 pm; edited 1 time in total QUICK_EDIT
There is absolutely no way this code is not exactly the same as the VeteranInfantry, VeteranAircraft and VeteranUnits. All other country modifier codes are implementes in buildings as well as those. These are known as the "big four" types. So try again.
This is to every building, not just power plants. Specially useful for base defenses AND undeploying buildings as they would undeploy into a veteran building-vehicle.
Really people, why don't you fight for your own additions to ares instead of trying others ideas NOT to be implemented?
Look back into the forum where this used to be a friendly place where contributions were hailed instead of tried to be destroyed just because "i don't get what I want so why should you?" mentality.
I support any new addition to the code's functionality as it won't damage me and will some day be useful and even crucial.
PRogress, people. It is not made by bickering. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jun 18, 2013 7:41 pm Post subject:
Our additions makes sense, that's why.
Also, excuse me... but I am a developer. I might know it better than you what worths my effort and what not. Last edited by Graion Dilach on Tue Jun 18, 2013 7:42 pm; edited 1 time in total QUICK_EDIT
There is absolutely no way this code is not exactly the same as the VeteranInfantry, VeteranAircraft and VeteranUnits.
He's doing it again. :v
Quote:
Really people, why don't you fight for your own additions to ares instead of trying others ideas NOT to be implemented?
I'm fighting your ideas so other things can get done. Not like anyone is going to waste their time with this anyways.
Quote:
Look back into the forum where this used to be a friendly place where contributions were hailed instead of tried to be destroyed just because "i don't get what I want so why should you?" mentality.
This is a friendly place. We all get along pretty well. Except whenever someone who has shown to not have quite the mentality to fit in here. We are polite at first, then we shoo you away at a decent pace. If it is one less person, I can live with VeteranBuildings being your last thread.
Quote:
PRogress, people. It is not made by bickering.
No one is bickering. Just telling you that your idea is dumb. QUICK_EDIT
I'm fighting your ideas so other things can get done. Not like anyone is going to waste their time with this anyways.
Well, it seems YOU are wating your time. If you want other ideas to be implemented as THEM to be implemented, not this one NOT to be implemented. That is pointless and stupid. Where has an idea stopped anotherone? Quite the opposite, if you support adittions, it is more likely others to be done as well.
Quote:
No one is bickering. Just telling you that your idea is dumb.
You are dumb, If it's just a bad idea, why is it on Westwood? and this on Infantry, Aircraft and Units has been done in countless mods INCLUDING very important ones as Mental Omega. I bet that if initial veterancy was done in everything but infantry, or not coded at all, you would call it "dumb" as well. Which goes on to show what is really "dumb".
* * *
Well Graion, DCOder seemed to think you attacheffect adition was not really important, was it? As it wasn't included in 0.3, lol. Goes to show how this works, eh? _________________
You are dumb, If it's just a bad idea, why is it on Westwood? and this on Infantry, Aircraft and Units has been done in countless mods INCLUDING very important ones as Mental Omega. I bet that if initial veterancy was done in everything but infantry, or not coded at all, you would call it "dumb" as well. Which goes on to show what is really "dumb".
u mad
In all honesty, I think the entire country bonus system is a waste of time and that was why it wasn't included in the main release. I could care less what other mods use it for. I don't care how many mods use it. My stance on the matter is time spent on a feature not even a developer cares about to be a waste of time. You lost, and you were shot down. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jun 18, 2013 7:52 pm Post subject:
Enough of this nonsense.
Feature request is invalid due tzo being vetted by the community.
NimoStar is an idiot.
And this topic is now redundant. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Only you and this guy were aginst it, and this guy has declared:
"I think the entire country bonus system is a waste of time and that was why it wasn't included in the main release. I could care less what other mods use it for. I don't care how many mods use it"
NOTHING of what is included on ares is on the main release, THAT is why it has to be injected into the code. If you want the vanilla game just play it. That is the only reason you could declare that you don't care what mods do or don't use.
this is a MODDING community and ares is to add features.
This is a feature relatively easy to add and that would save me hours of coding new buildings and AI just for simple bonuses, and same for perhaps many others. You could say "but nobody is using this"... duh, it doesn't ecist, kind of hard to use it that way, isn't it? A LOT of mods use the sister features.
My own mods have finely-balanced country bonuses, which are realistic and add character. Here are the soviet ones for example, which make it roughly an armor-and-tech faction:
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jun 18, 2013 8:14 pm Post subject:
Yea, I can't type right because an idiot is jumping on my nerves.
This is a feature which would be only used by you. Useless one.
EDIT: Also,
NimoStar wrote:
Well Graion, DCOder seemed to think you attacheffect adition was not really important, was it? As it wasn't included in 0.3, lol. Goes to show how this works, eh?
AttachEffects couldn't get into 0.3 because I was too busy with uni in this year. Get your goddamned facts straight. Last edited by Graion Dilach on Tue Jun 18, 2013 8:17 pm; edited 1 time in total QUICK_EDIT
In all seriousness, Starkku gave you an alternative.
Back in the day RockPatch, NPatch and Ares did not exist. Everybody looked for workarounds and alternatives.
There are just these spoiled children joining the forums lately that don't think like this:
Quote:
Hmm, this is not working, I should try and find a workaround to achieve what I want. And if I cannot find one, then I guess it's not doable.
But like this:
Quote:
Hmm, this is not working. Let me create a tiny and probably useless feature request and have the coders of Ares do all the work, because I am too lazy to find a proper workaround. And if it's not doable, I'll just be an ass and post useless replies to month old topics!
Oh wait, the latter one was you, wasn't it? _________________
So, one feature from Ares that you would use would be getting as much use as the enhanced country logic that most mods use? That's a laughable claim at best.
Quick Edit: Just to clarify,
Quote:
NOTHING of what is included on ares is on the main release, THAT is why it has to be injected into the code. If you want the vanilla game just play it. That is the only reason you could declare that you don't care what mods do or don't use.
The country bonus system was introduced in RA1, and reintroduced in RA2. It was not in the main release of the game itself, thus the commented tags. And now, I think out of all people who have participated in your shenanigans of threads, no one supports your idea. And that's a lot of the RA2/YR modding community that's active. QUICK_EDIT
Guys, calm down... why has every thread to go down the same road? It is hard to read all this and to split it into "relevant for this request" and "just plain bullshit".
If you don't like the request, say so. If there's a possible workaround, say so. If the workaround is effective and efficient and you see no need to implement a dedicated tag for it, say so. There is always a more important feature, thus you shouldn't be so condecending when looking at this. It is tiresome to read if you all think you are right and you just shout the others down.
I don't see a reason at all why such a minor feature shouldn't be included. Talking about it takes more time than actually implementing it. It isn't like a big and important feature has to go just because of this one. Accept that other people may have different requirements.
I could have posted this on almost any feature request here...
My rating: it isn't that important, but extremely fast to implement. I know where, and I know how. It's just a new tag, and about two lines of code. Think about it: Each of the posts here took more time to write than it would take me to code the feature you are arguing against. Writing this very post stole me the time to just do it. So, is it reasonable to argue like this? _________________ QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Tue Jun 18, 2013 9:06 pm Post subject:
Tbh, if you want vet building to fire harder and faster, all you got to do is give it elite ablities and elite weapon when it reaches to Vet Status. Simply as it is _________________ Mod Leader and founder of World Domination
Guys, for me, it is whatever.
I am fine wither it will be implemented or not being implemented. I would not use it at all. But who knows? _________________
Couldn't you just do a faction specific variant of the building? That has more benefits than veterancy, since it allows you to tweak absolutely any aspect of the code rather than just the limited set of stats which can be altered with veterancy. QUICK_EDIT
Either way low priority request that very few (only captain nemo here?) are ever going to use...
I can almost guarantee few months down the line Mr. Nimo comes up and goes oh btw can you also add VeteranArt= and also VeteranPrimary/Secondary etc oh and also VeteranSuperWeapon= too oh and VeteranCrew= and also Elite ones for the previous pretty plz with cherry on top QUICK_EDIT
I wouldn't use this suggested feature, but I wouldn't be against it either, but if it took time away from coding a more important feature, then put it on the back burner unless a developer feels like doing it.
I'm mostly against any feature which make it easier for the modder, but doesn't actually provide anything new for the modder.
So I think I'm in agreement with pretty much everyone else here on the subject. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Wed Jul 31, 2013 8:19 pm Post subject:
Allied General wrote:
U does your picture have russian letters on the keyboard? R u Russian? _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Building veterancy is foolish anyway. How does a building become a veteran? Imagine the ceremony after war.
"Congratulations Mr. Tesla Coil, you did a fine job sitting there doing what you were supposed to. We congratulate you with this medal" *can't pin it on, because it's a metal, fking building*. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Building veterancy is foolish anyway. How does a building become a veteran? Imagine the ceremony after war.
"Congratulations Mr. Tesla Coil, you did a fine job sitting there doing what you were supposed to. We congratulate you with this medal" *can't pin it on, because it's a metal, fking building*.
How does a tank become a veteran?
Do they weld medals to the hull? _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Also I have trainable buildings in Colony Wars & Noodles "Mod" but meh they have specialized Pips to signify for the buildings. _________________ ~ Excelsior ~ QUICK_EDIT
Best not to think of these things in realistic terms but rather in gameplay terms. Veterancy could be overhauled by a modder to mean something entirely different within the lore of their game while remaining functionally very similar. QUICK_EDIT
Mental Omega has veteran/elite defenses and IMO it works nicely.
Only thing is you cannot make them veteran/elite on maps by default... _________________
Well that's all dependent on Final Alert, but I don't see that getting updated ever again. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
how about a vet factory building faster, vet refinery generating more cash, vet powerplant producing more power. gaining vet through a timer because the building is in use hence it gathers exp.
gameplay wise the player would benefit from protecting his buildings instead of selling them or letting them get destroyed. would put a whole new weight on basebuilding and baseprotection.
@Nimo why don't you create another building with more HP ROF or whatever??? _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Vet Buildings making better effects also seems nifty.
Like Refineries getting their exp after certain amount of cash is deposited.
With Veteran leading to 25% extra and Elite giving it 50%
Factories (ConYard,Barracks,War Factories,Helipad,Shipyards) could simply have their exp gain from either being given a weapon or by building more and more units.
Depots could just do it in the same principle as Factories. The more units they repair or they're given a Weapon. _________________ ~ Excelsior ~ QUICK_EDIT
Vet Buildings making better effects also seems nifty.
Like Refineries getting their exp after certain amount of cash is deposited.
With Veteran leading to 25% extra and Elite giving it 50%
Factories (ConYard,Barracks,War Factories,Helipad,Shipyards) could simply have their exp gain from either being given a weapon or by building more and more units.
Depots could just do it in the same principle as Factories. The more units they repair or they're given a Weapon.
This sounds like a nice idea _________________ You can call me Dark or Glace/Glaceon if my name is annoying to type.
Building veterancy is foolish anyway. How does a building become a veteran? Imagine the ceremony after war.
"Congratulations Mr. Tesla Coil, you did a fine job sitting there doing what you were supposed to. We congratulate you with this medal" *can't pin it on, because it's a metal, fking building*.
Hmm... haven't tested one on a Battle Bunker but if anyone can confirm if urban combat buildings can gain veterancy I might implement it one way or another for Urban Combat Buildings I guess... or the quintessential Sniper Nest Buildings. _________________ ~ Excelsior ~ QUICK_EDIT
Building veterancy is foolish anyway. How does a building become a veteran? Imagine the ceremony after war.
"Congratulations Mr. Tesla Coil, you did a fine job sitting there doing what you were supposed to. We congratulate you with this medal" *can't pin it on, because it's a metal, fking building*.
Stop showcasing your ignorance
... blah blah blah ...
To the haters, well,
I should seriously put you in your place for being this way all the time, but I won't because I'm better than that. I understand you have no idea what you're talking about, and I'll kindly ignore it.
I don't see why UC buildings should be any different, should be able to gain veterancy, unless it's removed when unloaded... _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I don't see why UC buildings should be any different, should be able to gain veterancy, unless it's removed when unloaded...
Because the troops inside the building are gaining veterancy, almost as if they were the operators of the building........ _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
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