I didn't think so but you replied as if you could so i was just curious that's all no Biggie.
Another Question and suggestion. The random map generator, why does it random generate maps that are not in editable form? it creates maps in a weird file format that isn't openable in final alert 2 was there ever a way to access random generated maps in the map editor? If not is it possible to make this possible in ares?
Would be awesome if it was possible to have a TechRepair=Bool tag, which would determine whether this unit would be affected by the tech vehicle repair/ hospital.
Also, an attacheffect that would temporarily make units a fraidycat=yes unit would be awesome. Basically the possiblity to scare units, making them run in random directions. QUICK_EDIT
I was thinking about it as well, weapon or warhead to make units fraidycat haha! it would be awesome, but civilians have those frames, many units wont, they would just run normally. But still, funny to use it _________________
Some kind of tag like IsBodyIFV=true.
Normally an IFV changes its turret with its first passenger, this tag works the same but is for units with Turret=no. The unit changes its weapon and body image with its first passenger. QUICK_EDIT
Support of PermaDisguise for VehicleTypes to disguise as another VehicleType.
Hmm nice idea, I always wished for a mod to have something like this.. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
You can turn image switching request into unit conversion request.
i.e.
image when damaged
->
Convert.ConditionYellow=
Convert.ConditionRed= _________________
That doesn't have anything to do with Ares and it's a huge task that several people have tried and quit. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
The high bridge logic could be expanded to include the train bridge, those overlay slots are still unused. Low bridges already occupy a lot of slots from the available 255 overlay slots, so no point in expanding those. QUICK_EDIT
yes the train bridge, at first I want to see the three high bridge working together, as I had read something about that only two will work. If the overlay slots is limited then I would like to see the train bridge restored without much (if any) side effects.
And another request, for the FS TiberiumToSpawn logic to be implented. QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Wed Mar 06, 2019 7:41 pm Post subject:
I'm going to chime in, though there are numerous topics open, gomen.
Would it be possible to implement production events as separately-definable types, or perhaps to implement a way for the player to act in a way that can be customized, in-code, to resemble a production event, but could be customized beyond the fixed attributes of production? I'm thinking in particular of allowing such a class of entity to be customizable to produce one of a variety of TechnoTypes, selected randomly, modelling the Gen/ZH "Technical", which can occur in several random variants. Although this gameplay mechanic is limited in Gen/ZH, it has great potential: there could be "HQ" results from "crafting" a unit, or "crafting failures", where an expensive, rare unit fails to be assembled.
Others have requested a similar mechanic before, working by means of setting an alternate production type on a unit itself, which is certainly an acceptable substitute. However, I think a generalization of the "Unit Delivery" super-weapon with production events would be the most feasible way to achieve the greatest degree of customizability in production. Once an option is given to randomize the outcome of Unit Delivery and SuperWeapons can be customized to charge only when their button has been clicked, subtracting money as they charge, rather than charging after being used and subtracting money when used, and auto-targeting even with manually-fired SuperWeapons is implemented, both of which have substantial applicability elsewhere, great step towards generalization of Unit Delivery and Production Event has been achieved.
Perhaps a further generalization is possible with MakeInfantry and in-the-field upgrading of units, but I've not thought about it. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
I like the idea. Let's call it the Fault system, activated when an RNG draws a number below [General]>FaultRate = float/percentage
When activated, it would look for multipliers:
FaultyArmor = float / multiplier
FaultySpeed = float / multiplier
FaultyFirePower = float / multiplier
FaultyROF = float / multiplier
FaultyBuildTime = float / multiplier
These could work the same way as the Attach Effect, promotion and other similar systems with a difference being that instead of flat out multiplying, the actual multipliers would be random, between 1.0 and the values of those keys.
The keys in [General] would default to 1.0, with FaultRate defaulting to 0%, while they can be set/overridden at the following levels, with each set of keys defaulting to the level above it:
- General
- Sides
- Countries
- TechnoTypes
- (Possibly) SuperWeapons (Paradrops, Airstrikes, UnitDelivery, etc)
Tying UDSW to production is pretty simple just some designator tricks.
https://www.moddb.com/media/iframe/2057505
The only missing piece is rally point.
So I will just suggest units spawned by UDSW need to follow the building's primary rally point that the superweapon is attached to. _________________
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Mar 11, 2019 1:28 pm Post subject:
If this were connected to Paradrop and Chronoshift, it would be possible to customize alternate modes of production, just as the ChronoFactory and ParadropFactory of NPatch, but being customizable for the object produced and not applied "blanket" on everything produced by a certain factory. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
If this were connected to Paradrop and Chronoshift, it would be possible to customize alternate modes of production, just as the ChronoFactory and ParadropFactory of NPatch, but being customizable for the object produced and not applied "blanket" on everything produced by a certain factory.
Except they'd still be superweapons, so it wouldn't be very similar to normal production. QUICK_EDIT
I like the idea. Let's call it the Fault system, activated when an RNG draws a number below [General]>FaultRate = float/percentage
When activated, it would look for multipliers:
FaultyArmor = float / multiplier
FaultySpeed = float / multiplier
FaultyFirePower = float / multiplier
FaultyROF = float / multiplier
FaultyBuildTime = float / multiplier
These could work the same way as the Attach Effect, promotion and other similar systems with a difference being that instead of flat out multiplying, the actual multipliers would be random, between 1.0 and the values of those keys.
The keys in [General] would default to 1.0, with FaultRate defaulting to 0%, while they can be set/overridden at the following levels, with each set of keys defaulting to the level above it:
- General
- Sides
- Countries
- TechnoTypes
- (Possibly) SuperWeapons (Paradrops, Airstrikes, UnitDelivery, etc)
Sound Plausible?
With animation weapon you can do random animation by firing an EMEffect weapon and then random AE
Somehow makes this work _________________
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Fri Mar 15, 2019 8:03 pm Post subject:
OmegaBolt wrote:
Millennium wrote:
If this were connected to Paradrop and Chronoshift, it would be possible to customize alternate modes of production, just as the ChronoFactory and ParadropFactory of NPatch, but being customizable for the object produced and not applied "blanket" on everything produced by a certain factory.
Except they'd still be superweapons, so it wouldn't be very similar to normal production.
I think aspects of SW and Production are fundamentally reducible. Production subtracts money while it is "charging" and begins "charging" upon UI interaction, firing automatically when fully charged. SW, currently, charges without requiring UI interaction and subtracts its Cost upon firing, which requires UI interaction. It's not impossible to make SWs customizable in this regard. This would allow the production of groups of diverse units, different productions leading to the same object (e.g. Side A paying 1000$ to produce an object, Side B paying only 750$), different ways of delivering the product (normal Unit Creation, PD delivery, Chrono delivery...) and with some customization even the production of alternate outcomes of a production event.
On another level of abstraction, we could consider a generalization with SpyPlane and TaskForces; such a production SW could spawn a pre-defined Task Force with a mission that could also be customizable via UI regarding its target, and in the Production Event type code itself regarding the kind of mission. But perhaps for the moment, the idea of considering a Production Event to spawn a pre-definable Task Force, that is, a single production producing a group of units, a generalization of InitialPayload, seems to be enough, and this certainly could be considered entirely separate from making the charging/firing conditions of SWs customizable. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
As cxtian said you can make the AI use SW spawned units just like any other. You just need to make the trigger gather the units from the AI's unit pool instead of making a new team. I'd recommend giving the trigger a higher priority to make sure it fires soon after the units are spawned, if not the AI's base could get clogged up with units. _________________
I like the idea. Let's call it the Fault system, activated when an RNG draws a number below [General]>FaultRate = float/percentage
When activated, it would look for multipliers:
FaultyArmor = float / multiplier
FaultySpeed = float / multiplier
FaultyFirePower = float / multiplier
FaultyROF = float / multiplier
FaultyBuildTime = float / multiplier
These could work the same way as the Attach Effect, promotion and other similar systems with a difference being that instead of flat out multiplying, the actual multipliers would be random, between 1.0 and the values of those keys.
The keys in [General] would default to 1.0, with FaultRate defaulting to 0%, while they can be set/overridden at the following levels, with each set of keys defaulting to the level above it:
- General
- Sides
- Countries
- TechnoTypes
- (Possibly) SuperWeapons (Paradrops, Airstrikes, UnitDelivery, etc)
Sound Plausible?
With animation weapon you can do random animation by firing an EMEffect weapon and then random AE
Somehow makes this work
Does it, though? How do you limit the animation weapon to firing just once per new unit? Because every subsequent shot will reapply a different effect, randomly, replacing the old or stacking on top, neither of which is desirable.
Moreover, it doesn't allow for control of buildtime, the idea that production hick-ups can take longer to correct.
If the EMEffect weapon is a SW, then there will be no way to stop it from firing a second time, because the designator will still be there.
If the EMEffect weapon is fired from a building/unit, FireOnce will keep it from firing a second shot, but it'll also not retarget other units until it the first one is destroyed.
I have a new suggestion, but i'm sure it's very rare to think of, how about a logic where you can make a voxel or an SHP that rotates in a circle (to player's perspective) around the body voxel or SHP? just like a saturn with a certain moon rotates around it in a circle but in Z perspective.
Or is there already something similar to it? _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Mar 18, 2019 12:28 pm Post subject:
Mig Eater wrote:
As cxtian said you can make the AI use SW spawned units just like any other. You just need to make the trigger gather the units from the AI's unit pool instead of making a new team. I'd recommend giving the trigger a higher priority to make sure it fires soon after the units are spawned, if not the AI's base could get clogged up with units.
I don't think I am being understood correctly. I'm not talking about the AI using units spawned by sources other than regular production. My minimal idea was that production could be spawning groups of units instead of single units and also beyond the constraints of Cloning Vat and Initial Payload - simply a single production event ushering in the creation of several different units at the same time. If you combine this with my idea of allowing SWs to be customizable to function identical to production events in order to allow a place for such production events to be defined, you can see that there are other SWs, beyond those that obviously generate units for the player to control (ParaDrop, DropPod, UnitDelivery), which create what is essentially a special case of a taskforce - namely, the way in which ParaDrop and SpyPlane create their respective planes. From this, I'm construing the idea that the mission of the delivered units could perhaps itself be rendered as a taskforce - again, this does not presuppose that there are SWs that render like unit production (though I think this would be a likely an easy avenue to encode such a feature), or that production must be capable of producing several units at once; what I am saying is that a conceivable option is to generate pre-defined taskforces instead of units: for example, producing or Unit-Delivering a platoon of 50 tanks that you cannot control but which will hunt down all enemy harvesters, then leave the map, or whatever. Or a "recon bike dash" that crosses the map once. Defining such groups via taskforces just seems like the most parsimonious route, as opposed to using tags in the SW itself. For example, the ParaDrop type has a number of tags that allow the definition of a customized airfleet composed of various numbers of planes of various types, each carrying a customizable payload. All this could be rendered per a taskforce in a catch-all solution for superweapons that spawn a unit, or a group of units.
Edit:
SW and unit production icons are of course also sorted into different sidebar categories; this would have to be overcome in order to perfectly emulate production as a SW, however I think that this is a small obstacle to, or if else, fault in, such emulation. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Animations on building structures:
https://ppmforums.com/viewtopic.php?t=45277
(Welding sparks, scaffolding, workers, etc. ; useful for vainilla, required for RA3-like or Generals-like construction system)
Another suggestion:
Making unit-specific Grinders.
For example, a Grinder with a list of which units it can grind.
For flavor and usability cases this is very important. For example you could have a "cow farm" that regularly spawns cows. Then you could have a Slaughterhouse that can grind cows into resources... but should not grind tanks or infantry!
In a more exotic case, you could have aliens mind-controlling human civilians to turn into food. Again, they should not be able to grind vehicles or themselves...
Etc. etc., this would lend itself for very interesting mission mechanics.
"Grinder.grinds=unit1,unit2,unit3..."
Other unit types would not get the enter cursor on the grinder. _________________
Just attach it to the unit, AttachEffect.Delay=-1 makes it fire once
I don't think you're understanding the idea at all. It's not about a simple buff that applies to all units from a side or type. Were that the case even vanilla ra2 can achieve it.
This is about random buffs/debuffs where 5 conscripts created by AI as part of the same team could have 5 different buffs/debuffs and could take 5 different, but similar times to build. That 'randomness'.
individual AttachEffect keys won't work because in order to work as needed, we would need multiple different attacheffects that don't override, nor replace, each other. The current AE mechanics override if it's not from the same AE type, regardless of the delay.
That is all besides the inability to effect things like Cost and Buildtime during production.
AE is not the solution to this. It's a very, very compromising walkaround. QUICK_EDIT
Can I suggest a more broad approach where you can set it to build from a group of entities either at random, in order, back and forth, or some other function?
[UNITBASE]
GroupOwner.List=UNITA, UNITB, UNITC, UNITD, UNITE
GroupOwner.Order=<set> <random> <reflect>
Choosing to build UNITBASE would then produce a unit/building/etc. in GroupOwner.List= in the order set. You could have it even read prerequisites of units in the list though that would be a lot more complicated. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I have an idea though I'm not sure if this has been suggested in the past.
How about having Voxel Sequence, pretty much like shp sequences?
So let's say we'll use my War Miner for example. I'll have 8 hva animations on it and frames 1-4 are for wheels animation and frames 5-8 are for mining animation.
WalkRate.Sequence=1,4 and MineRate.Sequence=4,4 or something like that.
This could be expanded for IdleRate and AirRate of course. Last edited by snmiglight on Tue Mar 26, 2019 5:27 am; edited 3 times in total QUICK_EDIT
Can I suggest a more broad approach where you can set it to build from a group of entities either at random, in order, back and forth, or some other function?
[UNITBASE]
GroupOwner.List=UNITA, UNITB, UNITC, UNITD, UNITE
GroupOwner.Order=<set> <random> <reflect>
Choosing to build UNITBASE would then produce a unit/building/etc. in GroupOwner.List= in the order set. You could have it even read prerequisites of units in the list though that would be a lot more complicated.
That's a good idea. Think this could instead be an expansion to the unit conversion logic? Like, converting units as soon as they are built, and converting to a unit from a list instead of one specific unit. QUICK_EDIT
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