Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Sep 17, 2013 4:42 pm Post subject:
Graion's Ares roadmap plan
Subject description: Without target versions... they'll come one after the other
Take in mind, the following can be changed anytime without further notice. This is just a planning of mine and I can't promise that it'll happen exactly as I write it now.
So, now that Ares 0.4 is out, and AttachEffects is finally in the trunk, this means that one of my old promised feature is done. Still, features which I have started so far but for many reasons couldn't get done up 'til this point takes priority over ones I have to plan out.
My next aim to finish is Bounty, ofcourse. OK, not exactly, because I have decided to include similar tags (I call it GiveMoney) on weapons which allows anyone to completely recreate Generals' Hackers. This branch will be hopefully out in this month, but I can't promise an exact date. Bounty itself is okay, only the GiveMoney handling will need to be finalized. I hope you guys will also feel GiveMoney customization tags as modder-friendly as AttachEffect (there'll be 4 tags, one is the damage's multiplier value to give, one constant, should it create message at all and should it give experience too).
After that, I'll fix HouseBoltColors. I know that the community (or just Gangster? ) hates the feature idea, however, HBC is where I've started from and thereby I feel it should have been completed ages ago.
The gd03 branch which ultimately didn't hit 0.3 comes in third, because to consider it done entirely, FactoryOwners.Forbidden needs a code cleanup.
What comes after... honestly speaking, after these, I want to aim for features which I feel that they have a wide amount of generic usage cases and I certainly know I can code them in. The following ideas of mine are only planned but falls under this category:
- UnitDelivery warheads probably end up being the first feature after I finish all those branches I so far mentioned. I feel they could be used for many ideas, like Mirror Images, mine layers and such. Yes, these are possible via infantry mutation too in a degree, but I'd throw out the barrier. Infantry mutations turned to be unreliable from my tests anyway.
- Troop Crawler-like initial passengers. I've seen Operator logic thrown out in the end because of this and I've seen struggling AI BFRT combos because it can only fill one transport. Not to mention that if more weapons isn't in our development plans (atm in mine, certainly isn't, because it's over my knowledge, I feel) one can use dummy units as individual weaponry.
I am also interested in some other logics to take a look and try coding them in (paradrop factory, promotion to other unit, maybe even unit-to-unit deploy) but right now I don't know where will I get during their coding so take this with a grain of salt.
Of course, I'm open for suggestions regarding in what order should I try the aforementioned would-dos. If there's enough requests I might even go try a not-sure first before these two. But please respect that until I don't get the old unfinished branches of mine which are there for years now done, I don't really want to start a new logic. The GiveMoney logic was added in only because after the rewire of Bounty I did in this summer, it's a too small step to not take it. Also, consider it as an amendment to Bounty being such late.
Mind you that I struggled more than two years with AttachEffect. Thereby all of these will be included when they're done and fits into a release. _________________ "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
Glad to test them when ready, plenty of time as always :/ _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Sep 18, 2013 4:08 pm Post subject:
Bounty-GiveMoney is uploaded to unstable. Note for older users, Bounty.FriendlyMessage is deprecated, Message is used everytime.
http://ares.strategy-x.com/unstable/ _________________ "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
Graion is it possible for you to make more ranks (Extend Veterancy) rather than 3 unit ranks which are rookie, veteran and elite ? something basic like this:
[General]
VeteranCap= 3 (or more)
[Techno-types] ;just showing the important tags that needs to be modified:
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Sep 18, 2013 5:23 pm Post subject:
Not really. Unit-to-unit promotion comes into my mind as an alternate and achievable solution. (it was just 2 hours ago when I sent the entire veteran-bonus system to hell...) _________________ "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... QUICK_EDIT
" (it was just 2 hours ago when I sent the entire veteran-bonus system to hell...)"
I guess codding is not an easy task, was it hard-coded or were you pretty much considering its just a big waste of time since the Alternate solution you mentioned is easier to handle,quick and more flexible ? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Sep 18, 2013 5:42 pm Post subject:
Mhm, the main issue is that the veterancy bonus system is everything BUT flexible.
Unit-to-unit promotion would essentially cause only carryover issues to check if everything needed was carried over, and need only one hook (the promotion, which is already done for mindcontrollers and such) compared to the "override-bonus-everywhere" way yours could happen. That's why I mentioned it in my first post.
The lart line is about the fact that so far I couldn't get GiveMoney.DamageMultiplier to calculate them in... -_- _________________ "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
[GI-Veteran] ;now this is like a copy you don't need to copy and paste all tags all over again you just need to add the ones you need to modify and they will override the original tags of the GI to save space and to make the INI file less complex and filled with useless text's.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Sep 18, 2013 7:36 pm Post subject:
Mostly done already. I haven't seen the code yet so dunno how hard would it be to fix. And no way I would make it automatically be added to *Types list... that would break a lot of stuff at scripts. https://bugs.launchpad.net/ares/+bug/ini-section-includes-section-templates _________________ "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
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Fri Sep 20, 2013 5:41 pm Post subject:
Something I've always wondered with Ares:
Can you make it so that infantry panic voices from enemy players can be heard by the player. Like in TS were you can hear enemy soldiers cry out Medic!. In RA2, you could only hear your own soldiers cry out for some reason. _________________ Destroy to create. All for the hunt to dominate!
AFAIK, that's a general sound function. Defaults to on-screen only. You could default every unit sound to global but it would be kinda loud. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
The game displays the amount everyone makes. Instead of only what you make. Also this would not be such a problem if the color displayed for the cash animation was in house color. Or if this was a setting in Global controls to allow you to see enemy bounty animations.
Also the cash text animations still graphically get stuck on the command menu bar at the bottom of the screen.
I noted all this long ago on old tracker when testing was being done, but decided to post it here, after I noticed it was still occurring in your new test branch. I wonder if I should bump the old bounty bug report on the tracker? _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
That's kinda weird, I can't get it to get stuck, though I'd suppose its the same broken graphics displayer that breaks shadows and most of the SHPs in general when scrolling. Probably impossible to repair.
I've also noticed people have the same problem with the bottom bar in general with getting corrupted by animations and terrain just by scrolling.
House color for the text would be good though, or making it a non-global. This is all up to personal taste however, as I would not even use a message system. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Sep 21, 2013 6:01 pm Post subject:
I don't intend to change the colors. Green for gain, red for lose, that's certain.
I'll look into a GlobalControl tag to only show allied messages tho. Also this advanced command bar thingie. _________________ "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... QUICK_EDIT
Could you make it possible to change base defense buildings for AI on per country basis?
Also, can you add an option which add a Campaign List button inside the game’s default menu instead of removing the default menu? (like what NPATCH does) QUICK_EDIT
You can already do that first one with careful INI coding.
I'm confused on your second question WJY, you do know ARES already has Campaign lists? Or do you want some kind of other function that's intended?
I might be misunderstanding because I never used NPATCH. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Sep 22, 2013 9:12 am Post subject:
In NPatch, when you clicked the Campaigns button, you have met with the old 3 buttons (there were no 4th button of campaigns there), and the Campaigns List was a submenu.
I don't intend to change the Ares behaviour tbh. _________________ "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
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Sep 25, 2013 11:09 pm Post subject:
Considering that two bugfixes were heavily argued back in AttachEffect's timeline, (basically the AttachEffect-cloaking and transport interactions), both got customizable a bit via:
AttachEffect.ForceDecloak - boolean, defaults to false: if set, unit will be forced to decloak when the AE gets applied (useful for nondamaging anim-based AttachEffects).
AttachEffect.DiscardOnEntry - boolean, defaults to false: if set, the AttachEffect will be removed when the unit is removed from map (entering a building or another unit). Otherwise it'll work like it does now, AE will be suspended during the time off the map.
Binary is where it usually is. Ignore if branch info says that it's aimed for 0.4. _________________ "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... QUICK_EDIT
I am just wondering is it possible to improve AE with slowdown\freeze SHP unit animation? For better SpeedMultiplier= effect pimarily.
Is it can be made an effect which allow jam weapons for animation affected units? (RA3 Hydrofoil) _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Sep 28, 2013 9:24 pm Post subject:
WalkRate/Sequence is not something easily modifiable on the fly, sorry. :S _________________ "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
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Sep 30, 2013 2:32 pm Post subject:
Gangster wrote:
Is it can be made an effect which allow jam weapons for animation affected units? (RA3 Hydrofoil)
Just realized what you meant at this. I'll see. TBH, I'm fed up with AttachEffect for a while, but I aim to code such disabling into the game if possible for a different reason (tho that one might end up laggy, so dunno).
OTOH, I like the idea, so it has a high chance that it'll be looked into. _________________ "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
Few questions on Unit-to-Unit promotion:
1. Is it possible to make a PREREQUISITE for that promotion?
[For example, if you want Unit to reach higher rank you have to build a Tech Center.]
2. Can the transformed Unit have its own IMAGE?
[For example, the starting Unit has a simple gun (visually) and the promoted Unit has a larger gun and better equipment (visually, because of another Image=).] QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Oct 21, 2013 3:07 pm Post subject:
If I would have started implementation already (but it's not even on my close-roadmap atm) I would say that 1 is certainly not gonna happen because it's stupid messup and 2 is ofcourse gonna happen, because it's a must, to differ the evolultion and the rookie. _________________ "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
Will the Cost= parameter be usable for promoted units? The reason for it is that with every veterancy level we have to raise the amount of experience that unit must gain to get to a next veterancy level. QUICK_EDIT
http://ares.strategy-x.com/unstable/gd03.14.27.36.tar.gz _________________ "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
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Sun Feb 16, 2014 5:10 pm Post subject:
Errrrm..., how does exactly the FactoryOwners work?
1. FactoryOwners sets which countries can build this from the start or which counties can aquire this if they capture the building?
2. FactoryOwners.Forbidden sets which countries can't build this from the start or which counties can't aquire this if they capture the building?
These flags are pernament or not?
3. FactoryOwners makes the country who captures the building have all previous owner's units be available? _________________
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
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