Joined: 07 Mar 2015 Location: Drinking Vodka with Lenin, Stalin and Putin
Posted: Fri May 15, 2015 3:46 pm Post subject:
a surgestion
Subject description: any surgestion can be here
Hi there i was wondering if you can add this feature:
-damaged units:units when damaged (we set the health) transform into another unit(just to make the coding easy) so it will change the art and many things(for example a damaged tank will be unable to move or fire its main weapon and it will have a art of a damaged tank)
-Hulks:as in Generals
-Upgrades:buildings with 0*0 fondation as in D-DAY will be automaticly deployed in the battlefield (no need to click on the field when its ready)
-Upgrades Logic:as in Generals upgrading a units health,firepower, armor or upgrading it into another unit QUICK_EDIT
2/3 are the same as Unit-to-Unit transformation that's been long suggested for Ares or can be done with AttachEffect. As far as autodeploying, I don't think that's possible as you still need to place it, either using an AI control or otherwise and deploying it onto a buildingtype would probably require many tags to get it to deploy to the right building not to mention if you have multiples of the same building... _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
You can use negative AttachEffect to simulate battle damaged to units. For example in D-day if an artillery gets a direct hit on a tank it will stop it for a short time by using AttachEffect.SpeedMultiplier=0.0.
You could also use this to make units slower &/or weaker over time by using 0.9 & AttachEffect.Cumulative. _________________
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sat May 16, 2015 12:48 pm Post subject:
I agree something like the ACTOR-CONDITION system from Gen/ZH would be nice - like, say, having Condition: HP < 25%, Apply Status: AttachEffect.SpeedMultiplier=0.5
But that is very illusory for the YR engine I think.
I recon the best you can expect to get from Ares would be an "Apply AE only below x% health" thing for warheads.
(and I also still think the *ideal* way of handling it would be having different thresholds/health-counters for different effects, so you could take seperate HP Damage, Speed Damage, Armor Damage, Psychic Damage, EMP Damage, KillDriver Damage and so on...). _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun May 17, 2015 1:38 am Post subject:
Well, the right AttachEffect settings already do that... say VeteranAbilities is FIREPOWER and that bonus is defined as 1.25, then you get hit by an AE with FirepowerMultiplier=.8, it will return your firepower to baseline. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue May 19, 2015 5:09 pm Post subject:
I have another suggestion:
Something that allows certain structures to be placed next to certain other structures only.
For example, I want to make a base expansion node:
Code:
[GAEXPA]
Name=Allied Base Expander
BaseNormal=yes
EligibleAdjacentBuildings=GAPILE ; defaults to all
would mean I would be able to place barracks next to the expander, but nothing else.
Alternatively, you could make it a tag on the building you want to place:
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Wed May 20, 2015 9:14 am Post subject:
Would this be very hard to code into the AI?
Come to think, the AI ignores things like deployable base expansion nodes anyway, and building defenses near oil derricks. If push comes to shove, the AI might just be coded to ignore it.
Of course, if you set it on normal base structures, it would be quite messy. But on structures that are ignored by AI anyways when it gets to base-building, I see no issue.
And another buildings-related suggestion:
Allowing AIBasePlanningSide to take a list, rather than an integer. That way, we can have buildings that are shared by multiple sides and still get sorted properly. For example, to avoid having to make a seperate Pavement for each side, when they are really identical. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Nobody will look around every forum in search for feature requests (especially if you keep making multiple unrelated suggestions in one randomly named thread).
As for Millennium's request, if you want to have "shared" structures, create structure clones. "Sharing" structures and units is something that's already possible using existing Ares features, there's no need to expand AIBasePlanningSide into a list. Last edited by mevitar on Wed May 20, 2015 12:14 pm; edited 3 times in total QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Wed May 20, 2015 12:27 pm Post subject:
mevitar wrote:
As for Millennium's request, if you want to have "shared" structures, create structure clones. "Sharing" structures and units is something that's already possible using existing Ares features, there's no need to expand AIBasePlanningSide into a list.
But we got FactoryOwners for just that reason of having shared production facilities >< now we can't sort them properly and would still need clones. Which FactoryOwners was meant to avoid. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Create clone structures. Add GroupAs to each. Create new prerequisite group with them listed. Add them as prerequisites.
Players won't know there's any difference. QUICK_EDIT
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