Unit Design - unit property sheet

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Wed Jul 17, 2019 9:52 am

yes
(OFF: you have an AOF multiplyer game waiting for you :))

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Sat Aug 03, 2019 8:35 am

new specunitaction:
CAN_NOT_LOAD_UNLOAD, //unit that has carry ability but still can not load unload units (eg. when submarine carrier is under water)

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Wed Sep 11, 2019 6:24 am

IS_ALL_TECH_MEMBER, //if a tech that needs to be in "all techs" section - meaning the it is a DEFAULT tech (despite it is in upgrades section)
IS_NOT_ALL_TECH_MEMBER, //if a tech that needs NOT to be in "all techs" section - meaning the it is not a DEFAULT tech (despite it is NOT in upgrades section)


bold is new option.

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Tue Oct 01, 2019 6:09 pm

new specunitaction:
IS_FACTORY_NOT_COUNTED, //if a factory is not counted as normal or mega factory either.
implemented.

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Mon Oct 28, 2019 6:14 pm

new setting:

"trnEmulatesTerrains":["TERRAINS_PLAINSWALKABLE"], // use this instead of isCarrierRemovesTerrainDrawbacks, give here what terrain it emulates as a carrier.

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Mon Nov 25, 2019 8:33 pm

new specunitaction:
NO_MEND_HEAL_FROM_UNITS, // means worker and healer builtin logic will not affect it only if carried in a building (temple/shipyard)

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General Brave
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Re: Unit Design - unit property sheet

Post by General Brave » Wed Dec 04, 2019 1:06 am

The emulation sounds pretty good for making roads.
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Re: Unit Design - unit property sheet

Post by Maxbirykov2004 » Mon Apr 06, 2020 1:30 pm

Guys i need help, could you help me with this units, i need know what wrong with them
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Mon Apr 06, 2020 2:14 pm

please dont make json changes until you can use the game in modded version
reason: if u have the modded version that will tell you what is the problem with the jsons (will write out where is the problem)

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Tue May 19, 2020 8:17 pm

new property:

abilityPower = 0; //this value can be used to multiply the value of each spells, use new spell "specs" (CHG_POWER_BY_ABILITY_MULTIPLY, CHG_POWER_BY_ABILITY_ADD) and so on

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Re: Unit Design - unit property sheet

Post by L4cus » Mon Jul 27, 2020 6:03 pm

Can the terrain modifer apply to attack or armor as well as speed?
It would be very usefull if it can...
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Mon Jul 27, 2020 6:16 pm

you mean the "trnWalkTerrain" setting? (read more here about this: viewtopic.php?f=216&t=8405)
that is not, but all terrainAffinity setting can apply any effect onto units,
read here: viewtopic.php?f=215&t=4307

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Re: Unit Design - unit property sheet

Post by L4cus » Mon Jul 27, 2020 6:26 pm

Thanks!
Also, i was looking for spell ressistance but i cluldnt find it even on this topic...
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Mon Jul 27, 2020 6:35 pm

for historical reasons it is called convertResistance

Code: Select all

convertResistance = 0f; // victim property: 0.2 = 20% -> if priest (or caster) has 30% than 30 - 30*0,2 => priest has 26% to convert/cast the spell on unit. 

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Re: Unit Design - unit property sheet

Post by L4cus » Mon Jul 27, 2020 6:53 pm

It includes all spells right? Not only conversion...
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Mon Jul 27, 2020 8:04 pm

yes

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Re: Unit Design - unit property sheet

Post by L4cus » Tue Aug 04, 2020 5:44 pm

excuse me, i have been looking for but i could find whereto write the flavouring text...
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Re: Unit Design - unit property sheet

Post by Midonik » Tue Aug 04, 2020 5:56 pm

There should be a strings.xml file in the other folder in the assets.
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Re: Unit Design - unit property sheet

Post by L4cus » Tue Aug 04, 2020 5:59 pm

ohhh, thanks!
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Re: Unit Design - unit property sheet

Post by L4cus » Thu Aug 27, 2020 8:17 pm

is it possible to modify "abilitypower" with techs or auras?
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Thu Aug 27, 2020 8:28 pm

sure.

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Re: Unit Design - unit property sheet

Post by L4cus » Sat Aug 29, 2020 12:42 am

can 2 units be replaced by one? i mean 1 unit that transform can be upgraded into one who can not
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Sat Aug 29, 2020 5:27 am

can 2 units be replaced by one? this part i dont understand.
1 unit that transform can be upgraded into one who can not: sure.

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Re: Unit Design - unit property sheet

Post by L4cus » Sat Aug 29, 2020 2:06 pm

thanks
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Tue Nov 03, 2020 5:58 pm

change:
hpMax = 1; //health points, in prop changers it is a fixed hpMax addition so eg 20 means +20 hp
hpMaxPercent = 0; //used only on property changing effects to set how to alter by % of the original hpMAX, 0 mean no change, 0.8 means -20%, 1.2 mean +20% of original

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Re: Unit Design - unit property sheet

Post by L4cus » Tue Nov 03, 2020 6:35 pm

is it possible to make a negative effect to reduce hp max? :?:
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Tue Nov 03, 2020 7:01 pm

yes
negative hpMax in a tech of effect will make it

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Re: Unit Design - unit property sheet

Post by L4cus » Tue Nov 03, 2020 8:20 pm

great! thnx
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Sun Nov 15, 2020 5:42 pm

new option to set:
trnInValidTargets; //if set than these units can not be targeted by this unit's normal attack (eg. bombers can not hit buildings with default attacks - they will have ability for that)

in json - i placed it above bonuslist

Code: Select all

...
         "trnBuilders":{"unitTypes":["UNIT_TC","UNIT_US_BLD_AIRPORT"]},
         "trnInValidTargets":{ "categories":["U_GROUND_BUILDINGS"]},
         "trnBonusList":[
            {"modifier":1,"unitList":{"categories":["U_PLANES_BOMBER", "U_PLANES_NONCOMBAT"]}}
         ],
 ...

and also can be template-referenced like other lists
like this:

Code: Select all

...
         "trnBuilders":{"unitTypes":["UNIT_TC","UNIT_JP_BLD_AIRPORT"]},
         "trnInValidTargets":{"copyFromUnit":"UNIT_US_PLANE_B17"},
         "trnBonusList":[
            {"copyFromUnitBonus":"UNIT_US_PLANE_B17"}
         ],
...

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Re: Unit Design - unit property sheet

Post by makazuwr32 » Mon Nov 16, 2020 7:05 pm

Good addition.
With this and when we'll update all categories we can make some units unable to attack and deal any damage to others.

But firstly we need to make proper categories for all units and bonuses.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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