Unit Design - unit property sheet

Stratego (dev)
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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 :))

Stratego (dev)
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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)

Stratego (dev)
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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.

Stratego (dev)
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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.

Stratego (dev)
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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.

Stratego (dev)
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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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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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