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Re: Unit Design - unit property sheet

Posted: Wed Jul 17, 2019 9:52 am
by Stratego (dev)
yes
(OFF: you have an AOF multiplyer game waiting for you :))

Re: Unit Design - unit property sheet

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

Re: Unit Design - unit property sheet

Posted: Wed Sep 11, 2019 6:24 am
by Stratego (dev)
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.

Re: Unit Design - unit property sheet

Posted: Tue Oct 01, 2019 6:09 pm
by Stratego (dev)
new specunitaction:
IS_FACTORY_NOT_COUNTED, //if a factory is not counted as normal or mega factory either.
implemented.

Re: Unit Design - unit property sheet

Posted: Mon Oct 28, 2019 6:14 pm
by Stratego (dev)
new setting:

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

Re: Unit Design - unit property sheet

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

Re: Unit Design - unit property sheet

Posted: Wed Dec 04, 2019 1:06 am
by General Brave
The emulation sounds pretty good for making roads.