Unit Design - unit property sheet

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Fri Dec 14, 2018 6:55 am

you can not mod it without grant.
email me

ps: and yes, wrong topic

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Fri Jan 18, 2019 12:08 pm

2 options in hasSpecunitActions:
STEALTH_FORCES_STEP_ON, // unit can not go tru it, it will stop on it, destroying stealth unit (for land/sea mines)
STEALTH_FORCES_STEP_BLOCKED, // unit can not go tru it, it will stop right before it, not destroying stealth unit (for submarines)

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makazuwr32
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Re: Unit Design - unit property sheet

Post by makazuwr32 » Fri Jan 18, 2019 12:50 pm

So if unit with STEALTH_FORCES_STEP_ON on way of movement of enemy than enemy will stop exactly on unit's tile regardless of speed?
Also another question - is this working as well for air units?

And i hope that both new properties are availible for aos and aof as well (especially for aof because i want for some units submarine way).
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.
© by Makazuwr32™.

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Fri Jan 18, 2019 12:58 pm

makazuwr32 wrote:
Fri Jan 18, 2019 12:50 pm
So if unit with STEALTH_FORCES_STEP_ON on way of movement of enemy than enemy will stop exactly on unit's tile regardless of speed?
yes, it will stop and in case of mines will get damaged
makazuwr32 wrote:
Fri Jan 18, 2019 12:50 pm
Also another question - is this working as well for air units?
if u set "can_be_flown_tru" on the mine, and air unit has "can_fly" than it will not stop on it.
makazuwr32 wrote:
Fri Jan 18, 2019 12:50 pm
And i hope that both new properties are availible for aos and aof as well (especially for aof because i want for some units submarine way).
sure

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Re: Unit Design - unit property sheet

Post by makazuwr32 » Fri Jan 18, 2019 1:13 pm

That are good news.
Thanks for new opportunity.
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.
© by Makazuwr32™.

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Re: Unit Design - unit property sheet

Post by General Brave » Sat Jan 19, 2019 2:41 am

This will do nicely.
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Re: Unit Design - unit property sheet

Post by Tankhead » Sat Jan 26, 2019 11:00 pm

Is front page updated Dev?
I use this more often than I thought
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Sun Jan 27, 2019 1:09 am

you mean first post of this thread?
yes

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Re: Unit Design - unit property sheet

Post by General Brave » Thu Jan 31, 2019 3:54 am

I wonder what else to use.
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Tue Feb 05, 2019 7:16 pm

new "Arrow type action": EXPLOSION - when a stealth unit is stepped on and explodes/destroyed (eg. landmine in AOW)

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Re: Unit Design - unit property sheet

Post by General Brave » Sat Feb 09, 2019 5:15 am

Can we have a transformation two.
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Sat Feb 09, 2019 6:13 am

?

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Re: Unit Design - unit property sheet

Post by General Brave » Sun Feb 10, 2019 5:56 am

A second transformation, instead of cycling and also it would be needed for newer units.
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Re: Unit Design - unit property sheet

Post by General Brave » Sun Feb 10, 2019 6:02 am

Also I have a lot more needed suggestions, one is it possible to make a factory only work with sped up production units instead of turn.
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Sun Feb 10, 2019 8:14 am

please make new opics in the suggestions section for these - also write there samples of units that needs these.
thanks

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Re: Unit Design - unit property sheet

Post by General Brave » Mon Feb 11, 2019 5:50 pm

Where do I suggest that?
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Mon Feb 11, 2019 5:52 pm

suggesions / others

or u can make the specific unit toics that would use that and write there.

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Mon May 06, 2019 10:59 am

new specunitaction:
ATTACK_RANGE_DODGED //set this if the attack is not arrow type (eg. throwing axe) but you want to use ranged dodge to deflect it.

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Re: Unit Design - unit property sheet

Post by General Brave » Tue May 21, 2019 2:36 am

Can it work the other way around or not necessary.
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Tue May 21, 2019 5:28 am

what do u mean?

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Fri May 24, 2019 1:54 pm

new specunitaction:
CAN_HIT_FLYING, // if set the unit can attack and hit flying as it were "arrowed" in AOS/AOF, if not set it can hit only 1 hit.

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Sun May 26, 2019 6:26 pm

new property:
rangeAttackMin = 0; //if set than the minimal range it can attacks (eg. a catapult can not attack to adjacent units if set to 2 or more)

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Re: Unit Design - unit property sheet

Post by godOfKings » Mon May 27, 2019 6:24 am

Nice, but if catapult moves into a wagon, and wagon moves into a tc/tower then this drawback will b nullified

On the other hand, catapult won't b able to atk melee units from inside tower

Wat will b the case inside castle since castle covers 6 tiles at melee range?
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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Mon May 27, 2019 7:08 am

i made it as on checking minimal range mega buildings are calculated with their "farest" tile, so it will be able to attack unit by the castle if minimum range is set to eg. 2.

please try it, also a regression test is newuired as i could ruin current ranged weapon logics by mistake.

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Sun Jun 09, 2019 7:54 pm

new specunitaction:
ATTACK_MELEE_DODGED, //set this if the attacked is not melee type (eg. archer) but you want to use melee dodge to deflect it.

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Tue Jun 11, 2019 12:26 pm

new specunitaction:
ATTACK_NOT_RANGED, //eg. pierce melee weapons: if set than the attacktypearrow|attacktypeburningrock units will be considered close combat units that piercing or normal armor deflected.

obsolete (deleted) specunitactions
ATTACK_RANGE_DODGED //set this if the attacked is not arrow type (eg. throwing axe) but you want to use ranged dodge to deflect it.
ATTACK_MELEE_DODGED, //set this if the attacked is not melee type (eg. archer) but you want to use melee dodge to deflect it.

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Mon Jun 24, 2019 6:25 pm

new specunitaction:
CAN_BE_PASSED_BY_ENEMY, //if a unit can not "block" enemy ever (like a plane should not block ground units and other planes in movement.

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Tue Jul 02, 2019 10:42 am

new attribute:
powerRangePowerDrop = 0; // float 0.2 means 20%: every step of 1..powerRange the damage will decrease by this percent starting from powerRangePenaltyPercent

lso this changed:
private int powerRangePenaltyPercent = 0; // percentage eg. 80 meas 80%: on which % of damage level the decresing of damage starts, decrease with powerRangePowerDrop

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Re: Unit Design - unit property sheet

Post by Stratego (dev) » Wed Jul 17, 2019 6:31 am

new specunitaction flag:
NO_LOOK_FOR_HEAL, //means will not stop attacking when injured/damaged to look for heal/mend possiblity (like suicide units like demolition ship or petardier)

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Re: Unit Design - unit property sheet

Post by makazuwr32 » Wed Jul 17, 2019 8:27 am

This one is more for ai, right?
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.
© by Makazuwr32™.

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