Unit Design - unit property sheet
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Re: Unit Design - unit property sheet
you can not mod it without grant.
email me
ps: and yes, wrong topic
email me
ps: and yes, wrong topic
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Re: Unit Design - unit property sheet
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)
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)
- makazuwr32
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Re: Unit Design - unit property sheet
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).
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).
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Unit Design - unit property sheet
yes, it will stop and in case of mines will get damagedmakazuwr32 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?
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 Also another question - is this working as well for air units?
suremakazuwr32 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).
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Re: Unit Design - unit property sheet
That are good news.
Thanks for new opportunity.
Thanks for new opportunity.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- General Brave
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Re: Unit Design - unit property sheet
This will do nicely.
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Re: Unit Design - unit property sheet
Is front page updated Dev?
I use this more often than I thought
I use this more often than I thought
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Re: Unit Design - unit property sheet
you mean first post of this thread?
yes
yes
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Re: Unit Design - unit property sheet
I wonder what else to use.
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Re: Unit Design - unit property sheet
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
Can we have a transformation two.
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Re: Unit Design - unit property sheet
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
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
please make new opics in the suggestions section for these - also write there samples of units that needs these.
thanks
thanks
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Re: Unit Design - unit property sheet
Where do I suggest that?
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Re: Unit Design - unit property sheet
suggesions / others
or u can make the specific unit toics that would use that and write there.
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
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.
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
Can it work the other way around or not necessary.
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Re: Unit Design - unit property sheet
what do u mean?
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Re: Unit Design - unit property sheet
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
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)
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
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?
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
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.
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
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.
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
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.
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
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.
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
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
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
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)
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
This one is more for ai, right?
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.