Unit Design - Unit Propery sheet - Spec unit actions

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makazuwr32
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by makazuwr32 »

Stratego (dev) wrote: Wed May 04, 2022 1:49 pm new option

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ATTACK_NEEDS_OPERATOR, //structures eg. towers, castles: if structure is not carrying any units than it can not attack with its default attack (same for counterattack)
woah.
That.
IS.
AWESOME!

Maybe we should remake those mechanical siege units to work with operators instead...
makazuwr32 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 Propery sheet - Spec unit actions

Post by Stratego (dev) »

ok, but we should be easy on that not to make too much micromanagement, also AI can not fill them up with operators - so only "side" units can be like this.
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by makazuwr32 »

I am thinming about using it for alternative fire mode.
Alas that will not be the case for battering rams.
makazuwr32 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 Propery sheet - Spec unit actions

Post by makazuwr32 »

Question:
How can we use for spells which are not "convert" some way to exclude inconvertible units from possible targets?
makazuwr32 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 Propery sheet - Spec unit actions

Post by makazuwr32 »

And another question:
If we will set for factory IS_DECREASE_COUNT_FACTORY can we make it as counted if it takes 2 factories space?
Can you allow this?

Same question wiith megas.
makazuwr32 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 Propery sheet - Spec unit actions

Post by Stratego (dev) »

we can not
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by makazuwr32 »

Stratego (dev) wrote: Thu Jun 30, 2022 7:31 am we can not
Why not?
I just was thinking that we might make this way for normal megas to cost 1 counter and for better ones to cost 2 counters (1 counter base + 1 counter that substracts from total counter).
makazuwr32 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 Propery sheet - Spec unit actions

Post by makazuwr32 »

makazuwr32 wrote: Thu Jun 30, 2022 6:43 am Question:
How can we use for spells which are not "convert" some way to exclude inconvertible units from possible targets?
This is not possible as well? At least without categories usage.
makazuwr32 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 Propery sheet - Spec unit actions

Post by Stratego (dev) »

new spec:

AI_NO_DEFEND_TC, // AI will not send this unit to defend TC-s (use it with NO_LOOK_FOR_HEAL if needed)
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new option:
AI_NOT_TO_BUILD_FACTORY, //AI will not use this unit (eg. riflemen in AOMW) to build factory (around TC-s)

(in AOMW all "riflemen" units set to have this - so if AI controlled they will not build factories around TC-s - only other structures eg. defenses)
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new spec:

Code: Select all

IS_TELEPORT,                  // MUST not be buildable (until AI upgrade), so only NOT_OCCUPIABLE mapeditor unit. It will teleport just carried units to another IS_TELEPORT building of same player (if there is space to)
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

I found some hardcoded tech checks, now they go to be configurable as new spacunitactions:

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    TECH_STEALING,         //Mark the Stealing tech with this (increases stealing possibility)
    TECH_STEALING_DEFENSE, //Mark the Stealing Defense tech with this (decreases enemy stealing possibility)
    TECH_LOYALTY,          //Mark the Loyalty tech with this (on convert unit will got 1 hp instead)
    TECH_SEE_ALLY_LOS,     //Mark the Writing tech with this (lets u see your allies line of sight)
    TECH_BONE_SIGHT,       //Mark the Bone Sight tech with this (lets u see all corpses on map (for AOF))
    TECH_NATURE_CALL,      //Mark the Nature Call tech with this (lets u see all animals on map (for AOF))
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

Please every modder report me back if all are set in the given alternative so i know which alternatives i need to make myself.
thanks!

(i made AOS + AOF + AOW already)
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by b2198 »

Stratego (dev) wrote: Fri Mar 10, 2023 1:05 pm I found some hardcoded tech checks, now they go to be configurable as new spacunitactions:

Code: Select all

    
    TECH_STEALING,         //Mark the Stealing tech with this (increases stealing possibility)
    TECH_STEALING_DEFENSE, //Mark the Stealing Defense tech with this (decreases enemy stealing possibility)
    TECH_LOYALTY,          //Mark the Loyalty tech with this (on convert unit will got 1 hp instead)
    TECH_SEE_ALLY_LOS,     //Mark the Writing tech with this (lets u see your allies line of sight)
    TECH_BONE_SIGHT,       //Mark the Bone Sight tech with this (lets u see all corpses on map (for AOF))
    TECH_NATURE_CALL,      //Mark the Nature Call tech with this (lets u see all animals on map (for AOF))
Wait, so those will be configurable in JSONs now? That's a big one for balancing, nice :ok_hand:
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

yes, but not sure how these help in balancing, it is simply they are not coded in "code" but in a files, but in general the setting will be the same
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new tag and modified texting of existing:

modified one (for only attack and abiliteS):

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        IS_INFINITE_TALL,             // units that should not be shot over, "spell" over - so anything behind is protected (like a wall in a room), not set with IS_INFINITE_TALL_FOR_MOVE than it lets walk tru though
new one (for only movement):

Code: Select all

        IS_INFINITE_TALL_FOR_MOVE,    // units that should not be move tru/over, fly over even with high fly (like a wall in a room if set with IS_INFINITE_TALL)
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new:

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IS_LOAD_UNLOAD_COST_MOVEMENT, // when unit enters or leaves this carrier, that unit loses a movement
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new spec

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        IS_CARRIED_SURVIVES_INTACT, //if the carried unit survives the destruction of its carrier, than unit will not lose action and movement (as by default it would)
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

an old spec was missing from here, added:
IS_TECH_DEFAULT_FOR_AI, // (works for non-AiProfiled AI-s only!) set this to any tech to give to all AI by default, eg. in AOF we needed wheel tech by deafult for ai to be able to move catapults
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new spec:

Code: Select all

        ATTACK_ACCURACY_DECR_BY_SPEED,  //The powerAccuracyPenalty will be multiplied with speed of TARGET unit (meaning bigger miss chance on speedy targets).
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by b2198 »

Stratego (dev) wrote: Wed Dec 13, 2023 8:58 am new spec:

Code: Select all

        ATTACK_ACCURACY_DECR_BY_SPEED,  //The powerAccuracyPenalty will be multiplied with speed of TARGET unit (meaning bigger miss chance on speedy targets).
So that means now abilities can also have the same miss mechanics as a catapult's attack, for example? Where they have a chance to miss based on the target's speed if they don't have a bonus against it, and when missing, it hits a nearby tile instead of nothing? Or did I understand it wrong?
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

no, this is for turning back on the basic attack miss "speed multiplier". (as by default that is not turned off)
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by b2198 »

I see, so the default now will be to not multiply the miss chance by speed of the target unless the attacker has this spec?
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

b2198 wrote: Wed Jan 10, 2024 5:33 am I see, so the default now will be to not multiply the miss chance by speed of the target unless the attacker has this spec?
exactly
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

new spec:
AI_USE_AS_OCCUPIER, //use this unit as it would could be occupier - as it has some ability that will let this occupy. eg. paratrooper plane
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Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) »

2 new specs

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        POP_NOT_CONSUMER,             // by default isUnitPopConsuming() says consumer is Non-factory, walking unit. Using this spec it can be surely set to be NOT CONSUMER.
        POP_CONSUMER,                 // by default isUnitPopConsuming() says consumer is Non-factory, walking unit. Using this spec it can be surely set to be CONSUMER.
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