AOS ToDo List - List of code changes requests for AoS

Any other ideas that does not fit to the specific categories.
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AOS ToDo List - List of code changes requests for AoS

Post by Endru1241 »

Copying what Alexander82 did for AoF, I'll list here and manage current requests for changes in the code :
  • assigned weapon effects not working:
    - effect with SYSTEM_SPECIAL_EFFECT_TARGET_AND_AREA not executing when there is no unit (e.g. target died by attack or attack missed and shifted to another tile). As effect with this special is applied on area it should execute.
    Currently almost impossible due to too many checks related to targetting - this system special was designed to be not executed if initial target is not a success - e.g. failed
    - effect with SYSTEM_SPECIAL_EFFECT_ENVIRONMENTAL not executing ever
  • Summon sacrifice order change - sacrifice should only be done after using ability, because currently if action is cancelled sacrifice is still lost.
  • Adding to effects some sort of way to set miss generate effect on random adjacent tile (just like attacks)
    if a spell "miss"-es than somehow set to inflict the same effect on adjacent tile (like a standard trebuchet shot on a fast unit)
  • A way to affect two (or more) different sets of stats on different units be affected by one effect
    e.g. a buff increasing +1power, +1 range on:
    [Archers]
    [Throwing], except [Melee]
    , while +1 abilityPower, +1 abilityRange on:
    [Archer ability]
    [Throw ability]
    Those two above categories are assigned to units using abilities like Norse Raider Archer.
    It could be achieved by adding something like new property to unit json (for affectEffects only) "OnApplyingAlsoApply":["otherEffectAffectName"]
  • A way to change effect parameters by tech (may be related to the one above, but should also include other things, like environmental definition and be independent from unit stats to make changes, that doesn't affect all unit effects or/and are global ) {AoF has similar request}
    This is actually a merge of two potential implementations:
    - to allow tech to be applied on top of effect affect
    Best would be category/unit based (using unitlist to define affected or even more compact - just use the same trnValidTargets/trnInvalidTargets - affect effects can have assigned categories after all).
    E.g. there is effect wheel blades, which applies EFFECT_WHEEL_BLADES unit, so a way for tech to increase damage +2 there.
    Or increase damage by 0.2 of all affect effects with throwing_damage category.

    - to allow tech to change specified list of effects parameters like range, cooldown, chance, aura range, environmental range, environmental density, dataint.
    There is a lot of examples in AoF - increasing range of throw abilities, decreasing cooldown of spells, increasing area of damage spells or their density .
    For AoS e.g. -10 to dataint for new construction ability (and of course range increase).
  • Adding a message to player, which tries to start legendary unit production, if such production was already started by someone
  • Correcting SYSTEM_SPECIAL_EFFECT_TARGET_AND_AREA bug:
    - if we set some effect with effectBehaviour SUSPENDED and set trnEffectDefIDRelated to be effect with effectBehaviour INSTANT and trnSystemSpecialEffectID SYSTEM_SPECIAL_EFFECT_TARGET_AND_AREA - it is executed immidately on cast.
    When set on as related effect of default suspended, it executes before it.
    I saw while trying to make "Set petard" ability work (btw. regular environmental doesn't work at all, but I think it just doesn't have target tile).
    I finally just dropped idea of it being suspended.
    The problem here is that it executes before, so there is no difference with or without RUN_RELATED_EFFECT_FIRST spec.
  • Dynamic categories - possibility to add/remove (e.g. temporarily) unit categories, while the game is loaded (e.g. by effects) {AoF has similar request}
  • A way to multiply by a fraction numerical effects of SYSTEM_SPECIAL_EFFECT_HEAL or even better making effect spec or some property, that passes unit.healRate to effect power, e.g. CHG_POWER_BY_HEALRATE_MULTIPLY and additionally a setting that makes effect power being multiplied by target bonusHealing CHG_POWER_BY_TARGET_BONUSHEALING_MULTIPLY
  • Mend as SYSTEM_SPECIAL_EFFECT in effects, additionally all mend related corresponding to above
  • Adding two or three new specs to partially ignore armor - ignore half, ignore 2/3, ignore 1/3 - many ideas of units/abilities effective vs armor could be fine tuned by ignoring armor, but total ignore is often too powerful and bad for flavour.
  • A way to make effect power multiplied by 1/target resistance rounded up - I would use this on AoS mental effect instead of chance to fail, so e.g. senator demoralise would still work on, but have much weaker -resistance, -power
  • Medium difficulty - AI can only use the same upgrades, that player has.
  • Category icons - possibility to define and use e.g. everywhere beside category texts [icon category_name] and maybe later on small stats screen, without names
  • A way to add/remove damage bonuses by effect {AoF has similar request}
    E.g.
    - debuff of moat removing bonuses vs structures, buildings, fortifications and mega
    - boom (slightly underwater chain) trap removing trireme bonuses (impending impact)
    -ground trap removing cavalry bonuses (impending charge)
    -some melee unit with weapon effect removing anti-cavarly bonuses
    - effect giving burning weapon effect giving bonus vs burnables (had idea for unit having such effect)

    Btw. Adding seems easier (copy from unit bonuses logic could be used).
    But removing may be a little more problematic.
    I see it could potentially resolved in various ways:
    1. Excluding exactly the same definition - only removes bonus that has matching group of ids.
    2. Exclusion list - whatever unitId would be listed there, the damage bonuses doesn't apply.
    3. Summing bonuses - on damage calculation sum of all groups containing unit id is applied and all those removing would just grant negative bonuses. If summaric bonus < 0 then not applied.
    As an interesting option negative could be applied as damage *1/(1+abs(bonus)) .
    (executioner servant of lord Farquad voice : pick number 3 my lord!).
  • Dynamic unit stats - changing a way unit stats are saved, that map doesn't save current unit stats, but applies any stat changes on load. It's so balance changes wouldn't mess currently played maps. Additionally (and maybe more importantly) bought spells and triggers would stop loosing bonuses after transformation (that would also require changing their way of working as applied propChangers instead of direct stat modification).
  • Aura behaviour expanded to also use other types of behaviours on it's related effect (currently it only uses ENCHANTMENT and probably instant).
    I meant exactly effectBehaviour parameter.
    As I noticed, currently aura only applies effects with ENCHANTMENT (as long as in aura range) and INSTANT (every turn in aura range) behaviours ( I am not 100% sure about some vanishing).
    There is many ideas that could use vanishing types (e.g. ENCHANTMENT_VANISHING - exactly as ENCHANTMENT if in aura range, but after leaving range it has some leaving time, REPETITIVE_VANISHING - once a turn under aura (but on effect countdown resolve) and after leaving still lasts some time, INSTANT_REPETITIVE_VANISHING - twice per turn under aura range (every turn, like instant + every turn and after leaving aura like REPETITIVE_VANISHING ))
    TRIGGERED_EFFECT and AURA_EFFECT creates great possibilities (although both could be placed by EFFECT_SPELL ).
    SUSPENDED seems a little weird for aura, but I can thing of it as effect, that is applied only if unit is under the effect of aura long enough (but maybe better leave it for some other behaviour) or just simply recasted each turn effect, that is only applied if unit leaves aura for enough time (or if stackable - applied multiple times even under aura, but only at the end of countdown)

    And of course it's not about summons (as it needs to select placement), but rather for better usage (e.g. if it has to be mandatory) of effects, that could already be casted by another with environmental definition.
  • in-game unit lists new graphical features to increase visibility: SPLITTER and NEW_LINE
    Splitter - let put some placeholder name (SPLITTER ?) to buildlist (it is from where order is loaded, right?). In place there is splitter some graphical element could be placed instead of unit/tech image (or just empty space).
    There could also be something like NEW_LINE
    Then on thumbnails view of unit list an empty image would take place of a SPLITTER and NEW_LINE would put empty images up until the end of line with images.
    On list view SPLITTER could be like -------------------------------------- (low height to not take too much space between lines), NEW_LINE maybe double the above?
  • Corridor movement - a way to make terrain type only allowing movement to and from listed terrain types.
    E.g. to allow adding two terrains - wall and gate, so moving from or to wall terrain would be allowed only through gate
  • Population limit weights - either changing the way it works now for cost of unit (that would require doubling current limits or better - making it definable in initialization.json) or making new property, that defines a how much of limit unit takes (maybe default value=unit cost/2 rounded down)
  • Definable population limit and unit property for increasing it. E.g. making building increasing population limit. Can be bundled with the one above - one property could be used and just set as 0 for buildings, >0 for those buildings, that increase limit and -1 or more for units.
  • Definable population sublimits based on categories, e.g. in initialization.json there could be a setting trnLimitCategories:{"limit":15,"unitList":{"categories":["U_WORKERS"} and the best would be adding a way for affecting those limits by other units (e.g. buildings)

IMPLEMENTED
  • A way to affect two (or more) different sets of stats on different units be affected by one tech
    e.g. Archery would affect +1power, +1 range on:
    [Archers]
    [Throwing], except [Melee]
    , while +1 abilityPower, +1 abilityRange on:
    [Archer ability]
    [Throw ability]
  • A spec for aura effects to affect only units inside (carried)
  • in-game unit lists new graphical feature to increase visibility: More filter buttons
    Split current filter to movement type: all/water/ground/air (maybe ampibian, mountain), movement speed: all/0/1-3/ 4+ (or 5+) and attack range all/1/2/3+
    Such filters could be left even when changed to categories filtering.
  • Removing system Language persistence (under Android 10 only?)- actually many strings are displayed in system language even if language selected in game is different (it's cursed Google and it's changes for android)
  • changing relatedEffect on triggered effects to be executed on trigger, instead of right after cast

    Triggered effect is running effectAffects mostly in applyDamageCalculation().
    On runEffectAffectsOnTrigger step there is Unit.EffectAffect,which I assume is loaded from json file in units folder, (in case of promotion weapon effect - EFFECT_FILTER_ALIVE), so basically ready stats, that would be applied on unit.
    Whatever is running related effect must be somewhere else (maybe some call in runEffectAffect or maybe in whatever is calling applyDamageCalculation?).
    Maybe unit.getWeaponEffectsListClone() is adding something on processing step to get this list ready
  • Allowing instant (up to the end of turn) speed decrease. Unit property remainingMovement is used for that
  • Fixing bug on SYSTEM_SPECIAL_EFFECT_TARGET_AND_AREA - any effect with this system special (with e.g. immidate probably other behaviours too) trnActionUnitIDForCaster setting is ignored.
  • POSSIBLY VERY TIME CONSUMING Modified map reset bugfix and change - decoration layer is somehow preserved on lost maps, so it giving some unfair new way to finish campaigns and scenarios. Also for modders sake - preserve map modification on win
    From "Decoration after reset" thread:
    checked and all accessible decoration layer modifications are saved after reset.
    Even after checking "reset game definition".
    So to me it seems that SYSTEM_SPECIAL_EFFECT_TERRAIN_DECORATION_SET is just modifiying map file on the device.
    From "Modified map reset":
    Modified maps (opened and saved by modify checkbox) are reseted on win.
    It seems to work just like I'd check "reset game definition".
    Meanwhile it doesn't change on loosing the map.

    What it should do (imho):
    If not modified by user - reset map on win/loose (to remove decoration layer changes)
    If modified by user - leave as it is (or reset to modified version if it's saved anywhere separately).
  • Fixing bug on Change to allow multiple WeaponEffects and stacking castable buffs giving WeaponEffect (definiable by effect property)
  • SUSPENDED behaviour affected by negative SYSTEM_SPECIAL_EFFECT_LASTSTURN_MODIFIER is removed if countdown reaches 0 or less. Should be executed instead in that case.
  • Adding a spec ATTACK_NO_COUNTER_AGAINST_ME - when unit has it there is no counterattack (I know it can be achieved by 100% dodge counters, but it would look better)
  • Adding a spec ATTACK_COUNTER_QUARTERED_AGAINST_ME - counterattack against unit having this spec is additionally halved
  • A way to use unit.rangeAttack in effects instead of ability range {AoF has similar request}
  • Adding SACRIFICE_UNIT_COST_SUM - Summon alternative sacrifice category of units using unit cost instead of number. It's to remove possibility of loosing sacrifice if one forgot to send money courier before casting e.g. Hire mercenary.
  • Adding terrain effects definition parameter to allow excluding carried units ( so units in building/ on a bridge won't be affected by specific terrain effects)
  • Expanding sacrifice to work for other effects too
  • Produces order of display - on unit property sheet screen under Produces section - there is total mess - units are listed disregarding buildlist placements
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Re: List of code changes requests for AoS

Post by makazuwr32 »

Endru1241 wrote: Mon Nov 30, 2020 3:30 pm [*] Adding two or three new specs to partially ignore armor - ignore half, ignore 2/3, ignore 1/3 - many ideas of units/abilities effective vs armor could be fine tuned by ignoring armor, but total ignore is often too powerful and bad for flavour.

[*]Corridor movement - a way to make terrain type only allowing movement to and from listed terrain types.
E.g. to allow adding two terrains - wall and gate, so moving from or to wall terrain would be allowed only through gate
Armor ignoring:
In aof we have similar requiest but with fixed values (so this will be new type of characteristic for unit - armor ignore - that will lower for specifically attack of that unit enemy's armor during calculations by x)

Corridor movement - awesome idea, fully support it.
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: List of code changes requests for AoS

Post by Endru1241 »

Added a request to notify player starting production of legendary unit, if someone else started it already.
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Re: List of code changes requests for AoS

Post by Puss_in_Boots »

I need triggers
Change obj position
Create obj

Rewritten to force units onto tiles they have no movement in, but not if a unit occupies the tile.
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Re: List of code changes requests for AoS

Post by Stratego (dev) »

why would that be good? they will be stucked there.
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Re: List of code changes requests for AoS

Post by Puss_in_Boots »

It's for scenery/cinematography, having:
-units thrown down a cliff or a body of liquid.
-units floating down a path determined by triggers.
-units climbing hill.

I am experimenting with triggers to coordinate NPC movements. It would also help if they had an animation for when they change position via trigger, but it wouldn't be necessary.
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Re: List of code changes requests for AoS

Post by Endru1241 »

I added:
- Change to allow multiple WeaponEffects and stacking castable buffs giving WeaponEffect (definiable by effect property).
- Adding terrain effects definition parameter to allow excluding carried units ( so units in building/ on a bridge won't be affected by specific terrain effects)
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Re: List of code changes requests for AoS

Post by Endru1241 »

Changed priorities:
Moved Dynamic categories much higher
Moved Expanding sacrifice for other effects much lower

Added new requests:
  • SUSPENDED behaviour affected by negative SYSTEM_SPECIAL_EFFECT_LASTSTURN_MODIFIER is removed if countdown reaches 0 or less. Should be executed instead in that case.
  • Aura behaviour expanded to also use other types of behaviours on it's related effect (currently it only uses ENCHANTMENT and probably instant).
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Re: List of code changes requests for AoS

Post by Endru1241 »

Moved one item to implemented and added some more description to top item on the list.
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Re: AOS ToDo List - List of code changes requests for AoS

Post by Stratego (dev) »

i think this one is ready
Adding terrain effects definition parameter to allow excluding carried units ( so units in building/ on a bridge won't be affected by specific terrain effects)
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Re: AOS ToDo List - List of code changes requests for AoS

Post by Stratego (dev) »

also maybe this one is working? you can filter the unit types to sacrifice already
Expanding sacrifice to work for other effects too
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Re: AOS ToDo List - List of code changes requests for AoS

Post by Stratego (dev) »

A way to add/remove damage bonuses by effect {AoF has similar request}
E.g.
- debuff of moat removing bonuses vs structures, buildings, fortifications and mega
- boom (slightly underwater chain) trap removing trireme bonuses (impending impact)
-ground trap removing cavalry bonuses (impending charge)
-some melee unit with weapon effect removing anti-cavarly bonuses
- effect giving burning weapon effect giving bonus vs burnables (had idea for unit having such effect)

Btw. Adding seems easier (copy from unit bonuses logic could be used).
But removing may be a little more problematic.
I see it could potentially resolved in various ways:
1. Excluding exactly the same definition - only removes bonus that has matching group of ids.
2. Exclusion list - whatever unitId would be listed there, the damage bonuses doesn't apply.
3. Summing bonuses - on damage calculation sum of all groups containing unit id is applied and all those removing would just grant negative bonuses. If summaric bonus < 0 then not applied.
As an interesting option negative could be applied as damage *1/(1+abs(bonus)) .
(executioner servant of lord Farquad voice : pick number 3 my lord!).

on this a quick idea of a specunitaction called DISABLE_ALL_BONUSES or something, that can be placed on targeted units. so you can not selet which bonus but you can make unit lost all its bonuses while it has this specaction on it. ok?
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Re: AOS ToDo List - List of code changes requests for AoS

Post by makazuwr32 »

If it can be set to target only specific categories when triggered while not affecting others it can be fine.

Alas thing that adds bonuses is still required.
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: AOS ToDo List - List of code changes requests for AoS

Post by Endru1241 »

Stratego (dev) wrote: Sun Jun 27, 2021 10:35 am i think this one is ready
Adding terrain effects definition parameter to allow excluding carried units ( so units in building/ on a bridge won't be affected by specific terrain effects)
Yes. Moved to implemented.
Stratego (dev) wrote: Sun Jun 27, 2021 10:38 am also maybe this one is working? you can filter the unit types to sacrifice already
Expanding sacrifice to work for other effects too
Previously sacrifice would only work for summoning (if SYSTEM_SPECIAL_EFFECT_SUMMON_IMMEDIATE ).
I wanted to use it for SYSTEM_SPECIAL_EFFECT_LASTSTURN_MODIFIER originally (Condottieri group pay ability).
Probably for some other ideas too, but can't recall any right now.
I'll check if it works.
Stratego (dev) wrote: Sun Jun 27, 2021 10:43 am on this a quick idea of a specunitaction called DISABLE_ALL_BONUSES or something, that can be placed on targeted units. so you can not selet which bonus but you can make unit lost all its bonuses while it has this specaction on it. ok?
Such possibility would certainly help.
makazuwr32 wrote: Sun Jun 27, 2021 11:56 am Alas thing that adds bonuses is still required.
That's why I mentioned summing bonuses as universal approach.
As I understand, currently each bonusList item has it's own array of unitIDs, that are affected by modifier.
On damage calculation bonusList is checked for first occurrence of target unitID and calculation is applied:
attack = unit.attackPower * (1 + Math.Max(modifier, 0))
or some condition, but also resulting in negative modifier being treated as 0.
If there was a way to just add bonuses (add all items of given bonusList to target unitBonus list temporarily), then calculation could be unified to effectively allow to remove specific bonuses by adding negative equivalent.
So instead of modifier there would be modifierSum (e.g. collected by some loop among all bonusList items) and the equation would become like:
attack = unit.attackPower * (1 + Math.Abs(modifierSum))^Math.Signum(modifierSum)

In human language:
-100% bonus would make damage half, -200% - 1/3 etc.
So to nullify +700% damage vs megas we would have to add -700% damage in some effect.
If e.g. -350% bonus was applied to the same unit (having +700% vs megas) - bonus damage would become *4.5, instead of *8
With such system possibilities are really widened.
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Re: AOS ToDo List - List of code changes requests for AoS

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Stratego (dev) wrote: Sun Jun 27, 2021 10:38 am also maybe this one is working? you can filter the unit types to sacrifice already
Expanding sacrifice to work for other effects too
Previously sacrifice would only work for summoning (if SYSTEM_SPECIAL_EFFECT_SUMMON_IMMEDIATE ).
I wanted to use it for SYSTEM_SPECIAL_EFFECT_LASTSTURN_MODIFIER originally (Condottieri group pay ability).
Probably for some other ideas too, but can't recall any right now.
I'll check if it works.
Checked.
Environmental effects properly requires sacrifice for sum of costs (I assume it's the same for amount of units, because they use similar or same method).
Moved to implemented.
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Re: AOS ToDo List - List of code changes requests for AoS

Post by makazuwr32 »

So sacrifice by cost is fixed, endru?
The one that is different from sacrifice by number of units.
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: AOS ToDo List - List of code changes requests for AoS

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makazuwr32 wrote: Mon Jun 28, 2021 3:04 am So sacrifice by cost is fixed, endru?
The one that is different from sacrifice by number of units.
Was there anything wrong with it?
It was after all only introduced recently.
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Re: AOS ToDo List - List of code changes requests for AoS

Post by makazuwr32 »

I remember there was a bug where you could summon unit without full cost of sacrifices.
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: AOS ToDo List - List of code changes requests for AoS

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Ah, this one.
Very brief in my view.
Fixed around a two weeks ago in AoS.

If you had any rebuild of AoF since that it should be the same.
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Re: AOS ToDo List - List of code changes requests for AoS

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Good.
Than we can use it as well in aof now.
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: AOS ToDo List - List of code changes requests for AoS

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Moved to implemented:
  • Produces order of display - on unit property sheet screen under Produces section - there is total mess - units are listed disregarding buildlist placements

Added:
  • A spec for aura effects to affect only units inside (carried)
  • changing relatedEffect on triggered effects to be executed on trigger, instead of right after cast
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Re: AOS ToDo List - List of code changes requests for AoS

Post by Stratego (dev) »

spec for aura: if u set it to range 0 isnt that working?
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Re: AOS ToDo List - List of code changes requests for AoS

Post by Stratego (dev) »

changing relatedEffect on triggered effects to be executed on trigger, instead of right after cast

also please qwrite here all examples and things we talked so i will know how to look for what this mean - thanks!
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Re: AOS ToDo List - List of code changes requests for AoS

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Stratego (dev) wrote: Mon Jul 19, 2021 3:44 pm spec for aura: if u set it to range 0 isnt that working?
Well - that still affects other units on the same tile.
In siege tower case I avoided it by making it itself unable to enter buildings, but its not always a good solution.
In other topic we are discussing possible aura giving some disadvantages to carried units in chariots, but it would affect all in the same tile.
Stratego (dev) wrote: Mon Jul 19, 2021 3:44 pm changing relatedEffect on triggered effects to be executed on trigger, instead of right after cast

also please qwrite here all examples and things we talked so i will know how to look for what this mean - thanks!
Sure, I'll try to get some text to properly explain/bring proper e-mail thread.
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Re: AOS ToDo List - List of code changes requests for AoS

Post by Stratego (dev) »

Well - that still affects other units on the same tile.
In siege tower case I avoided it by making it itself unable to enter buildings, but its not always a good solution.
In other topic we are discussing possible aura giving some disadvantages to carried units in chariots, but it would affect all in the same tile.

i am confused, are ou mentioning units carrying a unit with this aura? so outer carriers should not get affected - this is the goal?
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Re: AOS ToDo List - List of code changes requests for AoS

Post by makazuwr32 »

Oh. I see the problem.
If unit (for example chariot) with this aura enters into tc than its aura will affect not only units inside chariot but also all units which are inside tc right now.
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: AOS ToDo List - List of code changes requests for AoS

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Stratego (dev) wrote: Mon Jul 19, 2021 4:33 pm i am confused, are ou mentioning units carrying a unit with this aura? so outer carriers should not get affected - this is the goal?
Yes.
Also other units carried in outer carriers.

So basically some spec, that makes engine check casterUnit.isUnitInside(targetUnit) and stop processing if it isn't on the list of carried.
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Stratego (dev)
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Re: AOS ToDo List - List of code changes requests for AoS

Post by Stratego (dev) »

actually i would not do it with standard auras. aura is a thing that inflicts tru all units and walls.
so it is not a bug but a good feature.
so it is working fine that all unis on that tile - upper level and lower level in carriage herarchy -> so in any level - will get affected by that an aura

the thing you are looking for is not an "aura" thing but a "affecting only containing units" thing.

this also can be made by aura logic but that is a new feature to make, not a bug
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Re: AOS ToDo List - List of code changes requests for AoS

Post by makazuwr32 »

we did not said to count it as bug. only that with current tools we have we can not implement feature we need and because we need one.
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: AOS ToDo List - List of code changes requests for AoS

Post by Stratego (dev) »

yes
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