Re: SoundRTS and the CrazyMod (update 8.2)
more quotes!
@soundmud:
I have noticed that buildings can be converted. I'm wondering if I should make buildings not convertible by default (even in vanilla SoundRTS), eventually
adding an "is_convertible" parameter. Age of Empires is the only game I can think of with convertible buildings.
nope, remember the infestation Zerg ability, that converts a weak terran command center on a infested command center :V
But I think that the ability of convert buildings is a powerful skill, and very, very interesting form of play.
Of course, is necessary make a method to block it.
@soundmud:
Maybe it would be possible to have mechanical and biological. There is a pilot in the tank as opposed to a drone. Not sure.
is a option, but... na. The tanks just are mechanical and armored (following starcraft 2 guidelines)
But create a unit (like a biological android) is feasible that it have armored, biological and mechanical flags.
p>
@soundmud:
def some_conversion_variant
target_flags biological
why a new command for this?
Simply reuse the current target_type command for add all kinds of flags. Custom and hardcoded.
@soundmud:
Several flags would require all the flags (AND, not OR).
hmmm I suppose that targets needs have at least one flag. or... create a syntax for declare conjunctive and disjunctive target_types. Using the plus (+) simbol
target_types biological+armored (only affects things that have biological and armored flags (or more)) (not only for units, but all things that have these flags. buildings, or... well all things xd)
def another_conversion_variant_requiring_contact
target_flags biological
target_immunity armored
hmmmmmmm. Yep, good idea.
@soundmud:
The damage bonus or malus would be defined for a unit or for a unit flag. Not sure. Probably for each unit? For example:
def elemental
damage_modifi
er magical 2 fire 1.1 ; magical damage x 2, fire damage x 1.1 (+ 10 %)
hmmm the idea is good, but require smutch and recursive code.
Better idea is simply use a new command named like hmm.
damaje_bonus_to biological 5
The damage of this unit, does 5 more damage if this fights against another thing with a biological flag.
and for the malus (or resistances)
resistance_againstfire 5
The damage provided by a unit with these damage type will be reduced for 5 points. And using some keyword, like full or total, says that unit have a total immunity to that damage type.
With this, if possible, you should implement the capacity of put two types of attack against two different targets, with different properties.
For example, one unit that make 5 damage to other units, without any kind of bonus, but against buildings does 8 damage with a larger cooldown, but have a bonus of 10 to buildings that are biological.
@soundmud:
Every unit would have to define at least "damage_modifier sacred 0" to be immune?
nop, the harm level only affects the units that have these flags. for example:
def purifing_fire
harm_level 1
harm_type undead demons (the fire only affects undeads, and demons)
and the amount of damage, change the use of levels, for a directly amount of hp per second. If the skill (or harm) needs a bonus against some kind of unit, use the same type of bonus command of the attacks.
as it:
def purifing_fire
harm_dps 2 ; (the fire does 2 damage per second. Yes, its a lot of damage, but is just a example !)
harm_type enemy undead demons (the fire only affects undeads, and demons that are in the enemy army)
harm_bonus_to demons 5 ; (th
e damage does by the fire is 5 more points for each second, against the demons units)
and... is all
well thanks for all, guys :3
URL: http://forum.audiogames.net/viewtopic.php?pid=177687#p177687
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