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I don't think it was. Cc @vladislavbelov @hyperion
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By Grautvornix · Posted
There were a nuber of discussion is the subject e.g. the one below, but it seems to be quite complex to implement. My sugestion is to create bridges as a structure like a wall (with very low height) and the properties of a field (you walk on it and can cross it). Bridges need these properties: they need to be buidable - animations will be needed (builders cannot step left and right to the bridge unlike building a wall). Question: where should we allow building bridges: on map-defined points only (as in settlers IV) or everywhere? (I'd rather opt for predefined points as a start - simply to avoid that one clutters the entire naval map with criss-cross bridges that block ships. they need to block pathfinding for ships while they exist, and not anymore if completely destroyed they need to enable pathfinding for land objects while they exist - and not anymore if they are damaged to more than a percentage to be defined (or completely destroyed?) they need to be destroyable (ships only or also land-based siege engines? If ships only, which ones?) they need to be repairable by land forces - animations will be needed I anyone could come up with a test implementation as a mod on one test map, this would be phantastic! Unfortunatly, I am more or less illiterate in programming... -
By Grautvornix · Posted
I do like it, but how would the animation look like? Your ship would be placing itself alongside the enemy ship that does not / cannot flee (anymore) - why? wow? Woudl there be some time indicator, like when capturing a building? Does the ship being attacked fight back? If so how? Arrows? I am afraid we might need to make some action visible. All this would be more convincing if we had the soldiers (proportional to the actual number of pax) visible on board which is even more complex to achieve. Or should we define three boarding levels (10%, 50% 100%) and three animations with 3, 5, or 10 soldiers visibly acting? Then we could gave the a similar aniumation as when conquering a building. I am afraid there is no really simple solution. So basically we need to discuss in greater detail what it would take to implement even partially. My preferred solution would be to start with a single feature (like indicating payload level - how many soldiers are on board). This might alreadya be useful, independent of implementing more of the following. Then we would need a manoever (or player action) that immobilizes the enemy ship, and then a takeover indicator including counter attack (!) an then finally change of ownership/command or deflection of the attack. What could that be? Sinking your ship? Self-sinking the enemy ship (like the pirates in Asterix comics ), the enemy conquering your ship? -
You break a good chunk of the hotkeys doing so btw. Very likely you'll also have errors. A safe alternative is to remove : function autociv_showBuildingPlacementTerrainSnap(mousePosX, mousePosY) autociv_patchApplyN("updateBuildingPlacementPreview", function(target, that, args)
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By real_tabasco_sauce · Posted
building phases already are a technology. So what you can do is add a technology field to the requirements list: "requirements": { "all": [ { "tech": "my_technology" }, {"entity": { "class": "Town", "number": 3 }} ] },
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