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Classic-Burger

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Everything posted by Classic-Burger

  1. I'm not going to continue arguing if it doesn't lead to anything. If I'm going to leave the popular thinking of RTS, of the majority of players and this happens since StarCraft 2. There's many reasons RTS are a niche genre. E-sports obsession of devs, publishers and investors. Micromanaging every unit, to the point it feels like babysiting and not strategy. Nerfs, nerfs, nerfs and even more nerfs. This unit is 00000.01% better than other units? —Nerf it into the ground! Listening only the 1% of playerbase, because they're "better at the game".
  2. Any innovation, and the multiplayer purists come and jump. You tell me, there's nothing to fix. And the answer is if the game, apart from the performance, has nothing but incomplete mechanics, because the game is incomplete. It lacks mechanics and any new mechanics, they all come to defend the holy sacred balance (of an incomplete game).
  3. That's why a design has to be done from the outside and not with what already exists. Tech tree mod, something.
  4. They raise their hands to the gods on high, no matter which god. The gods are on high, except for those of the Underworld.
  5. As if prices and time couldn't be changed.
  6. Technologies don't make a big impact sometimes. For pairs to work there would have to be a larger election scheme. Long paths with technologies are needed, so that there are decisions An example of Path of Exile. Lots of decisions, not a spamfest simulation. With few technologies that do not define a strategy, a coherent line of decisions cannot be followed. Although Path of Exile is exaggerated, you can see how varied it is.
  7. Yes, but I'm not always near the PC. Sometimes I make changes from outside(in the archives), far from my PC's repository. I've noticed that we need to support changes from here to put pressure on the devs.As if we were cheerleaders. They don't prioritize having certain features like gameplay. I've modified some games as an amateur, but I've deleted none of them, and they had a JS. Many have XML.
  8. I made a compact version from the last version I had of unitsAI.js UnitAI~convert.js
  9. The Colossus of Constantine looks impressive.
  10. What other elements should I need I side within <optional>? https://en.m.wikipedia.org/wiki/XML_schema
  11. OkOk understand that choice is used to have a list of options. https://stackoverflow.com/questions/39578301/why-does-xschoice-allow-multiple-different-xselement-in-the-resulting-xml Sorry for asking such basic questions, there are tags I've never had the pleasure of using. https://www.mendix.com/blog/xml-choice-elements-and-xml-to-domain-mappings/ I've just been copying some elements and understanding the logic. Like heal.js or attack.js https://www.liquid-technologies.com/Reference/XmlStudio/XsdEditorNotation_Choice.html
  12. So my goal is. Create a compact UnitAI~convert.js that only modifies or adds functions for the "Convert" command, integrating with Convert.js I need to modify the healer XML for testing. <Convert> <MaxFaith>100</MaxFaith> <CurrentFaith>100</CurrentFaith> <FaithRegenRate>1</FaithRegenRate> <ConversionCost>50</ConversionCost> <CooldownTime>5000</CooldownTime> <ChancePerSecond>0.05</ChancePerSecond> <Range>20</Range> <ConvertibleClasses>Infantry Cavalry Support</ConvertibleClasses> </Convert>
  13. So reregister registers new functions/dynamics? "Engine.ReRegisterComponentType(IID_UnitAI"
  14. I want it to be a mod and ready to be part of the game when it's ready to be accepted.
  15. I have to make a list of corrections, I only corrected the first line of convert.js I'm not sure if UnitAi.js is correct, if I'm not missing anything it's a very complex file. I'm lost with the commands.js suggestion but I need to look into it in depth. I don't know if I should see what's in input.js I don't know the structure yet, I'm following the heal.js trail/path. I don't know if I should clear the cache.
  16. I didn't know what they were for. In practice how does it work, how can it be useful to the modder? I would like this to go beyond a mod and have 2 versions, one for modding and another to integrate into the game.
  17. You have to investigate the templates, I guess.
  18. I am mostly focused on basic implemention of component/functions. I was thinking of a game of rock, paper, scissors. The Priest = Religión and Myths etc. The Philosopher= Rational and metaphysical thought and elemental natural social. Then Politician= Aristotelianism, platonism, despotism, republic oligarchs, democracy and tyrants. The politician defeats the philosopher and converts through bribery. Politician is defeated by Religion, Priest handles more masses than the politician, the conversion with villagers through myth and faith. The philosopher defeats the religious by conventionalizing myth and metaphysics and convinces through oratory but it is a defeat. Priest>Politician>Philosopher Priest uses faith. Politician uses metal. Philosopher uses oratory. These are the types of control (mind and ideas) through discourse and influence. Conquest without struggle. It's an idea for fighting between units that convert. Priest bonus vs support units ( villagers and slaves). Politician Bonus vs Elite & Champion military. Philosopher bonus vs Citizen Soldier B & A, merchants. It's an idea...
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