Classic-Burger Posted 6 hours ago Report Share Posted 6 hours ago (edited) I'm going to try to develop a proposal for certain civilizations to have a priest who can convert units. But since I'm a newbie I'm going to need some help. I need community consensus. Edited 6 hours ago by Classic-Burger 1 Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 2 hours ago Author Report Share Posted 2 hours ago (edited) We would start with the concept of resistance and the resistance.js component. We must also create converter.js I need to register and handle a custom event in the simulation engine. The changeOwner function is powerful and should be used with care, as it handles all the switching of sides. I don't know whether to use a new unit (template) or use the current healers. Note: resistance.js (The Component of Convertible Units) This component would be added to all units that can be converted (villagers, soldiers, but not necessarily buildings or heroes). Defines how susceptible a unit is to conversion. For now I know that the success of a conversion would be random. Edited 2 hours ago by Classic-Burger Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted 2 hours ago Report Share Posted 2 hours ago This might be tricky to fit into the balance equation. Because of the economy and citizen soldiers, units in 0ad tent to be more “expendable” compared to those in aoe where you see conversion mechanics. im here for it, though. 2 Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 2 hours ago Author Report Share Posted 2 hours ago 4 minutes ago, real_tabasco_sauce said: This might be tricky to fit into the balance equation. Because of the economy and citizen soldiers, units in 0ad tent to be more “expendable” compared to those in aoe where you see conversion mechanics. im here for it, though. For now it is only an (early)implementation, even if it is to exist in mods only. I'm trying to figure out how to not use the capture component and make it different, make it random, and make failure lead to greater resistance. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 2 hours ago Author Report Share Posted 2 hours ago 10 minutes ago, real_tabasco_sauce said: This might be tricky to fit into the balance equation. Because of the economy and citizen soldiers, units in 0ad tent to be more “expendable” compared to those in aoe where you see conversion mechanics. im here for it, though. https://ageofempires.fandom.com/wiki/Conversion There seems to be a formula that makes this more difficult. Conversion resistance level n modifies the chances of conversion. The formula. Conversion resistance level n modifies the chances of conversion t as t/max(1,n)% Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted 1 hour ago Report Share Posted 1 hour ago 4 hours ago, Classic-Burger said: I need community consensus. Nah, you don't need any consensus for a mod. The most important thing would be voicelines akin to wolololo. I don't think I would try to convert a unit in the midst of a battle, but it would be fun to have to help with structures. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 1 hour ago Author Report Share Posted 1 hour ago 2 minutes ago, Gurken Khan said: Nah, you don't need any consensus for a mod. The most important thing would be voicelines akin to wolololo. I don't think I would try to convert a unit in the midst of a battle, but it would be fun to have to help with structures. Yes, but I need a consensus for an mechanic that can use engine. I'm not sure if I'll need it In theory I don't need it, it's just that I don't plan on making the mod, I plan on creating a component to make it available. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 1 hour ago Author Report Share Posted 1 hour ago 2 minutes ago, Classic-Burger said: Yes, but I need a consensus for an mechanic that can use engine. I'm not sure if I'll need it In theory I don't need it, it's just that I don't plan on making the mod, I plan on creating a component to make it available. And the consensus I need is how to do this effectively, what I want are suggestions, that's the consensus I'm looking for. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 4 minutes ago Author Report Share Posted 4 minutes ago I'm going to do it as a mod. But I'm not going to maintain it. I'll make it so someone can use it in their mod. Like a mod of classic rts mechanics. Quote Link to comment Share on other sites More sharing options...
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