Classic-Burger Posted 20 hours ago Report Share Posted 20 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 20 hours ago by Classic-Burger 1 Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 16 hours ago Author Report Share Posted 16 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 16 hours ago by Classic-Burger Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted 16 hours ago Report Share Posted 16 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 16 hours ago Author Report Share Posted 16 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 16 hours ago Author Report Share Posted 16 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 15 hours ago Report Share Posted 15 hours 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 15 hours ago Author Report Share Posted 15 hours 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 15 hours ago Author Report Share Posted 15 hours 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 14 hours ago Author Report Share Posted 14 hours 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...
Deicide4u Posted 11 hours ago Report Share Posted 11 hours ago 4 hours ago, Gurken Khan said: The most important thing would be voicelines akin to wolololo. This. If one of my units is getting converted, I'd want a pretty annoying sound to warn me about it. But, as @real_tabasco_sauce mentioned, there wouldn't be much targets for conversion in 0 A. D. Champions and what else? Quote Link to comment Share on other sites More sharing options...
ffm2 Posted 10 hours ago Report Share Posted 10 hours ago Do you mean maybe you plan to do it as a compatible mod? It won't work. Your game will go OOS (out of synch). But you could still use the lobby and find persons that play with you if they also install this mod. Yesterday I tried slightly related exploit. I captured a elephant in a cage and wanted to heal it. Since it doesn't work with the gui I tried the command with the unit IDs. Sadly the healer still refused to do it. My plan was to level up ranged units by attacking the elephant and level up the healers by healing the elephant. I only came up with a convoluted expensive way: You can set up 2 forges to build a temple far away from your CC. Delete the forges, temple goes to gaia. Gaia temple heals elephant by aura. Not really practical, but maybe for a scenario map like survival. 1 1 Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 4 hours ago Author Report Share Posted 4 hours ago 5 hours ago, ffm2 said: Do you mean maybe you plan to do it as a compatible mod? It won't work. Your game will go OOS (out of synch). But you could still use the lobby and find persons that play with you if they also install this mod. Yesterday I tried slightly related exploit. I captured a elephant in a cage and wanted to heal it. Since it doesn't work with the gui I tried the command with the unit IDs. Sadly the healer still refused to do it. My plan was to level up ranged units by attacking the elephant and level up the healers by healing the elephant. I only came up with a convoluted expensive way: You can set up 2 forges to build a temple far away from your CC. Delete the forges, temple goes to gaia. Gaia temple heals elephant by aura. Not really practical, but maybe for a scenario map like survival. I was thinking of an alternative component to capture animals. I'm looking to learn how the game works, I've already written 4 basic components. The first component is in the interface. Other commands like capture, attack, and healing have that. Conversion.js [inside components/interface folder] The second is a component to determine "convertibility" entity to be convert. Convertible.js The third is instructions on how the healer/converting unit converts. I called it converter.js or conversion.js One contains the instructions for the target unit and the other contains the instructions for the priest. That's the easy part so far, then comes the complex or long part. 1 Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted 4 hours ago Report Share Posted 4 hours ago 6 minutes ago, Classic-Burger said: Conversion.js [inside components/interface folder] Files inside that folder usually contain only one line, to register the component with the Engine. You need also "Conversion.js" inside the "components" directory. This should contain the logic. Inside "components": Inside "components/interfaces": Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 4 hours ago Author Report Share Posted 4 hours ago 23 minutes ago, Deicide4u said: Files inside that folder usually contain only one line, to register the component with the Engine. You need also "Conversion.js" inside the "components" directory. This should contain the logic. Inside "components": Inside "components/interfaces": What does the interface do? Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted 4 hours ago Report Share Posted 4 hours ago (edited) @Classic-Burger, it usually contains only one line, which registers the component in the Engine. For example, if your component file is named "Builder.js", the interface (with the same name) file would contain: Engine.RegisterInterface("Builder"); Note that the "Builder" here is a name of the constructor inside "Builder.js" component. The constructor name and file name should match, for consistency. Edited 3 hours ago by Deicide4u 1 Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 3 hours ago Author Report Share Posted 3 hours ago 8 minutes ago, Deicide4u said: @Classic-Burger, it usually contains only one line, which registers the component in the Engine. For example, if your component file is named "Builder.js", the interface (with the same name) file would contain: Engine.RegisterInterface("Builder"); Note that the "Builder" here is a name of the constructor inside "Builder.js" component. The constructor name and file name should match, for consistency. I understood that, but not completely at the time. So anything I want to register in the engine must have a counterpart, for example, if I register "absurdity" I must create an "absurdity.js". Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 3 hours ago Author Report Share Posted 3 hours ago 19 minutes ago, Deicide4u said: @Classic-Burger, it usually contains only one line, which registers the component in the Engine. For example, if your component file is named "Builder.js", the interface (with the same name) file would contain: Engine.RegisterInterface("Builder"); Note that the "Builder" here is a name of the constructor inside "Builder.js" component. The constructor name and file name should match, for consistency. How are the others related? How do they appear registered within the game, I read that one must be through interface or hotkey. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 2 hours ago Author Report Share Posted 2 hours ago 7 hours ago, ffm2 said: Do you mean maybe you plan to do it as a compatible mod? It won't work. Your game will go OOS (out of synch). But you could still use the lobby and find persons that play with you if they also install this mod. Yesterday I tried slightly related exploit. I captured a elephant in a cage and wanted to heal it. Since it doesn't work with the gui I tried the command with the unit IDs. Sadly the healer still refused to do it. My plan was to level up ranged units by attacking the elephant and level up the healers by healing the elephant. I only came up with a convoluted expensive way: You can set up 2 forges to build a temple far away from your CC. Delete the forges, temple goes to gaia. Gaia temple heals elephant by aura. Not really practical, but maybe for a scenario map like survival. What a great idea you gave me, a taming system. Like in Ark Survival. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 2 hours ago Author Report Share Posted 2 hours ago https://gitea.wildfiregames.com/0ad/0ad/wiki/Home#user-content-technical-design-documentation I think I found what I was looking for. But I don't know if I'll be able to understand it. Quote Link to comment Share on other sites More sharing options...
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