Classic-Burger Posted yesterday at 06:39 Author Report Share Posted yesterday at 06:39 2 minutes ago, Outis said: I think the biggest questions is: will the 0 AD priest chant Wololo? I found a list of free royalties sounds there, but just to try it out. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 19 hours ago Author Report Share Posted 19 hours ago (edited) Conversion.js a copy of "heal" Emulates heal but uses similar logic for conversion. It's just one of several files, and I think you'll add something. I need ideas. conversion.rar Edited 19 hours ago by Classic-Burger Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 17 hours ago Author Report Share Posted 17 hours ago (edited) Unitai.js It's definitely a monstrosity. What a difficult thing, no wonder no one tries to introduce new commands and components lately. https://gitea.wildfiregames.com/0ad/0ad/issues/2579 This is going to be a wall to break down in my project, that is: trying to implement conversion in unit AI. Edited 17 hours ago by Classic-Burger Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 16 hours ago Author Report Share Posted 16 hours ago Additional information to explore. https://gitea.wildfiregames.com/0ad/0ad/issues/997 I didn't know the team were looking to have multiple mechanics, including "conversion" But should it be called conversion or convert? Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 15 hours ago Author Report Share Posted 15 hours ago I didn't know you could do that, split unitai.js with a new one. "UnitAICanConvert.js" UnitAICanConvert.js Quote Link to comment Share on other sites More sharing options...
Atrik Posted 9 hours ago Report Share Posted 9 hours ago @Classic-Burger, why don't you use the existing capture system? Would be much easier. Probably works right away with only few tweaks in templates: I) Add a capture attack to template_unit_support_healer.xml Spoiler <Attack> <Capture> <AttackName>Capture</AttackName> <Capture>30</Capture> <MaxRange>30</MaxRange> <RepeatTime>1000</RepeatTime> <RestrictedClasses datatype="tokens">Structure</RestrictedClasses> </Capture> </Attack> II) Add capture points to all units you want to be able to be converted (you can also then put different values in hero, champion templates...) Spoiler <Capturable> <CapturePoints>50</CapturePoints> <RegenRate>5</RegenRate> </Capturable> Just tested it and it seems seamless. If you really want to add some randomization too into the capture then you could afterward add it to Capturable.js, but you could do it now in 2 lines of code too. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 8 hours ago Author Report Share Posted 8 hours ago 37 minutes ago, Atrik said: why don't you use the existing capture system? Would be much easier. In theory I want it to work differently, I want it to have a cooldown and cost faith or power/mana. The other thing is to prevent what happened with the catapults, a few alphas ago. Then it looked like a tennis match. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 8 hours ago Author Report Share Posted 8 hours ago 1 hour ago, Atrik said: @Classic-Burger, why don't you use the existing capture system? Would be much easier. Probably works right away with only few tweaks in templates: I) Add a capture attack to template_unit_support_healer.xml Reveal hidden contents <Attack> <Capture> <AttackName>Capture</AttackName> <Capture>30</Capture> <MaxRange>30</MaxRange> <RepeatTime>1000</RepeatTime> <RestrictedClasses datatype="tokens">Structure</RestrictedClasses> </Capture> </Attack> II) Add capture points to all units you want to be able to be converted (you can also then put different values in hero, champion templates...) Reveal hidden contents <Capturable> <CapturePoints>50</CapturePoints> <RegenRate>5</RegenRate> </Capturable> Just tested it and it seems seamless. If you really want to add some randomization too into the capture then you could afterward add it to Capturable.js, but you could do it now in 2 lines of code too. By the way, it is not just one implementation that I will try. Thanks for the recommendation. The official ticket says there are several planned implementations. For now I'm looking for the AoE II based implementation. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted 7 hours ago Report Share Posted 7 hours ago 47 minutes ago, Classic-Burger said: Then it looked like a tennis match. Reminds me: you ever heard of Wololo Football? 1 2 Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 6 hours ago Author Report Share Posted 6 hours ago Yes, that's why I called tennis, it was more frenetic, maybe even ping pong. It will be a long time before we have mechanics like that. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 6 hours ago Author Report Share Posted 6 hours ago (edited) <Entity parent="template_unit_support_healer"> <Convert> <Range>20</Range> <ChancePerSecond>0.05</ChancePerSecond> <Interval>1000</Interval> <Cooldown>5000</Cooldown> <Cost> <faith>50</faith> </Cost> <FaithRegenRate>1</FaithRegenRate> <MaxFaith>100</MaxFaith> <CurrentFaith>100</CurrentFaith> <UnconvertibleClasses>Hero Mechanical Siege</UnconvertibleClasses> <ConvertibleClasses>Infantry Cavalry Support</ConvertibleClasses> <RangeOverlay> <LineTexture>heal_overlay_range.png</LineTexture> <LineTextureMask>heal_overlay_range_mask.png</LineTextureMask> <LineThickness>0.35</LineThickness> </RangeOverlay> </Convert> </Entity> Faith. Auto-regeneration of faith.Maximum faith. Cooldown: It would be a waiting time in video games before using a skill. Chance: It is done randomly, it is not similar to capture, in capture you do not fail, if you have freedom that your unit is not stopped.If you fail, you waste faith and have to start over. The chance is given per second. Edited 6 hours ago by Classic-Burger Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 1 hour ago Author Report Share Posted 1 hour ago (edited) Edit:I was wrong, the Babylonian priests cast curses, they do not convert. Conversion from AoEO project Celeste. Limit of Conversions: A single Priest cannot convert an entire army at once. He can only convert one unit at a time and must wait for his ability to recharge (cooldown) before attempting to convert another. - Immunity after Conversion: Units that have just been converted are immune to being converted again for a short period of time. This prevents "ping-ponging" of units between two players with priests. Edited 1 hour ago by Classic-Burger Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 12 minutes ago Author Report Share Posted 12 minutes ago https://ageofempiresonline.fandom.com/wiki/Priest I like that they are culturally different; we could have Greeks who, instead of being priests, are sophists or philosophers. The Romans could have senators or politicians who bribed. The Celts could heal and fight. And Middle Eastern religions could be more powerful with conversion. Quote Link to comment Share on other sites More sharing options...
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