wowgetoffyourcellphone Posted June 28, 2015 Report Share Posted June 28, 2015 (edited) So, I implement mercenary camps in my mod. They work good. A couple of problem:1. Is there way to make them not deleteable?2. Is there way to make them have infinite health (or no health, only capture)?3. AI always deletes them when they capture them. lolThank you. Edited June 28, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 28, 2015 Report Share Posted June 28, 2015 We can give it (for now) an over HP more than a Billion or Trillion of HP(is possible create a number to much high)They need don't be destructible in most of instances Quote Link to comment Share on other sites More sharing options...
niektb Posted June 28, 2015 Report Share Posted June 28, 2015 There is a better way to make a building invulnerable. Armour.js has a invulnerable tag, I'm only not sure how it can be applied to the xml scheme: I can't read that from the file. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 28, 2015 Report Share Posted June 28, 2015 There is a better way to make a building invulnerable. Armour.js has a invulnerable tag, ok that the answer, but I must confess I never imagined they would crate that tag in this early stage. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 28, 2015 Report Share Posted June 28, 2015 They next step is create the train templates per biome middle eastern units for a middle eastern biomes And for each biome have 2 or 3 combination of units, I was create a basic list you can combine them---My idea is train 4-6 different units per mercenary campBalanced between ( basic) cheap vs elite x 2 or Basic vs Advanced vs Elite x2 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted June 28, 2015 Report Share Posted June 28, 2015 1. No, there isn't yet, though I would like to have that setting too, but it might complicate development when we don't have the ability to delete an annoying tree or Bush in the dev overlay (f.e. one that blocks the ai). So we need to be a bit careful with this feature, and the ai would also need to understand it can't delete something.2. It should be possible by just not giving an armour component. However there are probably some bugs with this, as it's never used in the main game. Health is also needed for capturing, as it influences the capture speed (though we could also assume default capture speed when no health component is present.)3. See the other two.Having delatable as an entity property somewhere would also open the door to easier implement deconstruction as a unit action that takes time and/or resources. Not sure if we want that, but opening the door for mods to implement this isn't bad for sure. 1 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted June 28, 2015 Report Share Posted June 28, 2015 Btw, the invulnerable thing in armour.js is used temporary, f.e. when promoting. It doesn't block others from attacking it, the attack just doesnt do damage. Using this for permanent invulnerability would seriously confuse players and the ai. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 28, 2015 Author Report Share Posted June 28, 2015 (edited) 1. No, there isn't yet, though I would like to have that setting too, but it might complicate development when we don't have the ability to delete an annoying tree or Bush in the dev overlay (f.e. one that blocks the ai). So we need to be a bit careful with this feature, and the ai would also need to understand it can't delete something.2. It should be possible by just not giving an armour component. However there are probably some bugs with this, as it's never used in the main game. Health is also needed for capturing, as it influences the capture speed (though we could also assume default capture speed when no health component is present.)<Armour disable=""/> works for invulnerability, but unit still attacks the building when task to attack. hmm. WAIT I GOT IT: <Attack><RestrictedClasses datatype="tokens">MercenaryCamp</RestrictedClasses> can work!3. See the other two.Having delatable as an entity property somewhere would also open the door to easier implement deconstruction as a unit action that takes time and/or resources. Not sure if we want that, but opening the door for mods to implement this isn't bad for sure.EDIT: Using RestrictedClasses still allow units to manually target the Mercenary Camp but they will not attack it. This will have to do for now until the time comes. Edited June 28, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 29, 2015 Report Share Posted June 29, 2015 2. It should be possible by just not giving an armour component. However there are probably some bugs with this, as it's never used in the main game. Health is also needed for capturing, as it influences the capture speed (though we could also assume default capture speed when no health component is present.)Imo it's a bug to do anything else. Components should not rely on other components being there unless it makes complete sense (e.g. Armour requiring Health). 1 Quote Link to comment Share on other sites More sharing options...
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