Lion.Kanzen Posted June 17, 2018 Author Report Share Posted June 17, 2018 Gaugamela and Carrae were little towns or villages where massive battles started around. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 17, 2018 Author Report Share Posted June 17, 2018 What is possible for A24? Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 17, 2018 Report Share Posted June 17, 2018 Everything. Quote Link to comment Share on other sites More sharing options...
Trinketos Posted June 18, 2018 Report Share Posted June 18, 2018 (edited) 7 hours ago, stanislas69 said: Interesting, which of the prealphas ? I not remember, maybe in alpha 1 or in the last prealpha. Edited June 18, 2018 by Trinketos Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 18, 2018 Report Share Posted June 18, 2018 6 hours ago, Trinketos said: I not remember, maybe in alpha 1 or in the last prealpha. Could you check ? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 18, 2018 Report Share Posted June 18, 2018 6 hours ago, Trinketos said: I not remember, maybe in alpha 1 or in the last prealpha. 9 minutes ago, stanislas69 said: Could you check ? It would have to be pre-alpha, I think, since the Alphas started with @Ykkrosh's new simulation rewrite that got rid of a lot of older features, like running and charging and slotting CCs onto settlements (I'm not sure if this ever really worked right). But yeah, slotting would be a very useful feature indeed if it could be used to "claim" salt mines and stuff like that by building a Storehouse onto a slot. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 18, 2018 Report Share Posted June 18, 2018 1 minute ago, wowgetoffyourcellphone said: But yeah, slotting would be a very useful feature indeed if it could be used to "claim" salt mines and stuff like that by building a Storehouse onto a slot. Yeah I'm counting on that. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 18, 2018 Report Share Posted June 18, 2018 1 minute ago, stanislas69 said: Yeah I'm counting on that. Right, just imagine a Starcraft mod or something using that kind of feature for Vespene Gas mines. Hell, I'd love to add something like that to DE, where you claim Stone Quarries and Metal Mine Shafts by building a Storehouse on a slot. 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 18, 2018 Report Share Posted June 18, 2018 44 minutes ago, wowgetoffyourcellphone said: Right, just imagine a Starcraft mod or something using that kind of feature for Vespene Gas mines. Hell, I'd love to add something like that to DE, where you claim Stone Quarries and Metal Mine Shafts by building a Storehouse on a slot. I'm gonna need this too for my own mod. I'm going through all the previous alphas to see if it was ever done. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 18, 2018 Report Share Posted June 18, 2018 I guess that settles it. Any ideas for a more generic name ? Or does it fit being extended to other objects ? function Settlement() {} Settlement.prototype.Schema = "<empty/>"; Engine.RegisterComponentType(IID_Settlement, "Settlement", Settlement); /* * TODO: the vague plan is that this should keep track of who currently owns the settlement, * and some other code can detect this (or get notified of changes) when it needs to. * A civcenter's BuildRestrictions component will see that it's being built on this settlement, * call MoveOutOfWorld on us (so we're invisible and only the building is visible/selectable), * tell us that its player owns us, and move us back into our original position when the building * is destroyed. Don't know if that's a sensible plan, though. */ EDIT : It should be in Build Restrictions actually function BuildRestrictions() {} BuildRestrictions.prototype.Schema = "<element name='PlacementType'>" + "<choice>" + "<value>standard</value>" + "<value>settlement</value>" + "</choice>" + // TODO: add special types for fields, docks, walls "</element>" + "<element name='Territory'>" + "<choice>" + "<value>all</value>" + "<value>allied</value>" + "</choice>" + "</element>" + "<optional>" + "<element name='Category'>" + "<choice>" + "<value>CivilCentre</value>" + "<value>House</value>" + "<value>ScoutTower</value>" + "<value>Farmstead</value>" + "<value>Market</value>" + "<value>Barracks</value>" + "<value>Dock</value>" + "<value>Fortress</value>" + "<value>Field</value>" + "<value>Special</value>" + "</choice>" + "</element>" + "</optional>"; // TODO: add phases, prerequisites, etc /* * TODO: the vague plan for Category is to add some BuildLimitManager which * specifies the limit per category, and which can determine whether you're * allowed to build more (based on the number in total / per territory / per * civ center as appropriate) */ /* * TODO: the vague plan for PlacementType is that it may restrict the locations * and orientations of new construction work (e.g. civ centers must be on settlements, * docks must be on shores), which affects the UI and the build permissions */ Engine.RegisterComponentType(IID_BuildRestrictions, "BuildRestrictions", BuildRestrictions); Quote Link to comment Share on other sites More sharing options...
Trinketos Posted June 18, 2018 Report Share Posted June 18, 2018 11 hours ago, wowgetoffyourcellphone said: Right, just imagine a Starcraft mod or something using that kind of feature for Vespene Gas mines. Hell, I'd love to add something like that to DE, where you claim Stone Quarries and Metal Mine Shafts by building a Storehouse on a slot. or building a temple in a sacred place 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 18, 2018 Author Report Share Posted June 18, 2018 2 minutes ago, Trinketos said: or building a temple in a sacred place Mesoamericans (and other cultures) building over previous temples. 1 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted June 18, 2018 Report Share Posted June 18, 2018 13 minutes ago, Lion.Kanzen said: Mesoamericans (and other cultures) building over previous temples. that's my idea for my mod. Also a variant of the Wonder Victory, is to put a wonder in a certain place of the map difficult to defend 2 Quote Link to comment Share on other sites More sharing options...
Palaiologos Posted June 20, 2018 Report Share Posted June 20, 2018 Bribes. I really like this feature. Anyhow, making bribable units other than traders or maybe the trader that was selected for the bribe gives over the resources (without the other players knowledge) it is carrying till the end of game/killed. Another player had suggested mercenaries since they hold no allegiance. I think it would be neat if players had the ability to bribe heros for xyz amount(high treason). Quote Link to comment Share on other sites More sharing options...
Guest Posted June 20, 2018 Report Share Posted June 20, 2018 (edited) 21 minutes ago, Palaiologos said: I think it would be neat if players had the ability to bribe heros for xyz amount(high treason). I think hero assasination would be more fitting. Assasins could be high-cost single use units. Something similiar to the special forces (just a scout with special abilities) units in Rise of Nations. Edited June 20, 2018 by Guest Quote Link to comment Share on other sites More sharing options...
Palaiologos Posted June 20, 2018 Report Share Posted June 20, 2018 2 minutes ago, (-_-) said: Something similiar to the special forces (just a scout with special abilities) units in Rise of Nations Am unfamiliar with this game :/ 3 minutes ago, (-_-) said: I think hero assassination would be more fitting. Assassins could be high-cost single use units Trying to envision how you mean. So its not exactly a bribe, you wouldn't end up bribing a desired unit(s) near the hero that would turn against him/her? I kinda see what your saying. Just a single trainable unit? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 20, 2018 Report Share Posted June 20, 2018 On 6/18/2018 at 4:48 AM, stanislas69 said: Any ideas for a more generic name ? I figured "slotting" would be generic enough. "Settlement" is too specific. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 20, 2018 Report Share Posted June 20, 2018 Maybe Slottable like Capturable ? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 20, 2018 Report Share Posted June 20, 2018 "Slottable" is a real word, to my surprise. So, why not. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 20, 2018 Report Share Posted June 20, 2018 7 minutes ago, wowgetoffyourcellphone said: "Slottable" is a real word, to my surprise. So, why not. Tweaking build_restrictions.js and adding that component might work 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 20, 2018 Author Report Share Posted June 20, 2018 10 minutes ago, stanislas69 said: Maybe Slottable like Capturable ? IS different form, you capture building over them., I record this in YT several times. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 20, 2018 Report Share Posted June 20, 2018 (edited) 8 minutes ago, stanislas69 said: Tweaking build_restrictions.js and adding that component might work I imagine something that would designate a coordinate and then designate class(es) of building that can be placed. EDIT: A "snapping" effect would be nice too. See how that happens with wall connectors. Edited June 20, 2018 by wowgetoffyourcellphone 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 20, 2018 Report Share Posted June 20, 2018 <slottable> <templates> fndn|athen_civ_center wrld_settlement </templates> <destroyedwhenreplaced>true</destroyedwhenreplaced> // If not when the building is destroyed, it will be replaced by the original thing <neutralwhenbuilt>true</neutralwhenbuilt> // Set the ownership to gaia unless we have a specific player or find a way not to be attackable <indestructiblewhenbuilt>true</indestructiblewhenbuilt> // Should probably not be there. </slottable> <slottable> <buildingClasses> Civic+Center </buildingClasses> <destroyedwhenreplaced>true</destroyedwhenreplaced> // If not when the building is destroyed, it will be replaced by the original thing <neutralwhenbuilt>true</neutralwhenbuilt> // Set the ownership to gaia unless we have a specific player or find a way not to be attackable <indestructiblewhenbuilt>true</indestructiblewhenbuilt> // Should probably not be there. </slottable> Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 20, 2018 Author Report Share Posted June 20, 2018 (edited) They work a socket the correct terminology is socket(gaia) Spoiler Edited June 20, 2018 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 20, 2018 Report Share Posted June 20, 2018 Socket is nice. 2 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.