Ceres Posted September 21, 2021 Report Share Posted September 21, 2021 This was started because of this: Maybe we can discuss here about secondary attack types and how this is proposed there: https://code.wildfiregames.com/D368 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 21, 2021 Report Share Posted September 21, 2021 Bring back A23! Seriously though I think this would be a great addition to the engine. I can see it being used for the 1866 mod. 1 2 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 21, 2021 Author Report Share Posted September 21, 2021 1866 mod? Quote Link to comment Share on other sites More sharing options...
maroder Posted September 21, 2021 Report Share Posted September 21, 2021 I'm in favor, there are so many interesting possibilities. Although it may make balancing harder. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 21, 2021 Report Share Posted September 21, 2021 31 minutes ago, Ceres said: 1866 mod? See this and this 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 21, 2021 Author Report Share Posted September 21, 2021 But why is secondary attacks specifically a topic for this mod? For testing purposes? Could it eventually flow into vanilla 0ad? Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 21, 2021 Report Share Posted September 21, 2021 Well the goal is to have it in Vanilla so other mods can use it too. 1 1 Quote Link to comment Share on other sites More sharing options...
Micfild Posted September 22, 2021 Report Share Posted September 22, 2021 Hi! If it is of any interest, i've found that if you copy the <melee> attack of a spearman.xml and add it to a javelineer.xml file it will show on the ui, but the javelineer will still only use it's ranged attack. However, if you change the <PreferredClasses datatype="tokens"> of that <melee> attack from "Human" to "Structure", when you order those Javelineers to attack a structure, they will use the melee attack instead of the ranged one. I even changed the damage of the melee attack to something stupid like 250 Hack just to be sure that it wasn't using the damage values of the ranged attack. I might be wrong, but this small experiment leads me to believe that it might be possible to implement the secondary attack mechanic by making use of this preference thing. Also, i found in the component Attack.js a GetBestAttackAgainst function (lines 343 to 378), that draws a distinction between Slaughter, Capture and other forms of attack. I don't know if this function is used or not since i haven't found another reference to it, but it might be possible to add more distinctions to it (maybe even one based on distance between units and stuff). I don't know if this will help but, who knows? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 22, 2021 Report Share Posted September 22, 2021 18 hours ago, Stan` said: Bring back A23! Nah, merge DE. 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 22, 2021 Report Share Posted September 22, 2021 6 hours ago, Micfild said: Hi! If it is of any interest, i've found that if you copy the <melee> attack of a spearman.xml and add it to a javelineer.xml file it will show on the ui, but the javelineer will still only use it's ranged attack. However, if you change the <PreferredClasses datatype="tokens"> of that <melee> attack from "Human" to "Structure", when you order those Javelineers to attack a structure, they will use the melee attack instead of the ranged one. I even changed the damage of the melee attack to something stupid like 250 Hack just to be sure that it wasn't using the damage values of the ranged attack. I might be wrong, but this small experiment leads me to believe that it might be possible to implement the secondary attack mechanic by making use of this preference thing. Also, i found in the component Attack.js a GetBestAttackAgainst function (lines 343 to 378), that draws a distinction between Slaughter, Capture and other forms of attack. I don't know if this function is used or not since i haven't found another reference to it, but it might be possible to add more distinctions to it (maybe even one based on distance between units and stuff). I don't know if this will help but, who knows? Well it already works in @bb_'s patch Quote Link to comment Share on other sites More sharing options...
Micfild Posted September 22, 2021 Report Share Posted September 22, 2021 1 hour ago, Stan` said: Well it already works in @bb_'s patch Is that the 1866 mod that you mentioned before or something else? Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 22, 2021 Report Share Posted September 22, 2021 2 minutes ago, Micfild said: Is that the 1866 mod that you mentioned before or something else? No that's this patch https://code.wildfiregames.com/D368 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 9, 2022 Report Share Posted February 9, 2022 On 22/09/2021 at 12:08 AM, wowgetoffyourcellphone said: Nah, merge DE. Not at all. 90%. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 9, 2022 Report Share Posted February 9, 2022 this patch would save us from having several units that are the same. it happens with certain skirmishers who were also swordmen. Quote Link to comment Share on other sites More sharing options...
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