MegaGlest Forum
MegaGlest => Feature requests => Topic started by: Ishmaru on 1 December 2013, 05:07:42
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Found 2 interesting behaviors while creating an attack boost with negative ep regen:
1 - Ep will fall into negative values and continue to drop. I think that values should not drop past zero.
2 - Units will get stuck when ep is in negative values. Probably due to every skill having a minimum ep cost of zero. And since ep is now less than zero basic skills (move, hold, produce, harvest) are no longer able to be performed.
There are potential uses for these behaviors, so I would not like to change the behaviors themselves.
Instead I propose to add a definable minimum value of ep, so attackboosts cannot lower ep below a certain point. If the values drop toward extreme negatives (-50 for example) then units will be paralyzed for incredible periods of time, so long that forgetting about that unit and just building another feels like the more time effective solution. What I think needs to happen is to have an optional minimum parameter added to the Max-Ep line, which sets the minimum limit the amount ep can drop to (via negative EP regeneration) in the unit xml:
<max-ep value="6" regeneration="1" minimum="-10" />
If the minimum tag is not found then a minimum of 0 should be the default.
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Actually I'm going to request not to fix this bug as of yet. I'm going to continue to play around with this bug, as I found a very good use for the effects of this bug.
Edit: Updated see first post:
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Perhaps we could add an option somewhere in the XML (which would make this a feature request) for that behavior. I'm not sure having negative EP should prevent the usage of zero-EP skills.
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Perhaps we could add an option somewhere in the XML (which would make this a feature request) for that behavior. I'm not sure having negative EP should prevent the usage of zero-EP skills.
Yes maybe a dev can move this to Feature request board it will be great.
After playing a bit with this, I see potential to make paralysis/EMP based attacks by draining enemy ep to negative (thus preventing them to move), using attack boosts. So I think that negative ep values should still prevent usage of zero ep skills. However, what I think needs to happen is to have an optional minimum parameter added to the Max-Ep line, which sets the minimum limit the amount ep can drop to (via negative EP regeneration) (default =0) in the unit xml:
<max-ep value="6" regeneration="1" minimum="-10" />
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I move this to the feature requests now. Please update the first post and add a summary of the state/request and change title.
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I move this to the feature requests now. Please update the first post and add a summary of the state/request and change title.
Done and Thanks!