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1
Mods / Re: resource produced over time but consumed instantly
« on: 8 September 2016, 10:19:25 »
Ok, cool :) !

Because I think that such resources is quite common in games.

I'm working on a custom factions editor, and I imagine factions having specific resources, where you can build a custom production building, like a pump for modern factions, or farm for medieval factions.
Each faction choosing the name of the resource (and its image), and the name of the production building (and its 3d model).

2
Mods / Re: Editor for custom factions
« on: 8 September 2016, 10:09:58 »
Yes, I think it will become open source, but only when I will have a nice release, according to users feedback.

It is already on git, but on bitbucket (private repo).

I advanced on v1, if I have time this weekend I would make a first release ;)
Currently I can:
- create resources
- create armor/attack type
- create air unit
- no attacking/building unit or building like in v0.9, just units who can build/produce units
- have upgrades

I will add reference to existing particles, and improve the UI this weekend.

3
Mods / Re: resource produced over time but consumed instantly
« on: 7 September 2016, 09:51:30 »
haha yeah I just understand your point of view.
That's it, I want a resource that is produced as a consumable, but that spend as a normal, hence the ambiguity :)

Ok, I'll watch the military mod, the oil resource seems to be a perfect example of what I wish!

Thanks!

4
Mods / Re: resource produced over time but consumed instantly
« on: 7 September 2016, 09:31:02 »
Precisely the opposite!

I want a resource that is produced and stock over time as food, but that I can spend as wood / stone / gold.

5
Mods / Re: resource produced over time but consumed instantly
« on: 7 September 2016, 07:20:05 »
I rephrase my question:

Is it possible to spend the stock of a consumable resource without changing the flow?

6
Mods / Re: Editor for custom factions
« on: 30 August 2016, 10:47:04 »
Hi Archmage,

Currently, for each unit/building, you must select an unit animation. I provide all unit animations from megapack techtree.
So for prototyping you can use existing 3D models.
It is a script, so I can do the same for every mod, I can extract all unit animations of another techtree.

Otherwise, currently:
- particles
- upgrades
- air units
- splash attack
- armor/attack type
are not handled yet!

But it is planned for the next version.

I think in two weeks ;)

7
Mods / Re: Editor for custom factions
« on: 29 August 2016, 22:01:04 »
Coldfusionstorm, I send you by email a beta version of my tool ;)

Currently for the cost, if your unit/building have twice the speed/attack/range etc... of the reference unit/building (tech swordman, tech barrack, tech worker), it cost twice its price!

But yeah, anything is possible!
We can imagine a pool of points to buy buildings, units, hp/attack/range bonus etc...
or a price that depends on unit attributes and other units/buildings...

8
Mods / Re: Editor for custom factions
« on: 28 August 2016, 22:43:09 »
Hi !

I finished the first iteration (the first because it does not support yet air units, different type of attack, upgrades etc ...). Also, it is not stand-alone, it must be installed in an Eclipse Modeling Tools.

I can easily create a faction like in the picture (click on "create a building" create a blue square, I can change its name, its attributes, etc ...), and with a right click on my faction it generates the directory to paste into techs folder.
Regarding animations, I can indicate for each unit to use the animations of an existing unit in Megapack (I have a script that will search all the values of a techs folder). So I can easily make a prototype, before creating specific animations.

I agree that it can rocketblast increase creating mods!

But what do you think about the idea that instead of several people each develop a mod, each develop only a faction and duels each other!? :)

9
Mods / resource produced over time but consumed instantly
« on: 21 August 2016, 22:02:12 »
Hi!

I have a question:
Can I create a building that produces a certain resource over time, as consumable resources, but that is consumed instantly, as static/tech/tileset resources?

Like having a building named mine producing iron, 10 per minute for example, but if I builded a unit that costs 100 iron, they are removed from the iron stock and not changing the flow to -90 iron/minute (as does food in Megapack).

I have unfortunately not found an answer on the forum, I missed a post on this?

Thanks!

10
Mods / Re: Editor for custom factions
« on: 2 July 2016, 15:42:17 »
Now it looks like this:



Cost is HP*sight*buildTime  :O
Numbers in parenthesis are starting number of this unit/building.

I'm writing a generator for that kind of basic faction!

11
Mods / Re: Editor for custom factions
« on: 2 July 2016, 12:41:37 »
Like what? Custom particle effects? Can you be more specific please?

For attack we can imagine a tool for adding different kinds of attack to a unit, like CloseCombat / RangeAttack / FireBall ... for example !


The picture is an example ;)


12
Mods / Re: Editor for custom factions
« on: 2 July 2016, 10:03:48 »
About balancing, I think we should not forget about the meta-game:
if the system offers a winning strategy, some players would create specific strategies against these strategies, making them obsolete.

13
Mods / Editor for custom factions
« on: 2 July 2016, 08:33:45 »
Hey Guys!

Have you already thought about playing a game where each player custom his own faction before fighting?

I am doing an editor to create easily a faction from scratch:



So, with this editor, you can create your own faction. You press a button, it generates the xml need directly, and in the game files you can change the 3D models, images, sounds, and it's good!

I have one concern (but not least)... balancing.

I would need math functions that give the price of all the buildings / units / technologies from a faction.

Impossible?

What do you think of this project? Some have already tried?

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