1
MegaGlest / Re: 3d printed mage tower
« on: 5 January 2019, 13:25:45 »
Those are really awesome! Would love to see more of these prints
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Age 1: Megapack - Indians, Egypt, Persian
Age 2: Megapack - Romans
Age 3: Magitech - Tech, Magic
Age 4: Imperial - Imperial, Warlords
Age 5: Enemies & Allies - Enemies & Allies
Age 6: Annex - Alliance, Shadow
Age 7: Scifi Pack - Industrators, MartiansNice improvements as always, Archmage.
Hopefully this and the Woodland techtree can finally be on the ModCenter.
That was me, Gameboy hasn't been around in years.
I don't see how. You kill a unit and spawn your own faction's version. If you kill a unit that you don't indicate in the XML, you don't spawn a unit. So the unit would just die instead of being captured. So yeah it wouldn't work right but it wouldn't break the game somehow. If you were going to the level of modding that involves swapping factions around you should be able to handle this. You could even just bump and error if capture failed to the error log. If people are moving around factions but can't read error logs that's not really your fault.
same type of unit? not from own faction? then you have high chance for unexpected problems like
e.g. instant dying > because no food > because your faction doesn't use food etc.
You would need a mapping which unit to spawn for which unit. By this you get a dependency of one faction to another. Up to now there is no such dependency and you can move factions around.
I dont really want to introduce this dependency, but if it would exists it is possible to implement somehting like you suggested.
( completly offtopic but please test this and give feedback: https://forum.megaglest.org/index.php?topic=9837.0 )
New features are never in master as this is our release branch. To try new things always use branch "develop".
Wouldn't you just define the unit conversion in the XML and then kill the one unit and spawn the proper replacement in the same location? In what way is this complicated?
In fact wouldn't this just be a copy of the spawn at death feature which you did in fact implement? You don't literally have to modify a given unit to another type.
Another thing my son sugested is sadly not possible at the moment as the information is missing:
A "spawn at enemy" like its possible for attack spawns. So if a unit A is killed by a unit B the spawned units surround unit B. This would be nice, but is not possible. I think I leave it like it is for the moment.
( btw you can try things by either building for yourself https://docs.megaglest.org/MG/Development or more simply get the data and binaries from here: http://snapshots.megaglest.org )
I understand it, but as I said too complicated to do for the benefit you get. Saying: I will not do this at this point
This is quite complicated to do and in my eyes a too special feature. It would mean you need a transition map of which unit is mapped on which unit while capturing and so on.
I don't think I want to add something like this and I think these kind of things should be done with scenario code.
Start time is the moment based ont he death animation when the unit spawns. By this you can get a better timing to let the technician "exit" the catapult for example.
You cannot let spawn differrent types of units on death like this, you can just set teh number of spawned units. Multiple types ( like your syntax suggested ) was a bit more complicated and I skipped it. Do you really think its needed ?
<spawn-on-deaths>
<spawn-on-death>
<unit type="my-unit"/>
<count value="5"/>
<health value="25%"/>
<probability value="50%"/>
</spawn-on-death>
</spawn-on-deaths>
<captures>
<capture>
<faction type="tech"/>
<unit type="worker"/>
<health-threshold value="10%"/>
<health value="25%"/>
<probability value="50%"/>
</capture>
<capture>
<faction type="magic"/>
<unit type="acolyte"/>
<health-threshold value="0%"/>
<health value="50%"/>
<probability value="25%"/>
</capture>
</captures>